mirror of
https://github.com/TheGiddyLimit/homebrew.git
synced 2026-08-02 15:35:51 -04:00
3475 lines
167 KiB
JSON
3475 lines
167 KiB
JSON
{
|
|
"_meta": {
|
|
"sources": [
|
|
{
|
|
"json": "TheArmigerClass",
|
|
"abbreviation": "AMGR",
|
|
"full": "Armiger",
|
|
"url": "https://docs.google.com/document/d/18vShzema6j3JtAn7D3PUzbefF2kkR2jIwuctcqqezl8/edit?usp=sharing",
|
|
"version": "2.4",
|
|
"authors": [
|
|
"Blake",
|
|
"Kevin (Blurhy)"
|
|
],
|
|
"convertedBy": [
|
|
"Blake",
|
|
"Kevin (Blurhy)"
|
|
]
|
|
}
|
|
],
|
|
"edition": "classic",
|
|
"dateAdded": 1671568563,
|
|
"dateLastModified": 1772404109,
|
|
"_dateLastModifiedHash": "821eea33a8"
|
|
},
|
|
"class": [
|
|
{
|
|
"name": "Armiger",
|
|
"source": "TheArmigerClass",
|
|
"hd": {
|
|
"number": 1,
|
|
"faces": 8
|
|
},
|
|
"proficiency": [
|
|
"dex",
|
|
"cha"
|
|
],
|
|
"spellcastingAbility": "cha",
|
|
"startingProficiencies": {
|
|
"armor": [
|
|
"light",
|
|
"medium",
|
|
"shield"
|
|
],
|
|
"weapons": [
|
|
"simple",
|
|
"martial"
|
|
],
|
|
"tools": [
|
|
"{@item Tinker's tools|PHB}"
|
|
],
|
|
"skills": [
|
|
{
|
|
"choose": {
|
|
"from": [
|
|
"acrobatics",
|
|
"athletics",
|
|
"arcana",
|
|
"deception",
|
|
"insight",
|
|
"intimidation",
|
|
"perception",
|
|
"persuasion",
|
|
"sleight of hand"
|
|
],
|
|
"count": 3
|
|
}
|
|
}
|
|
]
|
|
},
|
|
"startingEquipment": {
|
|
"additionalFromBackground": true,
|
|
"default": [
|
|
"(a) {@item scale mail|phb} or (b) {@item leather armor|phb}",
|
|
"(a) two {@item shortsword|phb} or (b) two {@filter simple weapons|items|source=phb|category=basic|type=simple weapon}",
|
|
"(a) a {@item diplomat's pack|phb} or (b) an {@item explorer's pack|phb}"
|
|
],
|
|
"goldAlternative": "{@dice 5d4*10|5d4 x 10|Starting Gold}",
|
|
"defaultData": [
|
|
{
|
|
"a": [
|
|
"scale mail|phb"
|
|
],
|
|
"b": [
|
|
"leather armor|phb"
|
|
]
|
|
},
|
|
{
|
|
"a": [
|
|
"shortsword|phb",
|
|
"shortsword|phb"
|
|
],
|
|
"b": [
|
|
{
|
|
"equipmentType": "weaponSimple",
|
|
"quantity": 2
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"_": [
|
|
"diplomat's pack|phb",
|
|
"explorer's pack|phb"
|
|
]
|
|
}
|
|
]
|
|
},
|
|
"multiclassing": {
|
|
"requirements": {
|
|
"dex": 13,
|
|
"cha": 13
|
|
},
|
|
"proficienciesGained": {
|
|
"armor": [
|
|
"light",
|
|
"medium",
|
|
"shield"
|
|
],
|
|
"weapons": [
|
|
"simple",
|
|
"martial"
|
|
]
|
|
}
|
|
},
|
|
"classTableGroups": [
|
|
{
|
|
"colLabels": [
|
|
"Links"
|
|
],
|
|
"rows": [
|
|
[
|
|
0
|
|
],
|
|
[
|
|
2
|
|
],
|
|
[
|
|
3
|
|
],
|
|
[
|
|
4
|
|
],
|
|
[
|
|
5
|
|
],
|
|
[
|
|
6
|
|
],
|
|
[
|
|
7
|
|
],
|
|
[
|
|
8
|
|
],
|
|
[
|
|
9
|
|
],
|
|
[
|
|
10
|
|
],
|
|
[
|
|
11
|
|
],
|
|
[
|
|
12
|
|
],
|
|
[
|
|
13
|
|
],
|
|
[
|
|
14
|
|
],
|
|
[
|
|
15
|
|
],
|
|
[
|
|
16
|
|
],
|
|
[
|
|
17
|
|
],
|
|
[
|
|
18
|
|
],
|
|
[
|
|
19
|
|
],
|
|
[
|
|
20
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"classFeatures": [
|
|
"Armiger's Armory|Armiger|TheArmigerClass|1|TheArmigerClass",
|
|
"Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass",
|
|
"Telumkinesis|Armiger|TheArmigerClass|1|TheArmigerClass",
|
|
"Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass",
|
|
"Links|Armiger|TheArmigerClass|2|TheArmigerClass",
|
|
{
|
|
"classFeature": "Armiger Inheritance|Armiger|TheArmigerClass|3|TheArmigerClass",
|
|
"gainSubclassFeature": true
|
|
},
|
|
"Dauntless|Armiger|TheArmigerClass|4|TheArmigerClass",
|
|
"Ability Score Improvement|Armiger|TheArmigerClass|4|TheArmigerClass",
|
|
"Extra Attack|Armiger|TheArmigerClass|5|TheArmigerClass",
|
|
"Greater Bonds|Armiger|TheArmigerClass|6|TheArmigerClass",
|
|
"Greater Weapon Manipulation|Armiger|TheArmigerClass|6|TheArmigerClass",
|
|
"Grand Strike Improvement|Armiger|TheArmigerClass|7|TheArmigerClass",
|
|
{
|
|
"classFeature": "Armiger Inheritance Feature|Armiger|TheArmigerClass|7|TheArmigerClass",
|
|
"gainSubclassFeature": true
|
|
},
|
|
"Ability Score Improvement|Armiger|TheArmigerClass|8|TheArmigerClass",
|
|
"Exalted Offense|Armiger|TheArmigerClass|9|TheArmigerClass",
|
|
"Exalted Defense|Armiger|TheArmigerClass|10|TheArmigerClass",
|
|
{
|
|
"classFeature": "Armiger Inheritance Feature|Armiger|TheArmigerClass|11|TheArmigerClass",
|
|
"gainSubclassFeature": true
|
|
},
|
|
"Ability Score Improvement|Armiger|TheArmigerClass|12|TheArmigerClass",
|
|
"Superior Bonds|Armiger|TheArmigerClass|13|TheArmigerClass",
|
|
"Superior Weapon Manipulation|Armiger|TheArmigerClass|13|TheArmigerClass",
|
|
"Manifested Armory|Armiger|TheArmigerClass|14|TheArmigerClass",
|
|
{
|
|
"classFeature": "Armiger Inheritance Feature|Armiger|TheArmigerClass|15|TheArmigerClass",
|
|
"gainSubclassFeature": true
|
|
},
|
|
"Link Feature: Field of Blades|Armiger|TheArmigerClass|16|TheArmigerClass",
|
|
"Ability Score Improvement|Armiger|TheArmigerClass|16|TheArmigerClass",
|
|
"Sovereign Influence|Armiger|TheArmigerClass|17|TheArmigerClass",
|
|
{
|
|
"classFeature": "Armiger Inheritance Feature|Armiger|TheArmigerClass|18|TheArmigerClass",
|
|
"gainSubclassFeature": true
|
|
},
|
|
"Ability Score Improvement|Armiger|TheArmigerClass|19|TheArmigerClass",
|
|
"Link Feature: Glorious Maelstrom|Armiger|TheArmigerClass|20|TheArmigerClass",
|
|
"Bonded Scion|Armiger|TheArmigerClass|20|TheArmigerClass"
|
|
],
|
|
"hasFluff": true
|
|
}
|
|
],
|
|
"classFluff": [
|
|
{
|
|
"name": "Armiger",
|
|
"source": "TheArmigerClass",
|
|
"entries": [
|
|
{
|
|
"name": "The Armiger",
|
|
"type": "section",
|
|
"entries": [
|
|
"The wealthy weapon collector raises his eyebrow at the oncoming highwaymen. They assumed he was unarmed, and while the collector had no weapon physically on him, the highwaymen were mistaken in thinking he was without them. As golden weapons begin to shoot out from golden portals, the collector relaxes into the seat of his carriage, comfortable knowing that the bandits would soon be dealt with.",
|
|
"The charming dancer pleases the audience with her impressive ax juggling, but the audience is completely beguiled when the glowing axes suddenly disappear into thin air. That is, except for the dancer's quarry in the front row, who suddenly feels a blade in his torso. Bounties paid more than show business anyways.",
|
|
"The elven commander was a legend among their troops. They were known for having lost both hands in battle, yes, but they were even more well-known for being able to control their vast collection of weapons with subtle movements of their body. The saying went that so long as their commander could move their eyes, the army would remain undefeated.",
|
|
"Armigers are manipulators of weapons in a way that no one else is. Able to control weapons via the connections they create with their arsenals, Armigers aren't just defined by their unique power or by their incredible presence, but by their bonds.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Bonded and Connected",
|
|
"entries": [
|
|
"All armigers share a distinct ability to bond with their weapons, connecting to weapons in an extraordinary way that allows them to manipulate them in a variety of manners. Unlike mage hand users or simple telekinetics, armigers can deftly control many weapons and utilize them in ways that exceed simple strikes. In addition to their bonded weaponry, all armigers can access an extra dimensional storage space called the armiger's armory. Herein, armigers can store their weapon collections. These armories often evolve in size and appearance, growing with their armiger. At the highest level, some armigers can even manifest their armory like a demiplane. Because of how much an armiger relies on their arsenal, many armigers tend to be weapon collectors, blacksmiths, or otherwise interested in weapons beyond the norm; for each new weapon is a new part of the armiger.",
|
|
"An armiger's power is more than just their combat prowess. Armigers are memorable figures whose personalities are as strong as their arsenals. The armiger's charisma comes from the fact that their powers are based on their ability to connect. Whether with weapons or with people, armigers are people who are especially apt at bonding with things outside of themselves - for better and for worse. This doesn't mean that all armigers are automatically likable. Many nefarious armigers exist who use their natural presence to manipulate and control those around them. Still, more benevolent armigers also exist, who wield their influence to empower people and lead them to great acts. Regardless, all armigers are a force to be reckoned with, whether due to their force of personality or the force of their arsenals."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "To Grow Their Bonds",
|
|
"entries": [
|
|
"To an armiger, bonds are everything. Their bonded weaponry, for example, aren't just tools but extensions of themselves. In fact, an armiger's arsenal often reflects the personality of the armiger, evolving new features that reflect who the armiger is. And, the bonds that armigers make with people, creatures, places, ideas, and experiences are just as important to them. In the same way a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} is influenced by the armiger bonded with them, the connections that armigers make can influence armigers in powerful ways. Without their bonds, not only do the armiger's abilities suffer, but perhaps most pitiful of all, so does the armiger's sense of self suffer, too.",
|
|
"As such, armigers - though rare overall - are almost always adventurers. Whether for king and country or home and hearth, armigers undertake all manner of quests and do all manner of deeds in an effort to strengthen the connections they have and to grow new ones along the way. Even solitary armigers tend to frequent common places when resting in towns or keep a pet with them while on the road, and even malevolent armigers keep a retinue of underlings. Regardless of their background, armigers share much with each other, but perhaps the most terrifying thing they share is the unspoken fear that without their bonds (to their arsenal and to others), they are nothing. Worst of all, because many of their abilities stem from their connections, the tragic reality is that their fear might be true."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Creating an Armiger",
|
|
"entries": [
|
|
"Armigers are people whose bonds mean a lot to them, whether that bond is a blade, an ideology, or a loved one. As you create an armiger, consider especially what your armiger connects with. These could be items, people, places, or ideas. Why does your armiger connect to these things? How do they connect with them? What about these connections might affect how your armiger abilities appear or are used? Do these connections serve as a source of power for your armiger's abilities?",
|
|
"It is also important to think about how your armiger discovered and developed their abilities in the first place, and how that affects their future growth. Do they come from a line of noble armigers, receiving training and tutelage from the family's court? Were they the child of a humble weaponsmith and always felt an invisible thread to their parent's heirloom that awoke their power on the day that it was gifted to them? Perhaps they learned of their abilities later in life, when they crossed paths with a sentient weapon that unlocked something inside the armiger that was always there?",
|
|
"Finally, take some time to ponder your armiger's arsenal (their bonded weaponry and armory), since it is a reflection of your armiger. Does your armiger prefer a certain type of weapon? Do their weapons take on a specific appearance when bonded - even if its a simple sigil of ownership? What does their armory look like and why does it look that way? When your armiger gets access to Links, what do these links appear as - tattoos? Strange runes? Meaningful figurines? Floating halos of power?",
|
|
{
|
|
"type": "entries",
|
|
"name": "Quick Build",
|
|
"entries": [
|
|
"You can make an armiger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the {@background courtier|scag}, {@background entertainer|phb}, {@background variant noble (knight)|phb|knight}, or {@background noble|phb} background."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"page": 0,
|
|
"source": "TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"subclass": [
|
|
{
|
|
"name": "Canny Inheritance",
|
|
"shortName": "Canny",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Canny Inheritance|Armiger|TheArmigerClass|Canny|TheArmigerClass|3|TheArmigerClass",
|
|
"Empowered Improvisations|Armiger|TheArmigerClass|Canny|TheArmigerClass|7|TheArmigerClass",
|
|
"Competitive Showmanship|Armiger|TheArmigerClass|Canny|TheArmigerClass|7|TheArmigerClass",
|
|
"Greater Improvisations|Armiger|TheArmigerClass|Canny|TheArmigerClass|11|TheArmigerClass",
|
|
"Charmed Life|Armiger|TheArmigerClass|Canny|TheArmigerClass|11|TheArmigerClass",
|
|
"Superior Improvisations|Armiger|TheArmigerClass|Canny|TheArmigerClass|15|TheArmigerClass",
|
|
"Number One|Armiger|TheArmigerClass|Canny|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Covenant Inheritance",
|
|
"shortName": "Covenant",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"spellcastingAbility": "cha",
|
|
"casterProgression": "pact",
|
|
"cantripProgression": [
|
|
0,
|
|
0,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
2,
|
|
2,
|
|
2,
|
|
2,
|
|
2,
|
|
2,
|
|
2,
|
|
2,
|
|
2
|
|
],
|
|
"spellsKnownProgression": [
|
|
0,
|
|
0,
|
|
1,
|
|
1,
|
|
2,
|
|
2,
|
|
3,
|
|
3,
|
|
4,
|
|
4,
|
|
5,
|
|
5,
|
|
6,
|
|
6,
|
|
7,
|
|
7,
|
|
8,
|
|
8,
|
|
9,
|
|
9
|
|
],
|
|
"subclassTableGroups": [
|
|
{
|
|
"subclasses": [
|
|
{
|
|
"name": "Covenant Inheritance",
|
|
"source": "TheArmigerClass"
|
|
}
|
|
],
|
|
"colLabels": [
|
|
"Cantrips Known",
|
|
"Spells Known",
|
|
"Spell Slots",
|
|
"Slot Level"
|
|
],
|
|
"rows": [
|
|
[
|
|
"\u2014",
|
|
"\u2014",
|
|
"\u2014",
|
|
"\u2014"
|
|
],
|
|
[
|
|
"\u2014",
|
|
"\u2014",
|
|
"\u2014",
|
|
"\u2014"
|
|
],
|
|
[
|
|
1,
|
|
1,
|
|
1,
|
|
"2nd"
|
|
],
|
|
[
|
|
1,
|
|
1,
|
|
2,
|
|
"2nd"
|
|
],
|
|
[
|
|
1,
|
|
2,
|
|
2,
|
|
"3rd"
|
|
],
|
|
[
|
|
1,
|
|
2,
|
|
2,
|
|
"3rd"
|
|
],
|
|
[
|
|
1,
|
|
3,
|
|
2,
|
|
"4th"
|
|
],
|
|
[
|
|
1,
|
|
3,
|
|
2,
|
|
"4th"
|
|
],
|
|
[
|
|
1,
|
|
4,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
1,
|
|
4,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
1,
|
|
5,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
5,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
6,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
6,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
7,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
7,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
8,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
8,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
9,
|
|
2,
|
|
"5th"
|
|
],
|
|
[
|
|
2,
|
|
9,
|
|
2,
|
|
"5th"
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"subclassFeatures": [
|
|
"Covenant Inheritance|Armiger|TheArmigerClass|Covenant|TheArmigerClass|3|TheArmigerClass",
|
|
"Better Together|Armiger|TheArmigerClass|Covenant|TheArmigerClass|7|TheArmigerClass",
|
|
"Unwavering Loyalty|Armiger|TheArmigerClass|Covenant|TheArmigerClass|11|TheArmigerClass",
|
|
"Growing Covenants|Armiger|TheArmigerClass|Covenant|TheArmigerClass|15|TheArmigerClass",
|
|
"Eternal Service|Armiger|TheArmigerClass|Covenant|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Oblivion Inheritance",
|
|
"shortName": "Oblivion",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Oblivion Inheritance|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|3|TheArmigerClass",
|
|
"Stranger Still|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|7|TheArmigerClass",
|
|
"Curious Consort|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|11|TheArmigerClass",
|
|
"Sensate Stalker|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|15|TheArmigerClass",
|
|
"Strangest Thing of All|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Outrider Inheritance",
|
|
"shortName": "Outrider",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Outrider Inheritance|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3|TheArmigerClass",
|
|
"Versatile Movement|Armiger|TheArmigerClass|Outrider|TheArmigerClass|7|TheArmigerClass",
|
|
"Greater Portals|Armiger|TheArmigerClass|Outrider|TheArmigerClass|11|TheArmigerClass",
|
|
"Never in the Same Spot|Armiger|TheArmigerClass|Outrider|TheArmigerClass|15|TheArmigerClass",
|
|
"Peerless Traveler|Armiger|TheArmigerClass|Outrider|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Radiance Inheritance",
|
|
"shortName": "Radiance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Radiance Inheritance|Armiger|TheArmigerClass|Radiance|TheArmigerClass|3|TheArmigerClass",
|
|
"Grand Vision|Armiger|TheArmigerClass|Radiance|TheArmigerClass|7|TheArmigerClass",
|
|
"Crowning Achievement|Armiger|TheArmigerClass|Radiance|TheArmigerClass|11|TheArmigerClass",
|
|
"Divine Providence|Armiger|TheArmigerClass|Radiance|TheArmigerClass|15|TheArmigerClass",
|
|
"King of Kings|Armiger|TheArmigerClass|Radiance|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Scarred Inheritance",
|
|
"shortName": "Scarred",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Scarred Inheritance|Armiger|TheArmigerClass|Scarred|TheArmigerClass|3|TheArmigerClass",
|
|
"Rise Above|Armiger|TheArmigerClass|Scarred|TheArmigerClass|7|TheArmigerClass",
|
|
"For Good|Armiger|TheArmigerClass|Scarred|TheArmigerClass|11|TheArmigerClass",
|
|
"Greater Telekinesis|Armiger|TheArmigerClass|Scarred|TheArmigerClass|15|TheArmigerClass",
|
|
"Unstoppable Resilience|Armiger|TheArmigerClass|Scarred|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Symmetry Inheritance",
|
|
"shortName": "Symmetry",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Symmetry Inheritance|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|3|TheArmigerClass",
|
|
"Balance the Four Humors|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass",
|
|
"Level the Field|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|11|TheArmigerClass",
|
|
"Absolute Symmetry|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|15|TheArmigerClass",
|
|
"Perfectly Balanced as All Things Should Be|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
},
|
|
{
|
|
"name": "Vanguard Inheritance",
|
|
"shortName": "Vanguard",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"page": 0,
|
|
"subclassFeatures": [
|
|
"Vanguard Inheritance|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|3|TheArmigerClass",
|
|
"Strategic Command|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|7|TheArmigerClass",
|
|
"Link Feature: Combat Inspiration|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|11|TheArmigerClass",
|
|
"Living Banner|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|15|TheArmigerClass",
|
|
"Army Maker|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|18|TheArmigerClass"
|
|
]
|
|
}
|
|
],
|
|
"classFeature": [
|
|
{
|
|
"name": "Armiger's Armory",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 1,
|
|
"entries": [
|
|
"At 1st level, you connect with an extraplanar weapon storage known as the armiger's armory. The armory is a demiplane made up of a number of 20-foot cubes up to a number equal to your Armiger level. You can create any floor plan you like for the armory, and it can even have basic decorations as you choose. (These decorations cannot be removed from the armory. If they are somehow taken out, they instantly disappear.) But, you cannot physically access the armory until you gain the {@classFeature Manifested Armory|Armiger|TheArmigerClass|14|TheArmigerClass} feature at 14th level.",
|
|
"When you first become an Armiger, the armory is empty except for some basic decorations of your choice. As a bonus action, you may transfer one {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} that you touch to your armory or summon one {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} from the armory to your hand or to a hovering position. (A {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} is a weapon that has been bonded to the armiger, as described in the following {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass} feature.)",
|
|
"The armory also functions as a limited storage space for other things. As an action, you can store a single item or piece of equipment that you touch that is not being worn or carried by another creature. You can summon a single stored item as an action. These items can be anything except for bonded weaponry (since bonded weaponry are counted separately). Each item cannot be larger than one 5-foot cube. You can store a number of items equal to your Armiger level. If you try to store an item beyond your max capacity, it instantly fails.",
|
|
"Using the armory is considered a magical, extraplanar, and extradimensional effect. Thus, it is affected by features and spells that can prohibit access to such things, such as an {@spell Antimagic Field}, {@spell Mordenkainen's Private Sanctum}, or the {@spell Hallow} spell.",
|
|
{
|
|
"type": "inset",
|
|
"name": "Does a Bag of Holding or Similar Item Blow Up in an Armory?",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"entries": [
|
|
"The armory is not an extradimensional space, so no."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bonded Weaponry",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 1,
|
|
"entries": [
|
|
"All armigers can bond with their weapons to unlock special powers in them. Also at 1st level, you may conduct a 1 hour ritual to bond with any melee weapon you are proficient with (including magic weapons). This ritual can be done over the course of a short rest. You must touch the weapon as part of the ritual. During the ritual, you may attune to the weapon if it requires attunement or has the option for attunement so long as you have the attunement slots available. You may not bond with artifacts or natural weapons with this feature.",
|
|
"While the weapon is bonded to you, the weapon gains the following properties in addition to any properties is already has:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Arsenal.} The {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} can be used for your other Armiger features.",
|
|
"{@b Glamoured.} The {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} takes on any superficial changes that you'd like. These changes are purely aesthetic and do not affect the weapon's functionality.",
|
|
"{@b Hover.} The {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} can hover harmlessly around you. While hovering, the weapon stays within 5 feet (remaining in your space) and counts as being in your possession. You may add your Charisma modifier on any saves or ability checks to resist having a hovering {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} disarmed, stolen, or otherwise taken from you.",
|
|
"{@b Summon.} The {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} can be summoned into your hand as a bonus action, as long as it is within 1 Mile of you or it is in your armory. If a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} is in the possession of another creature when you try to summon it, the creature may make a contested Charisma check to resist the weapon being summoned. If the creature succeeds, the weapon does not return to you."
|
|
]
|
|
},
|
|
"The {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} automatically loses its bond with you if it is removed from your possession for 1 hour. Bonded weaponry in your armory do not count as being removed from your possession.",
|
|
"You may only bond with a number of weapons equal to your Charisma modifier (minimum 1 weapon). If you try to bond with a weapon beyond your max capacity, it instantly fails. With an action, you can remove the bond on a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} you touch.",
|
|
{
|
|
"type": "inset",
|
|
"name": "For An Armiger, What Counts as Having a Bonded Weapon in Their Possession?",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"entries": [
|
|
"A {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} is considered to be in an armiger's possession if it is on their person (carried, stowed, worn, or wielded), hovering around the armiger as per the hover property of the {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass} feature, or if it is in the armiger's armory."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Telumkinesis",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 1,
|
|
"entries": [
|
|
"Finally, at 1st level, as a bonus action or action, you can telekinetically manipulate any bonded weaponry within 30 feet of you. You can stow, retrieve, and exert fine control over your bonded weaponry. You cannot use this feature to attack."
|
|
]
|
|
},
|
|
{
|
|
"name": "Blade Burst",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 0
|
|
},
|
|
"entries": [
|
|
"As a reaction when a creature enters a space within 5 feet of you, you can expend 0 links to splay your weapons out in a defensive maneuver like a porcupine. All creatures within 5 feet of you must make a Dexterity saving throw or take {@dice 1d6} bludgeoning, piercing, or slashing damage."
|
|
]
|
|
},
|
|
{
|
|
"name": "Grand Flurry",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As a bonus action during a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, you can expend 1 link and make one additional attack as part of that same Grand Strike."
|
|
]
|
|
},
|
|
{
|
|
"name": "Grand Strike",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"entries": [
|
|
"An armiger has no need to dirty their hands. At 2nd level, you can launch any one {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} that is held by you or hovering around you using your telekinetic control over the weapon or your armory portals.",
|
|
"You gain a new attack option that you can use with the {@action Attack} action. This special attack is a weapon attack using one {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon}. This special attack has a range of thrown (15/30), but it counts as a melee weapon attack instead of a ranged weapon attack. You are proficient with it, and it uses your Charisma modifier for the attack and damage rolls. The damage calculation uses the damage dice, damage type, and properties of the {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} used in the Grand Strike.",
|
|
"When a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} is launched via Grand Strike, you may only use it once per Grand Strike since the {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} does not automatically return to you. You must use a bonus action to return one launched {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} back to you, as described in the {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass} feature.",
|
|
"When you gain the {@classFeature Extra Attack|Armiger|TheArmigerClass|5|TheArmigerClass} feature, this special attack can be used for any of the attacks you make as part of the {@action Attack} action."
|
|
]
|
|
},
|
|
{
|
|
"name": "Links",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"entries": [
|
|
"Your connection to your arsenal appears on or around your person. These might appear as runic tattoos, harmless magical effects, or even special trinkets.",
|
|
"Starting at 2nd level, these links are used to power your abilities. Your access to this power is represented by a number of links. Your Armiger level determines the number of links you have, as shown in the Links column of the Armiger table. (You have a number of Links equal to your level.)",
|
|
"You can expend these links to fuel various link features. You start knowing five such features: {@b Blade Burst, Grand Flurry, Mass Return, Mass Summon, and Warding Arsenal}. You learn more link features as you gain levels in this class.",
|
|
"When you expend a link, it is unavailable until you finish a long rest, at the end of which you draw from your connection with your armory to recharge your links.",
|
|
"Some features allow you to cast spells with your links. Such features use your Charisma as your spellcasting ability, and spells cast in this way do not require any components.",
|
|
"Some of your link features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:",
|
|
{
|
|
"type": "abilityDc",
|
|
"name": "Link",
|
|
"attributes": [
|
|
"cha"
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Blade Burst|Armiger|TheArmigerClass|2|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Grand Flurry|Armiger|TheArmigerClass|2|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Mass Return|Armiger|TheArmigerClass|2|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Mass Summon|Armiger|TheArmigerClass|2|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Warding Arsenal|Armiger|TheArmigerClass|2|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mass Return",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to return all bonded weaponry not in your possession into your possession as long as they are within 1 Mile of you. You may choose to return a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} to your hand, to a hovering position, or to your armory. If a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} is in the possession of another creature when you try to summon it, the creature may make a contested Charisma check to resist the weapon being summoned. If the creature succeeds, the weapon does not return to you."
|
|
]
|
|
},
|
|
{
|
|
"name": "Mass Summon",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to summon all bonded weaponry contained in your armory into your possession. You may choose to summon a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} to your hand or to a hovering position. You cannot use this link feature to summon a weapon that is not in your armory."
|
|
]
|
|
},
|
|
{
|
|
"name": "Warding Arsenal",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 2,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As a reaction when an attack roll is made against you, you can expend 1 link to gain a bonus to your AC equal to your Charisma modifier for that attack."
|
|
]
|
|
},
|
|
{
|
|
"name": "Armiger Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"When you reach 3rd level, you form a powerful connection with something in particular, receiving the title and abilities of an Armiger Inheritance. Your inheritance grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level."
|
|
]
|
|
},
|
|
{
|
|
"name": "Ability Score Improvement",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 4,
|
|
"entries": [
|
|
"When you reach 4th 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.",
|
|
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Dauntless",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 4,
|
|
"entries": [
|
|
"Also at 4th level, you've begun to hone your connection with your arsenal to allow you more use of your links. Once per long rest, you may use an action to recharge a number of spent links up to an amount equal to your proficiency modifier. You cannot exceed your max links."
|
|
]
|
|
},
|
|
{
|
|
"name": "Extra Attack",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 5,
|
|
"entries": [
|
|
"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. This extra attack can be used with the {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass} attack, allowing you to make two grand strikes instead of one."
|
|
]
|
|
},
|
|
{
|
|
"name": "Cloud of Weapons",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 6,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 2 links to fill a 5-foot cube with a whirlwind of weapons centered on a point you choose within 30 feet. A creature takes {@dice 1d6|1d6 bludgeoning|Bludgeoning Damage} + {@dice 1d6|1d6 piercing|Piercing Damage} + {@dice 1d6|1d6 slashing|Slashing Damage} damage when it enters the area for the first time on a turn or starts its turn there. Maintaining this feature requires {@condition concentration|phb}, and it can only last up to 1 Minute. While maintaining {@condition concentration|phb}, you can use a bonus action to move the 5-foot cube to another location within range."
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Bonds",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 6,
|
|
"entries": [
|
|
"At 6th level, your bond with your arsenal grows, and your ability to bond with weapons increases, too. You may now bond with a number of weapons equal to double your Charisma modifier (minimum 1 weapon).",
|
|
"Additionally, your attacks with your bonded weaponry count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. And, you always know the location and direction to any {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Weapon Manipulation",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 6,
|
|
"entries": [
|
|
"Also at 6th level, your growing connection to your arsenal lets you manipulate your bonded weaponry in even greater ways. You learn the following link features:",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Cloud of Weapons|Armiger|TheArmigerClass|6|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Weapon Barrage|Armiger|TheArmigerClass|6|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Weapon Barrage",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 6,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 2 links to conjure a torrent of weapons in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes {@dice 1d8|1d8 bludgeoning|Bludgeoning Damage} + {@dice 1d8|1d8 piercing|Piercing Damage} + {@dice 1d8|1d8 slashing|Slashing Damage} damage on a failed save, or half as much damage on a successful one."
|
|
]
|
|
},
|
|
{
|
|
"name": "Armiger Inheritance Feature",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"entries": [
|
|
"At 7th level, you gain new features granted by your Armiger Inheritance."
|
|
]
|
|
},
|
|
{
|
|
"name": "Grand Strike Improvement",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"entries": [
|
|
"At 7th level, your ability to manipulate the weapons in your arsenal improves. After a long rest, you may choose one of the following improvements to your {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Distant Strike.} During a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, you may launch bonded melee weapons up to a range of thrown (30/45) instead of thrown (15/30).",
|
|
"{@b Impossible Strike.} During a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, you ignore half cover and treat three-quarters cover as half cover instead.",
|
|
"{@b Returning Strike.} Immediately after a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, you can choose to have the bonded weaponry used in the strike automatically return to your possession - whether that is into your armory, to your hand, or hovering around you."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Ability Score Improvement",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 8,
|
|
"entries": [
|
|
"When you reach 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. As normal, you can't increase an ability score above 20 using this feature.",
|
|
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Empower Bonded Attack",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 9,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links"
|
|
},
|
|
"entries": [
|
|
"As a bonus action, you can expend a number of links to add a +1 bonus per 2 links spent to your next attack roll with a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon}. If you do not make an attack roll, the bonus only lasts for up to 1 Minute. You can only have one instance of Empower Bonded Attack at a time."
|
|
]
|
|
},
|
|
{
|
|
"name": "Exalted Offense",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 9,
|
|
"entries": [
|
|
"At 9th level, you can empower your arsenal to perform beyond the normal. You learn the following link features:",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Empower Bonded Attack|Armiger|TheArmigerClass|9|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Strengthen Bonded Weapon|Armiger|TheArmigerClass|9|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Strengthen Bonded Weapon",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 9,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links"
|
|
},
|
|
"entries": [
|
|
"As a bonus action, you can expend a number of links to add a damage die per 2 links spent to one {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon}. These damage dice are of the same number and type of the base weapon, and if the weapon has multiple kinds of damage dice, you choose only one kind to add. The additional damage dice only last for the next attack made with that weapon - whether that attack successfully hits or not. If not used, the additional damage dice only last for up to 1 Minute. You cannot strengthen a {@item Armiger's Bonded Weapon|TheArmigerClass|bonded weapon} that is already strengthened with this feature."
|
|
]
|
|
},
|
|
{
|
|
"name": "Exalted Defense",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 10,
|
|
"entries": [
|
|
"At 10th level, your arsenal can defend you without so much as a thought. When you take the {@action Dodge} action, you add your Charisma modifier to your AC until the start of your next turn, and {@classFeature Warding Arsenal|Armiger|TheArmigerClass|2|TheArmigerClass} no longer costs any links."
|
|
]
|
|
},
|
|
{
|
|
"name": "Armiger Inheritance Feature",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"entries": [
|
|
"At 11th level, you gain new features granted by your Armiger Inheritance."
|
|
]
|
|
},
|
|
{
|
|
"name": "Ability Score Improvement",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 12,
|
|
"entries": [
|
|
"When you reach 12th 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.",
|
|
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Animate Weapons",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 13,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 4 links to animate up to 5 weapons within 60 feet of you that are not being worn or carried by another creature. Each weapon animates and becomes a {@creature Flying Sword|MM} under your control until the effect is ended or the weapon is reduced to 0 hit points. An animated weapon has the stats of a {@creature Flying Sword|MM} except it uses its original damage dice and damage type, and it adds your Charisma modifier to its attack and damage rolls. The animated weapons share a turn and go immediately after your turn in the initiative order. As a bonus action on your turn, you can mentally command any animated weapon (if you control multiple weapons, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the animated weapon will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the animated weapon only defends itself against hostile creatures. Once given an order, the animated weapon continues to follow it until its task is complete. If you command an animated weapon to attack, it can make a single melee attack against a creature within 5 feet of it. Maintaining this feature requires {@condition concentration|phb}, and it can only last up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Armiger's Volley",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 13,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 4 links to conjure a storm of weapons to descend on a point within 60 feet of you. Each creature in a 20-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes {@dice 2d8|2d8 bludgeoning|Bludgeoning Damage} + {@dice 2d8|2d8 piercing|Piercing Damage} + {@dice 2d8|2d8 slashing|Slashing Damage} damage on a failed save, or half as much damage on a successful one."
|
|
]
|
|
},
|
|
{
|
|
"name": "Superior Bonds",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 13,
|
|
"entries": [
|
|
"At 13th level, you bond with weapons like no other. You gain an additional attunement slot that you can only use to attune to a weapon.",
|
|
"Moreover, you can now bond with a number of weapons equal to your Armiger level, and the {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass} bonding ritual now only takes 1 Minute instead of 1 Hour.",
|
|
"Additionally, Mass Return and Mass Summon no longer cost any links."
|
|
]
|
|
},
|
|
{
|
|
"name": "Superior Weapon Manipulation",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 13,
|
|
"entries": [
|
|
"Also at 13th level, you can now use {@classFeature Telumkinesis|Armiger|TheArmigerClass|1|TheArmigerClass} on any weapons not being worn or carried by another creature instead of only your bonded weaponry. And, you can now control and manipulate a number of weapons equal to your Armiger level with your {@classFeature Telumkinesis|Armiger|TheArmigerClass|1|TheArmigerClass}, instead of double your Charisma modifier.",
|
|
"Additionally, you learn the following link features:",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Animate Weapons|Armiger|TheArmigerClass|13|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Armiger's Volley|Armiger|TheArmigerClass|13|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Manifest Armory",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 14,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 6
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 6 links to open a portal to/from your armory in a space within 30 feet of you. The portal's appearance is up to you. You and any creatures you designate can use the portal to enter your armory (or exit it if they are already inside the armory). The portal remains open for as long as you maintain {@condition concentration|phb} on it, and while you concentrate on it, you can change the creatures who can use the portal as a bonus action. You can only use this link feature once per short rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Manifested Armory",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 14,
|
|
"entries": [
|
|
"You can physically inhabit your armory; it isn't just for storage anymore. At 14th level, you can store any number of items in the armory using your {@classFeature Armiger's Armory|Armiger|TheArmigerClass|1|TheArmigerClass} feature so long as they fit inside. (As said in the {@classFeature Armiger's Armory|Armiger|TheArmigerClass|1|TheArmigerClass} feature, it can be made up of a number of 20-foot cubes equal to your armiger level, and you can create any floor plan you like.)",
|
|
"Finally, you learn the Manifest Armory link feature:",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Manifest Armory|Armiger|TheArmigerClass|14|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Armiger Inheritance Feature",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"entries": [
|
|
"At 15th level, you gain new features granted by your Armiger Inheritance."
|
|
]
|
|
},
|
|
{
|
|
"name": "Ability Score Improvement",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 16,
|
|
"entries": [
|
|
"When you reach 16th 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.",
|
|
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Field of Blades",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 16,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"As an action, you surround a point within 60 feet of you with a ringed wall of conjured weapons. This ring can be up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides half cover to creatures behind it, and it counts as difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes {@dice 2d8|2d8 bludgeoning|Bludgeoning Damage} + {@dice 2d8|2d8 piercing|Piercing Damage} + {@dice 2d8|2d8 slashing|Slashing Damage} damage. On a successful save, the creature takes half as much damage. Maintaining this feature requires {@condition concentration|phb}, and it can last up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Link Feature: Field of Blades",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 16,
|
|
"entries": [
|
|
"You can impose control over an area by encircling it with weapons. At 16th level, you learn the Field of Blades link feature:",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Field of Blades|Armiger|TheArmigerClass|16|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sovereign Influence",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 17,
|
|
"entries": [
|
|
"At 18th level, your influence rivals lords and rulers. Whenever you make any Charisma ability check, you may choose to count any roll less than 10 as 10. You cannot use this on attack rolls."
|
|
]
|
|
},
|
|
{
|
|
"name": "Armiger Inheritance Feature",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"entries": [
|
|
"At 18th level, you gain new features granted by your Armiger Inheritance."
|
|
]
|
|
},
|
|
{
|
|
"name": "Ability Score Improvement",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 19,
|
|
"entries": [
|
|
"When you reach 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.",
|
|
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Bonded Scion",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 20,
|
|
"entries": [
|
|
"Also at 20th level, you have gained mastery over your connection to your arsenal. You gain an additional attunement slot that you can only use to attune to a weapon, and you gain the benefits of all 3 {@classFeature Grand Strike Improvement|Armiger|TheArmigerClass|7|TheArmigerClass|Grand Strike Improvements} at once."
|
|
]
|
|
},
|
|
{
|
|
"name": "Glorious Maelstrom",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 20,
|
|
"entries": [
|
|
"As an action, you can expend 6 links to unleash the entirety of your arsenal's power into a single area. You designate a 30 foot cylinder within 1 mile of you. This cylinder has a diameter of 30 feet and a height of up to 30 feet. A massive portal opens above the point you designate, unleashing a torrent of weapons upon those in the area. All creatures in the cylinder must make a Dexterity saving throw. A creature takes {@dice 5d6|5d6 bludgeoning|Bludgeoning Damage} + {@dice 5d6|5d6 piercing|Piercing Damage} + {@dice 5d6|5d6 slashing|Slashing Damage} damage on a failed save, or half as much damage on a successful one. You are immune to the effects of this feature. You can only use this link feature once per short rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Link Feature: Glorious Maelstrom",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"level": 20,
|
|
"entries": [
|
|
"You can unleash the full onslaught of your arsenal. At 20th level, you learn the Glorious Maelstrom link feature:",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "refClassFeature",
|
|
"classFeature": "Glorious Maelstrom|Armiger|TheArmigerClass|20|TheArmigerClass"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"subclassFeature": [
|
|
{
|
|
"name": "Agile and Nimble",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"You might bond with your weapons like other armigers, but you use them in a graceful way that looks more like they're extensions of your body. You may use Dexterity instead of Charisma for all armiger features and effects, such as the {@classFeature Links|Armiger|TheArmigerCLass|2|TheArmigerClass} or {@classFeature Grand Strike|Armiger|TheArmigerCLass|2|TheArmigerClass} features.",
|
|
"Additionally, choose 1 from {@skill Acrobatics}, {@skill Performance}, or {@skill Sleight of Hand}. You gain proficiency in the chosen skill. If you already have proficiency in the skill, you gain {@classFeature Expertise|Rogue|PHB|1} in that skill - your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency."
|
|
]
|
|
},
|
|
{
|
|
"name": "Canny Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Few people ever expect to be struck by a playing card, or a coin, or a tankard, or even their own belt. And no one ever expects it to pack a punch like it does when a canny armiger is the assailant. Canny armigers are cunning and characterized by unconventional ingenuity, creative problem-solving, and impressive finesse. They tend to eschew what other armigers consider conventional to take on their obstacles with the utmost possibility. Unlike their kin, canny armigers can bond to almost anything and use it to impressive effect. Often as capricious as they are charming, canny armigers make great rogues and bards, and they might even moonlight as carnival performers, con men, or acrobats. Whatever it is that a canny armiger connects to, since no one can really tell with this lot, canny armigers embody creativity, grandeur, and skill.}",
|
|
"{@i Canny armigers tend to be extravagant and fickle, and their often changing arsenals reflect this. Armories of canny armigers might look like a beautiful amphitheater one day, a gaudy caravan decorated with all manner of exquisite decor the next, a grand ballroom the following day, or even an impressive art gallery where the art reflects the armiger's mood. For many canny armigers, their bonded weaponry match their outfits and seem as much fashion accessories as weapons. For others, their bonded weaponry might look extra sinister or extra impressive or even extra unassuming if the armiger values subtlety at the time. Finally, canny armigers' links can run the whole gamut from hard-to-notice to bright, loud, and obvious, and this gamut can be covered by just one canny armiger over the course of a day.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Agile and Nimble|Armiger|TheArmigerClass|Canny|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Unconventional Bonds|Armiger|TheArmigerClass|Canny|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Impressive Displays|Armiger|TheArmigerClass|Canny|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Unconventional Bonds",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"At 3rd level, whereas other armigers bond with conventional weapons, you tend to adopt a more improvisational approach. You are proficient in Improvised Weapons and can use them in addition to melee weapons for your armiger features, such as being able to bond with them with your Bonded Weaponry feature. Bonded improvised weapons function as bonded melee weapons.",
|
|
"Additionally, once per long rest, you can bond with an Improvised Weapon as a 1 Minute ritual instead of a 1 Hour ritual. When you get the {@classFeature Superior Bonds|Armiger|TheArmigerClass|13|TheArmigerClass} feature at 15th level, you can bond with an Improvised Weapon as an action once per long rest.",
|
|
{
|
|
"type": "inset",
|
|
"name": "What are the Stats of an Improvised Weapon?",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"entries": [
|
|
"The rules for improvised weapons from the {@book Player's Handbook|phb|5|Improvised Weapons} are as follows:",
|
|
"{@i Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club... An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.}",
|
|
"In other words, unless its obvious, work with your DM to figure out what the stats of your weapon(s) should be."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Enthralling Performance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to perform a charming act with your bonded weaponry. Designate any creatures within 30 feet who can see you that must make a Charisma saving throw. On a failure, they are {@condition charmed|phb} by you until the end of your next turn. If a creature successfully saves against this feature, they are immune for 1 Minute. This is a charm effect."
|
|
]
|
|
},
|
|
{
|
|
"name": "Impressive Displays",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Also at 3rd level, you learn the {@spell Prestidigitation} and {@spell Minor Illusion} cantrips. Charisma is your spellcasting ability for these spells.",
|
|
"Finally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Intimidating Flair|Armiger|TheArmigerClass|Canny|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Enthralling Performance|Armiger|TheArmigerClass|Canny|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Razzle-Dazzle|Armiger|TheArmigerClass|Canny|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Intimidating Flair",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to perform a supernaturally intimidating trick with your bonded weaponry. Designate any creatures within 30 feet who can see you that must make a Charisma saving throw. On a failure, they are {@condition frightened|phb} of you until the end of your next turn. If a creature successfully saves against this feature, they are immune for 1 Minute. This is a charm effect."
|
|
]
|
|
},
|
|
{
|
|
"name": "Razzle-Dazzle",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to perform a bewildering show of prowess with your bonded weaponry. Designate any creatures within 30 feet who can see you that must make a Charisma saving throw. On a failure, they are {@condition restrained|phb} until the end of your next turn. If a creature successfully saves against this feature, they are immune for 1 Minute. This is a charm effect."
|
|
]
|
|
},
|
|
{
|
|
"name": "Competitive Showmanship",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"You have a flair for the dramatic. Also at 7th level, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Dressed for Success|Armiger|TheArmigerClass|Canny|TheArmigerClass|7"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Heckle|Armiger|TheArmigerClass|Canny|TheArmigerClass|7"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dressed for Success",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 2 links to transform your appearance and the appearance of your bonded weaponry for 1 Hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. You can make your bonded weaponry appear innocuous or as a different weapon, but their statistics do not change."
|
|
]
|
|
},
|
|
{
|
|
"name": "Empowered Improvisations",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"At 7th level, when you bond to an Improvised Weapon, it can rival real ones. All bonded improvised weapons provide a +1 bonus to attack and damage rolls.",
|
|
"Additionally, since creatures don't expect your bonded improvised weapons to be as powerful as they are, they often underestimate your attacks. On the first attack you make against any creature with a bonded improvised weapon, you can roll that attack with advantage and if that attack hits, it counts as a critical hit. This feature can only be used once per creature."
|
|
]
|
|
},
|
|
{
|
|
"name": "Heckle",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As a reaction when a creature you can see within 30 feet of yourself succeeds on an attack, ability check, or saving throw, you can expend 2 links to force them to roll once more and use the lowest roll."
|
|
]
|
|
},
|
|
{
|
|
"name": "Charmed Life",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"You have a knack for always coming out on top. Also at 11th level, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "McGuffin|Armiger|TheArmigerClass|Canny|TheArmigerClass|11"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "One at a Time|Armiger|TheArmigerClass|Canny|TheArmigerClass|11"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Plot Armor|Armiger|TheArmigerClass|Canny|TheArmigerClass|11"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Improvisations",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"At 11th level, your bonded improvised weapons now deal an additional 1d4 damage and provide a +2 bonus to attack rolls, instead of the +1 bonus attack and damage."
|
|
]
|
|
},
|
|
{
|
|
"name": "McGuffin",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As a reaction when making an attack roll with a bonded weapon, you can expend 3 links to render the enemy vulnerable against the triggering attack. The enemy can make a Charisma saving throw to resist this effect. The triggering attack can still miss."
|
|
]
|
|
},
|
|
{
|
|
"name": "One at a Time",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 4 links to enchant yourself with a special protection. If you are attacked by more than one creature, every attack roll from a creature beyond the first creature is done with disadvantage. Attackers can make a Charisma saving throw to resist the effects. If a creature successfully saves against this feature, they are immune for 1 hour. This feature requires {@condition concentration|phb} to maintain, and it can only be maintained for up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Plot Armor",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to bolster your allies and hinder your foes. All allies within 30 feet of you when you use this feature can add a d4 to their results whenever they make an attack roll, saving throw, or ability check. Meanwhile, all enemies within 30 feet of you when you use this feature must make a Charisma saving throw. On a failure, they subtract a d4 from their results whenever they make an attack roll, saving throw, or ability check. If an enemy saves against this feature, they are immune for 1 hour. This feature requires {@condition concentration|phb} to maintain, and it can only be maintained for up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Superior Improvisations",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your bonded improvised weapons exceed normal weapons. At 15th level, your bonded improvised weapons now deal an additional 1d6 damage (instead of 1d4) and provide a +3 bonus to attack rolls (instead of +2).",
|
|
"Additionally, once per short rest, you can do a 1 Minute ritual to change the damage type of one bonded weapon to any other damage type of your choice. If it has multiple damage dice, all of the damage dice change to the damage type you choose. This is a transmutation effect that lasts until the next time you take a short or long rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Number One",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"Few can dare to surpass you. You've made sure of it. At 18th level, you are affected by a constant {@spell Bless} spell, and you gain the Bard's {@classFeature Jack of All Trades|Bard|PHB|2} feature.",
|
|
"Finally, you learn the following link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "There Can Only Be One|Armiger|TheArmigerClass|Canny|TheArmigerClass|18"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "There Can Only Be One",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Canny",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 7
|
|
},
|
|
"entries": [
|
|
"As a reaction when you are attacked, damaged, penalized, or otherwise negatively affected by a creature, you can expend 7 links to curse and humiliate that creature. The creature makes a Charisma saving throw. On a failure, all of the creature's ability scores except Constitution become 1 for 24 hours. This is a curse effect. A {@spell Remove Curse} or {@spell Wish} spell can end this effect early. If a creature saves against this feature, they are immune for 24 hours. You can only use this link feature once per long rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Covenant Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Covenant armigers wield power they could never have earned on their own, that has been bestowed upon them from outside themselves. Perhaps this power was earned when their ancestors made a deal with a devil, or maybe your armiger has been granted power so long as they maintain service to a deity or organization. Whether a blessing, a curse, or something else, covenant armigers connect to pacts and agreements that are often the source of their power. And, one must be careful - for covenant armigers often get those around them tied up in agreements of their own.}",
|
|
"{@i The arsenals of covenant armigers tend to reflect the nature of their oaths, and their bonded weaponry tend to take on appearances that represent the loyalties that the armiger is beholden to. An armiger with ties to devils may have their armory appear as a smoldering study with their bonded weaponry meticulously organized and cataloged and crackling with hellfire; their links may appear as written contracts tied around their waist. On the other hand, a covenant armiger sworn to the protection of their village may have an armory that mimics the appearance of a well-known landmark, and their bonded weaponry may look stereotypical to their homeland and unusually humble; this armiger's links could appear as lifelike scenes of their home tattooed on their body.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Covenant Magic|Armiger|TheArmigerClass|Covenant|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Sworn|Armiger|TheArmigerClass|Covenant|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Covenant Magic",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"You learn to harness covenant magic - bestowed upon you by something outside of you - to augment your grand prowess. When you gain this feature at 3rd level, choose the {@b paladin spell list} or {@b warlock spell list}. All spells gained from this subclass feature must be from the spell list you choose. Once you make this choice you cannot change it. (Since the paladin spell list does not have access to cantrips, when you choose the paladin spell list, you gain access to the cleric spell list for cantrips only.)",
|
|
"Covenant Magic counts as {@classFeature Pact Magic|Warlock|PHB|1} for any features, options, or effects that require {@classFeature Pact Magic|Warlock|PHB|1}.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Cantrips",
|
|
"page": 0,
|
|
"entries": [
|
|
"You know one cantrip of your choice from either the {@filter cleric spell list (if you chose paladin spell list)|spells|level=0|classes=Cleric|class=Cleric} or {@filter warlock spell list|spells|level=0|class=Warlock|classes=Warlock}, in accordance to the spell list you chose when you got this feature. You learn an additional {@filter cleric cantrip|spells|level=0|classes=Cleric|class=Cleric} or {@filter warlock cantrip|spells|level=0|class=Warlock|classes=Warlock} of your choice at 11th level, as shown in the Cantrips Known column of the Covenant Armiger table."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Spell Slots",
|
|
"page": 0,
|
|
"entries": [
|
|
"The Covenant Armiger table shows how many spell slots you have to cast your {@filter paladin spells|spells|classes=Paladin|class=Paladin} or {@filter warlock spells|spells|classes=Warlock|class=Warlock} of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your {@filter paladin spells|spells|classes=Paladin|class=Paladin} or {@filter warlock spells|spells|classes=Warlock|class=Warlock} of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.",
|
|
"For example, at 3rd level when you choose this subclass, you have one 2nd-level spell slot. To cast the 1st-level spell {@spell Protection from Evil and Good}, you must spend the slot, and you cast it as a 2nd-level spell."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Spells Known of 1st Level and Higher",
|
|
"page": 0,
|
|
"entries": [
|
|
"At 3rd level, you know one 1st-level spell of your choice from the {@filter paladin spell list|spells|classes=Paladin|class=Paladin} or {@filter warlock spell list|spells|classes=Warlock|class=Warlock}. (Though you have 2nd level spell slots, you only start knowing a 1st-level spell when you gain this subclass.)",
|
|
"The Spells Known column of the Covenant Armiger table shows when you learn more {@filter paladin spells|spells|classes=Paladin|class=Paladin} or {@filter warlock spells|spells|classes=Warlock|class=Warlock} of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 3rd or 4th level.",
|
|
"Additionally, when you gain a level in this class, you can choose one of the {@filter paladin spells|spells|classes=Paladin|class=Paladin} or {@filter warlock spells|spells|classes=Warlock|class=Warlock} you know and replace it with another spell from the same spell list, which also must be of a level for which you have spell slots."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Spellcasting Ability",
|
|
"page": 0,
|
|
"entries": [
|
|
"Charisma is your spellcasting ability for your spells from this subclass, since your power derives from the strength of your connections. In addition, you use your Charisma modifier when setting the saving throw DC for a {@filter paladin spells|spells|classes=Paladin|class=Paladin} or {@filter warlock spells|spells|classes=Warlock|class=Warlock} you cast from this subclass and when making an attack roll with one.",
|
|
{
|
|
"type": "abilityDc",
|
|
"name": "Spell",
|
|
"attributes": [
|
|
"cha"
|
|
]
|
|
},
|
|
{
|
|
"type": "abilityAttackMod",
|
|
"name": "Spell",
|
|
"attributes": [
|
|
"cha"
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Spellcasting Focus",
|
|
"page": 0,
|
|
"entries": [
|
|
"You can use your {@item armiger's bonded weapon|TheArmigerClass|bonded weapons}, a {@item holy symbol|PHB}, or an {@item arcane focus|PHB} as a spellcasting focus for your spells from this subclass."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "How Does Covenant Magic Interact with Pact Magic Multiclassing?",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"entries": [
|
|
"Since WotC has not provided canon guidelines for how Pact Magic functions under multiclass, we recommend the following solution - which is the solution we used when designing the subclass's casting progression.",
|
|
"Slot levels progress exactly the same as an equivalent level Warlock, so you simply use your cumulative level from Pact Magic sources for your spell slot level. (E.g. a Fighter 2/Covenant Armiger 3/Warlock 1 would have a cumulative Pact Magic level of 4 and thus have 2nd-level slots.) Therefore, if a Covenant Armiger is also multiclassed as a Warlock, all they have to do is add the Cantrips Known, Spells Known, and Spell Slot quantities from the two sources. It's a simple cumulative addition."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sworn",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Also at 3rd level, you are sworn to a person, a cause, an ideology, a place, or something else; and should you fall short, the consequences could be dire. When you get this feature, choose {@b Warlock Patron} or {@b Paladin Oath}. Once you make this choice, you cannot change it.",
|
|
"If you choose Warlock Patron, choose a patron from the Warlock class' {@classFeature Otherworldly Patron|Warlock|PHB|1} feature. You have struck a bargain with this otherworldly being of your choice. If you fall short on your bargain or otherwise lose your connection with your patron, you lose all features from this subclass (including Covenant Magic) until the connection is restored through the requisite atonement that your patron demands.",
|
|
"If you choose Paladin Oath, choose an oath from the Paladin class' {@classFeature Sacred Oath|Paladin|PHB|3} feature (except for Oathbreaker). You have bound yourself to this oath much like a paladin would and must adhere to its tenets. If you break the tenets of your oath, you lose all features from this subclass (including Covenant Magic) until your connection is restored through the requisite atonement that is demanded of you.",
|
|
"Alternatively, you may work with your DM to create some other kind of suitable loyalty, agreement, or deal for the purposes of this subclass."
|
|
]
|
|
},
|
|
{
|
|
"name": "Better Together",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"The power granted to you by your covenants mingles well with your other armiger abilities. At 7th level, when you take the {@action Attack} action, you can cast a cantrip as a bonus action.",
|
|
"Additionally, you can begin to extend your covenant to include those around you. You learn the subcontract link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Subcontract|Armiger|TheArmigerClass|Covenant|TheArmigerClass|7"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Subcontract",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 2 links to bond with a willing ally within 30 feet of you. Thereafter, you can use your armiger features (including the spells from this subclass) as though you were in the bonded ally's space, but you must use your own senses. This bond lasts for 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Rebuke",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As a reaction when a creature tries to charm, you can expend 2 links to attempt to turn the effect against that creature. The creature must succeed on a Charisma saving throw or be {@condition frightened} by you until the end of your next turn."
|
|
]
|
|
},
|
|
{
|
|
"name": "Unwavering Loyalty",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your connection to your covenants is so strong that others have difficulty swaying you, and thanks to your powers, you can even turn the tables on anyone who tries. At 11th level, you are immune to being {@condition charmed}.",
|
|
"Additionally, you learn the rebuke link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Rebuke|Armiger|TheArmigerClass|Covenant|TheArmigerClass|11"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bonding Order",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 7
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 7 links to cast {@spell Geas} as a Covenant Armiger spell. You can only use this feature once per long rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Growing Covenants",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are so used to your own covenants that not only do they grant you extra abilities, but you can also enact covenants of your own making. At 15th level, you can use your {@subclassFeature subcontract|Armiger|TheArmigerClass|Covenant|TheArmigerClass|7|TheArmigerClass} link feature on any creature instead of just willing allies. Any unwilling targets may make a Charisma saving throw to resist.",
|
|
"Additionally, you learn the bonding order link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Bonding Order|Armiger|TheArmigerClass|Covenant|TheArmigerClass|15"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Eternal Service",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Covenant",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"You have already given your life for your covenants, and now, not even death can break your commitments. At 18th level, as a reaction when you are reduced to 0 hit points but not killed outright, you may expend any number of available links to instantaneously heal yourself for an amount of HP equal to 1d8 per link spent.",
|
|
"Also, should you die, you may make a DC 25 Charisma saving throw at the time of death. If the save succeeds, your devotion calls you back from death and you resurrect in 1d20 days, as {@spell True Resurrection}. You resurrect in an unoccupied space within 5 feet of your corpse, or the nearest appropriate space. If a creature tries to resurrect you early, the spell used to resurrect you requires no material components."
|
|
]
|
|
},
|
|
{
|
|
"name": "Oblivion Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Oblivion armigers are those who connect to things unknown, deathly, or dark. The same way death signals the end of life or the night signals the end of a day, oblivion armigers are a sign - an omen that there are things beyond natural understanding and that those things are terrifying and dangerous. Whereas other armigers prefer to bask in their glory, oblivion armigers tend to prefer subtlety, connecting to things like the moon, shadow, silence, death, darkness, nighttime, or even other things more obscure than these. These armigers often become great assassins or bounty hunters, and indeed, they are often mistaken for arcane tricksters, hexblade warlocks, or shadow sorcerers. But, the telltale trait of all oblivion armigers is, of course, their arsenal.}",
|
|
"{@i Armories for an oblivion armiger could look like a basement hideaway, a dimly lit cave, the deck of a pirate ship, or even an empty void. Their bonded weaponry tend to take on strange appearances and some even look as if made from shadow; in fact, depending on the armiger, their weapons may actually be conjured from shadow. When it comes to their links, oblivion armigers tend to possess subtler links than their peers, such as esoteric tattoos hidden under their clothes or small amulets on their waist. It makes the work they often do easier to execute, since they don't have to worry about being revealed by more obvious links.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Strange|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Orphic Manifestations|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Evanesce",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As a bonus action, whenever you are in dim light or darkness, you can expend 1 link to hide even if you wouldn't normally be able to hide."
|
|
]
|
|
},
|
|
{
|
|
"name": "Orphic Manifestations",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your arsenal is changing just like you, and now, you can do things other armigers can't. Also at 3rd level, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Evanesce|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|3|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Shackle|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|3|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Wrathful Strike|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|3|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shackle",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As a reaction when you successfully hit a creature with a weapon attack, you can expend 1 link to shackle the creature. Instead of damaging them, the weapon used in the attack sinks into the target's shadow and enfeebles the creature. While the creature is shackled, they receive a penalty equal to your Charisma modifier on all rolls that require Strength or Dexterity (such as attack rolls and saving throws). A shackled creature can use a bonus action on their turn to make a Charisma saving throw. If they succeed, they free themselves from the shackle and are immune to this feature for 24 hours. For the duration of the shackle, you cannot use the weapon that you used to shackle the creature. This feature only lasts up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Strange",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your obscure connection has begun to make you into something else, something not quite normal. You no longer need to breathe, drink, eat, or sleep. However, you still need to rest, but you can spend your rest doing light activity. Though you don't breathe, you are not immune against effects like {@spell Cloudkill} or {@spell Stinking Cloud} since these gasses can still get into your body.",
|
|
"Additionally, you tend to blend into your environment. You gain proficiency in {@skill Stealth}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Wrathful Strike",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As a bonus action, you can expend 1 link to cast {@spell Wrathful Smite} using Charisma as your spellcasting ability. When you cast this spell, you can choose to inflict necrotic damage instead of psychic damage."
|
|
]
|
|
},
|
|
{
|
|
"name": "Fade Into Obscurity",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to render yourself harder to perceive. You gain a bonus to Stealth checks equal to your Charisma modifier. This feature requires {@condition concentration|phb} to maintain. While you maintain {@condition concentration|phb} on this feature, you can use a bonus action to turn invisible as the spell {@spell Invisibility} until the start of your next turn without breaking {@condition concentration|phb} on Fade Into Obscurity."
|
|
]
|
|
},
|
|
{
|
|
"name": "Stranger Still",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are becoming a weird phenomenon yourself. At 7th level, your movement makes no sound and you no longer leave behind tracks or other traces of your passage unless you choose to. If you choose not to leave behind traces of your passage, you can only be tracked by magical means.",
|
|
"Additionally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Fade Into Obscurity|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|7|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Unshackle Self|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|7|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Weave Armament|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|7|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Unshackle Self",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to release yourself from the material world for a moment. This functions as the {@spell Etherealness} spell, except it requires {@condition concentration|phb} to maintain and only lasts up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Weave Armament",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As a bonus action, you can expend 2 links to conjure a strange blade. This magic sword lasts for 1 Minute. It counts as a simple melee weapon with which you are proficient. It deals {@dice 2d8|2d8 necrotic|Necrotic Damage} on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. The weapon is immediately bonded to you as per the Bonded Weaponry feature and receives the relevant properties. It also does not count against the number of bonded weaponry you can have at once, allowing you to conjure one even if you are bonded to the maximum amount of weapons. Thereafter, while the feature persists, you can use a bonus action to cause the sword to reappear in your hand."
|
|
]
|
|
},
|
|
{
|
|
"name": "Alien Mind",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As a bonus action, you can expend 4 links to gain resistance to psychic damage; advantage on Charisma, Intelligence, and Wisdom saving throws; and immunity to the {@condition charmed} and {@condition frightened} conditions. Maintaining this feature requires {@condition concentration|phb}, and it can only be maintained for up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Curious Consort",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are more like the things you connect to - impossible, odd, umbral, or mystifying - than you are a normal person. At 11th level, while you are in dim light or darkness, you gain an advantage to all {@skill Deception} and {@skill Stealth} checks.",
|
|
"Additionally, you learn the Alien Mind link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Alien Mind|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|11|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "See Beyond",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 5 links to gain {@sense blindsight} and {@sense truesight} out to a range of 30 feet. Maintaining this feature requires {@condition concentration|phb}, and it can only be maintained for up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "Sensate Stalker",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"People might run from you, but they can't hide from you. At 15th level, your senses are increasingly preternatural. You can see in magical and nonmagical darkness as if it were dim light, and you can add Charisma to all {@skill Perception} checks you make.",
|
|
"Additionally, you learn the See Beyond link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "See Beyond|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|15|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Strangest Thing of All",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are no longer what you once were. At 18th level, critical hits against you become a normal hit instead, and you gain a fly speed equal to your walking speed. You can hover.",
|
|
"Additionally, you learn the ▒▓▒▓▒ link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "▒▓▒▓▒|Armiger|TheArmigerClass|Oblivion|TheArmigerClass|18|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "▒▓▒▓▒",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Oblivion",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 6
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 6 links to emanate a 30-foot sphere of magical darkness, silence, and necrotic power centered on yourself. Non-magical light cannot illuminate the magical darkness inside. All creatures inside are {@condition deafened} and immune to Thunder damage, and casting a spell with verbal components is impossible. Finally, any creature who enters the sphere or starts its turn there must make a Constitution saving throw. On a failure, they take {@dice 5d8|5d8 necrotic|Necrotic Damage} damage or half of that on a success. This feature requires {@condition concentration|phb} to maintain, and it can only be maintained for up to 1 Hour. While you concentrate on this feature, you are immune to its effects."
|
|
]
|
|
},
|
|
{
|
|
"name": "Outrider Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Outrider armigers are often the most bohemian or eclectic, when compared to other armigers. Some outrider armigers feel connected to novelty. Others connect to more salient things - such as exotic locations, new experiences, strange planes, or even fey spirits. But, all outrider armigers develop extraordinary abilities that help them move, travel, and traverse space. Outrider armigers tend to develop an insatiable curiosity and drive to adventure. It isn't clear whether this is due to their connections, or whether creatures prone to explore tend to become outrider armigers. Regardless, these brave and sometimes audacious armigers live big lives, bold lives, or quick lives. This doesn't mean that outrider armigers are jovial, naive, or happy-go-lucky. Though many of these armigers are energetic and lively, plenty of outrider armigers can be aggressive and domineering as well.}",
|
|
"{@i The arsenals of outrider armigers are often the most varied. One's armory might look like a crowded storage room adorned with decorations and memorabilia from various cultures around the world, and another's must be a planar station touched by the energies of one or many other worlds. Their weapons and links are equally diverse. One outrider armiger may possess weapons that look impossible and exotic and boast links that appear as tiny (but nonfunctional) gates to other locations. Another outrider armiger may have their bonded weaponry glow with planar power, and their links are small portraits of memories that are meaningful to them.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Bonded Bows and Arrows|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Thinking with Portals|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bonded Bows and Arrows",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"As an outrider armiger, you can bond with more than just melee weapons. At 3rd level, you can bond with and use ranged weapons and ammunition for all of your armiger features in addition to melee weapons. The details for these two types of bonds are described here.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Bonded Ranged Weapon",
|
|
"page": 0,
|
|
"entries": [
|
|
"When you bond to a ranged weapon, you do not also bond to its ammunition. A bonded ranged weapon functions as a bonded melee weapon for all armiger features, except it is considered a ranged weapon and not a melee weapon for any relevant rules or effects.",
|
|
"When used in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, the bonded ranged weapon generally functions as a bonded melee weapon except as follows:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"The Loading and Heavy properties of a bonded ranged weapon are ignored in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}.",
|
|
"Your armory automatically supplies a single unit of temporary ammunition per attack made in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}. This ammunition is affected by any properties, effects, or features of the bonded ranged weapon and immediately disappears after the {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}. If you have the {@classFeature Grand Strike Improvement|Armiger|TheArmigerClass|7|TheArmigerClass|Returning Strike improvement}, the armory automatically supplies a unit of temporary ammunition for each attack roll made by a bonded ranged weapon in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, allowing you to use one bonded ranged weapon for multiple attack rolls in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}.",
|
|
"The bonded ranged weapon shoots its ammunition using its normal range increments.",
|
|
"An attack made by a bonded ranged weapon in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass} is a ranged weapon attack. It is affected by all rules, features, and effects that can affect ranged weapons and ranged weapon attacks (like the {@feat Sharpshooter|PHB} feat, the Monk's {@classFeature Deflect Missiles|Monk|PHB|3} feature, or the {@spell Wind Wall} spell).",
|
|
"The {@classFeature Grand Strike Improvement|Armiger|TheArmigerClass|7|TheArmigerClass|Distant Strike improvement} adds 30 feet to both range increments of a bonded ranged weapon, such as increasing a light crossbow from range (80/320) to range (110/350)."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Bonded Ammunition",
|
|
"page": 0,
|
|
"entries": [
|
|
"When you bond to ammunition, you may only bond to one unit of ammunition as if each individual unit of ammunition was a single weapon. Magic or special ammunition, like the {@item Arrow of Slaying|DMG}, can be bonded to and used in this way. When you bond to ammunition, each unit of bonded ammunition functions exactly like a single bonded melee weapon with the following statistics and features:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"Bonded ammunition counts as a simple melee weapon with which you are proficient. It has the thrown property (thrown 20/60). Bonded round or bulbous ammunition (like sling bullets) deal {@dice 1d4|1d4 bludgeoning|Bludgeoning Damage} damage, and bonded sharp ammunition (like arrows, crossbow bolts, and blowgun needles) deal {@dice 1d4|1d4 piercing|Piercing Damage} damage.",
|
|
"Bonded ammunition can be affected by features and effects that normally target melee weapons - such as the {@spell Booming Blade|TCE} or {@spell Magic Weapon} spells.",
|
|
"Bonded ammunition can still be affected by features and effects that target ammunition - such as the {@spell Flame Arrows|XGE} spell. Moreover, multiple bonded ammunition can be enchanted by a single feature or effect of this kind, if the feature or effect is already able to do so."
|
|
]
|
|
},
|
|
"When used in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}, the bonded ammunition functions as a bonded melee weapon except as follows:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"Bonded ammunition cannot break during a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}.",
|
|
"Since ammunition is lighter and cuts the air better than a melee weapon, bonded ammunition launched in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass} has a range increment of thrown (20/60) instead of thrown (15/30). The {@classFeature Grand Strike Improvement|Armiger|TheArmigerClass|7|TheArmigerClass|Distant Strike improvement} increases these increments to thrown (60/90)."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Optional Rule: Bonded Guns and Bullets",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"entries": [
|
|
"If your Dungeon Master uses the rules on {@variantrule Firearms|DMG} in the Dungeon Master's Guide, subject to DM approval, this subclass' features can also apply to firearms and firearm ammunition. And, the feature provides firearm proficiency, too."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "I Can Bond to an Arrow of Slaying?!",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"entries": [
|
|
"Yes, but as the default item description, after it deals damage once it is no longer magical and functions as a nonmagical arrow. So, don't think you get an infinite {@item Arrow of Slaying|DMG}."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bonded Step",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to teleport to any bonded weapon within 1 Mile of you. If another creature is in that space or the space is otherwise occupied, you teleport to an unoccupied space within 5 feet of the bonded weapon. If no such space exists, the teleportation fails. Alternatively, you can teleport to any unoccupied space you can see within 15 feet of you."
|
|
]
|
|
},
|
|
{
|
|
"name": "Thinking With Portals",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Also at 3rd level, you can utilize the power that transfers objects to your armory and summons your bonded weaponry for other uses. You learn the Bonded Step link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Bonded Step|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Versatile Movement",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"At 7th level, when you use the {@subclassFeature Bonded Step|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3|TheArmigerClass} link feature, you can teleport to any unoccupied space you can see within 30 feet of you instead of within 15 feet. You can also use the {@subclassFeature Bonded Step|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3|TheArmigerClass} link feature as a bonus action instead of an action.",
|
|
"Additionally, when you use the {@classFeature Warding Arsenal|Armiger|TheArmigerClass|2|TheArmigerClass} link feature, you may choose to teleport to an unoccupied space within 15 feet of you that you can see after the triggering attack is resolved.",
|
|
"Finally, you learn the Warp Other link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Warp Other|Armiger|TheArmigerClass|Outrider|TheArmigerClass|7|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Warp Other",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 2
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 2 links to magically twist space around another creature you can see within 30 feet of you, The target must succeed on a Charisma saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within 30 feet of you. The chosen space must be on a harmless surface or in a liquid that can support the target without the target having to squeeze."
|
|
]
|
|
},
|
|
{
|
|
"name": "Flash Frenzy",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to assault your enemies in a teleporting frenzy. Choose up to 3 creatures you can see within 30 feet of you. Make a melee attack against each target using Charisma for the attack roll. On a hit, a target takes {@dice 1d12|1d12 bludgeoning|Bludgeoning Damage} + {@dice 1d12|1d12 piercing|Piercing Damage} + {@dice 1d12|1d12 slashing|Slashing Damage} damage. You then appear in an unoccupied space you can see within 5 feet of one of the targets you hit or missed."
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Portals",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"The portals you use for your armiger abilities unlock greater capabilities. At 11th level, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Flash Frenzy|Armiger|TheArmigerClass|Outrider|TheArmigerClass|11|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Redirect Missile|Armiger|TheArmigerClass|Outrider|TheArmigerClass|11|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Redirect Missile",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As a reaction when a creature makes a ranged attack against you, you can expend 4 links to try and warp the oncoming projectile or spell effect. Make a Charisma check using the triggering attack roll as the DC for this check. (The attack roll DC is the final result of the roll and includes any modifiers.) If you succeed, you can redirect the attack to one creature that you can see within 30 feet of you. The attack then continues to resolve as normal, using the same attack roll result from before but against the new creature."
|
|
]
|
|
},
|
|
{
|
|
"name": "Hitch a Ride",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As a reaction when a creature adjacent to you teleports, you can expend 4 links to teleport along with them."
|
|
]
|
|
},
|
|
{
|
|
"name": "Never in the Same Spot",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your abilities keep you from staying grounded in one spot for too long, and that makes you hard to hit. At 15th level, you gain the {@classFeature Evasion|Rogue|PHB|7} feature. Also, once per short rest, you can use {@subclassFeature Bonded Step|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3|TheArmigerClass} without expending any links.",
|
|
"Additionally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Hitch a Ride|Armiger|TheArmigerClass|Outrider|TheArmigerClass|15|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Sudden Movement|Armiger|TheArmigerClass|Outrider|TheArmigerClass|15|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sudden Movement",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"As a reaction when you are targeted by a damaging effect, you can expend 5 links to immediately teleport to an unoccupied space you can see within 30 feet of you. If this teleportation puts you outside the range of the damaging effect (such as leaving an enemies' reach or moving outside a {@spell Fireball}'s range), the damaging effect misses you entirely or automatically fails (whichever makes sense for the triggering effect). This feature cannot be triggered by negative effects that do not cause damage."
|
|
]
|
|
},
|
|
{
|
|
"name": "Outrider Teleport",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 7
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 7 links to cast {@spell Teleport} using Charisma as your spellcasting ability. When you use this feature, mishaps do not deal any damage. This feature can only be used once per long rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Peerless Traveler",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"Nothing can stop you from going wherever you want to go. At 18th level, you are no longer affected by difficult terrain, and you can use {@subclassFeature Bonded Step|Armiger|TheArmigerClass|Outrider|TheArmigerClass|3|TheArmigerClass} as a free action once per long rest.",
|
|
"Additionally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Planar Jump|Armiger|TheArmigerClass|Outrider|TheArmigerClass|18|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Outrider Teleport|Armiger|TheArmigerClass|Outrider|TheArmigerClass|18|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Planar Jump",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Outrider",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 7
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 7 links to cast {@spell Plane Shift} using your Charisma as your spellcasting ability. You do not need a tuning fork attuned to the destination plane when using this feature. But, you cannot use this feature to banish a creature. However, you can use this feature to teleport into your armory. This feature can only be used once per long rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Radiance Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Some armigers are born great, some choose greatness, and some have greatness thrust upon them. Whatever the reason, you are one of the chosen few destined to become great. You connect to the greatest figures of the past, from heroic adventurers to mighty monarchs and terrible tyrants, and their glorious prestige now flows in you. Whether for good or ill, you are on the road to divinity, and now you only have one question to ask the people you meet: are they for you or against you?}",
|
|
"{@i Radiance armigers are often the most bold and audacious of their armiger kin. Marked for glorious purpose, their arsenals reflect their higher callings. Their armories tend to appear as ostentatious museums, royal courtyards, or heavenly temples, with the bonded weaponry contained therein displayed as priceless artifacts. Meanwhile, a radiance armiger's bonded weaponry are commonly decorated with ornate filigree, dotted with precious stones, and even take on golden sheens; and, a radiance armiger's links are usually obvious and majestic - such as golden orbs circling their head like a crown.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Inaugural Brilliance|Armiger|TheArmigerClass|Radiance|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Coronation",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to crown a target within 30 feet (including yourself) for 1 Minute. If the target is unwilling, they must make a Charisma saving throw. On a failure or if the target is willing, they receive one of the following effects for 1 Minute:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Crown of Tyranny.} All weapon attacks against the crowned target deal an additional {@dice 1d6|1d6 radiant|Radiant Damage} damage.",
|
|
"{@b Crown of Weakness.} Choose 1 saving throw. The crowned target makes that saving throw with disadvantage while crowned. The crowned target may reattempt its save at the start of each of its turns. If the affected saving throw is Charisma, the reattempt against the Crown of Weakness is not done with disadvantage.",
|
|
"{@b Crown of Life.} Whenever the crowned target receives healing, they heal an additional amount of HP equal to your Charisma modifier.",
|
|
"{@b Crown of Fealty.} When a creature tries to attack a character crowned with this crown, the attacker must make a Charisma saving throw. On a failure, the attacker must choose a different target or the attack fails. If a creature saves against this effect, they are immune for 24 hours. This is a charm effect."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Inaugural Brilliance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"You connect with the glorious legacy of legendary figures, letting you manifest radiant power. Choose 1 from {@skill Intimidation} and {@skill Persuasion}. You gain proficiency in the chosen skill. If you already have proficiency in the skill, you gain {@classFeature Expertise|Rogue|PHB|1} in that skill - your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.",
|
|
"Also, you learn the {@spell Light} and {@spell Sacred Flame} cantrips. Charisma is your spellcasting ability for these spells.",
|
|
"Finally at 3rd level, you learn the Coronation link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Coronation|Armiger|TheArmigerClass|Radiance|TheArmigerClass|3|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Grand Vision",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"As the leaders of ages past, you have begun to develop a grand vision and nothing will stop you from manifesting it. At 7th level, you gain {@sense darkvision|PHB} out to a range of 30 feet. If you already have {@sense darkvision|PHB}, your range is extended by 30 feet. Also, you can see normally in darkness, both magical and nonmagical, in your {@sense darkvision|PHB} range.",
|
|
"Additionally, you learn the Great Illumination link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Great Illumination|Armiger|TheArmigerClass|Radiance|TheArmigerClass|7|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Great Illumination",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to cast {@spell Daylight} using Charisma as your spellcasting ability. The light produced by the spell counts as sunlight."
|
|
]
|
|
},
|
|
{
|
|
"name": "Crowning Achievement",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are becoming more like the monarchs you are connected to and share a greater portion of their power. At 11th level, you gain resistance to radiant damage.",
|
|
"Additionally, you learn the Greater Coronation link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Greater Coronation|Armiger|TheArmigerClass|Radiance|TheArmigerClass|11|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Coronation",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As {@subclassFeature Coronation|Armiger|TheArmigerClass|Radiance|TheArmigerClass|3|TheArmigerClass}, except you can expend 3 links to empower the feature. If the target fails its save, they receive one of the following greater effects:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Crown of Tyranny.} It now deals {@dice 2d6|2d6 radiant|Radiant Damage} damage.",
|
|
"{@b Crown of Weakness.} It now imposes disadvantage on 3 saving throws, except for the reattempt to save against this crown at the start of each of the crowned target's turns.",
|
|
"{@b Crown of Life.} It now provides additional healing equal to double your Charisma modifier instead, and the crowned target gains {@classFeature Expertise|Rogue|PHB|1} in one skill they are proficient in.",
|
|
"{@b Crown of Fealty.} It now charms the attacker as the {@spell Charm Person} spell when the attacker fails its saving throw - even if they are not a humanoid. This causes the triggering attack to fail. The charm only lasts until the start of the charmed creature's next turn. If a creature saves against this effect, they are immune for 24 hours."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Divine Hallowing",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"You can expend 5 links to cast {@spell Hallow} using Charisma as your spellcasting ability."
|
|
]
|
|
},
|
|
{
|
|
"name": "Divine Protector",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 4 links to cast {@spell Guardian of Faith} using Charisma as your spellcasting ability."
|
|
]
|
|
},
|
|
{
|
|
"name": "Divine Providence",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"A great leader takes care of their people and their land. At 15th level, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Divine Protector|Armiger|TheArmigerClass|Radiance|TheArmigerClass|15|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Divine Hallowing|Armiger|TheArmigerClass|Radiance|TheArmigerClass|15|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "King of Kings",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"You have not only become like the lords you have connected with for so long, but you are even beginning to surpass them. At 18th level, you gain immunity to radiant damage.",
|
|
"Additionally, your learn the Superior Coronation link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Superior Coronation|Armiger|TheArmigerClass|Radiance|TheArmigerClass|18|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Superior Coronation",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Radiance",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"As {@subclassFeature Greater Coronation|Armiger|TheArmigerClass|Radiance|TheArmigerClass|11|TheArmigerClass}, except you can expend 5 links to empower the feature. If the target fails its save, they receive one of the following superior effects:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Crown of Tyranny.} It now deals {@dice 3d6|3d6 radiant|Radiant Damage} damage and ignores resistance to radiant damage.",
|
|
"{@b Crown of Weakness.} It now imposes disadvantage on all saving throws, except for the reattempt to save against this crown at the start of each of the crowned target's turns.",
|
|
"{@b Crown of Life.} It still provides additional healing equal to double your Charisma modifier and the skill {@classFeature expertise|Rogue|PHB|1} benefit, but now the crowned target also regenerates a number of hit points equal to your Charisma modifier at the start of each of their turns.",
|
|
"{@b Crown of Fealty.} The charm now lasts for 1 Minute instead of only until the start of the charmed creature's next turn. If a creature saves against this effect, they are immune for 24 hours."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Scarred Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Life isn't fair. Sometimes, innocent children suffer. Sometimes, a hero who does everything right still loses. Sometimes, a master trips. Misfortune is not a respecter of persons and neither doles itself out equally. Whether due to the consequences of their own choices or simply bad karma, scarred armigers have experienced notable pain, brokenness, and injury. However, unlike many, they did not find defeat in their darkest hour but strength, courage, and power. Scarred armigers connect to loss, suffering, courage, and hope. Some scarred armigers are born when they face adversity, while others might intentionally harm themselves to awaken their latent abilities. Though they might face derision and discrimination, scarred armigers are testimonies that nothing can stop that which refuses to be stopped.}",
|
|
"{@i Scarred armigers' arsenals often tell the tales of their armiger's pains, woes, and suffering. A scarred armiger who lost an arm in battle may have an armory that looks like the place where they lost their limb. Their bonded weaponry may look like the weapon that was used to handicap them and perhaps appears rusted with their own blood. And, their links may appear as a phantom limb that slowly disappears as they use up their links. Meanwhile, a scarred armiger who is more hopeful might have an armory that looks like a place they find refuge or healing in - such as their childhood home, an infirmary, or other safe place. Their bonded weaponry may be decorated with items of comfort and may even be etched with names that their armiger has given them. Their links might double as security blankets for their armiger, such as a lucky token or plush animals.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Basic Telekinesis|Armiger|TheArmigerClass|Scarred|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Telekinetic Bonding|Armiger|TheArmigerClass|Scarred|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Basic Telekinesis",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"When you choose this subclass at 3rd level, your {@classFeature Telumkinesis|Armiger|TheArmigerClass|1} is replaced with Basic Telekinesis. As an action or bonus action, you can telekinetically exert fine control over any unattended object within 30 feet of you that you can see. The object cannot weigh more than 10 pounds. You can achieve a variety of telekinetic effects - such as manipulate or use an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot use Minor Telekinesis to attack, but you can otherwise use it for anything you could do with normal hands.",
|
|
"Additionally, you can cause any object that you affect with your Minor Telekinesis to hover around you as if it had the Hover property of the {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1} feature, and you may add your Charisma modifier on any saves or ability checks to resist having any hovering object disarmed, stolen, or otherwise taken from you.",
|
|
"Finally, you learn the Telekinetic Projectile link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Telekinetic Projectile|Armiger|TheArmigerClass|Scarred|TheArmigerClass|3|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Telekinetic Bonding",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Also at 3rd level, you do not need to physically touch a weapon to bond to it, though it must be within 5 feet of you during the entirety of your bonding ritual. Additionally, you do not need to touch a weapon to remove your bond from it, but it must also be within 5 feet of you while you remove the bond."
|
|
]
|
|
},
|
|
{
|
|
"name": "Telekinetic Projectile",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 0
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 0 links to hurl any one loose, unattended object within 30 feet of you that weighs 10 pounds or less. Make a spell attack against a creature within 30 feet. You are proficient with this attack and use Charisma for the attack roll. If you hit, you deal damage equal to {@dice 1d6} bludgeoning, piercing, or slashing plus your Charisma modifier. The damage type is whatever is appropriate for the object you hurled. No specific properties of the hurled item affect the attack or the damage."
|
|
]
|
|
},
|
|
{
|
|
"name": "Absorb Force",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links"
|
|
},
|
|
"entries": [
|
|
"As a reaction when a creature deals bludgeoning, piercing, or slashing damage to you, you can expend a number of links to minimize the power behind the attack. Roll a number of d6 equal to the amount of links you expended. The damage dealt to you is reduced by the result of your roll. This can reduce the damage to 0."
|
|
]
|
|
},
|
|
{
|
|
"name": "Kinetic Shove",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links"
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend a number of links to unleash a kinetic force around you. All creatures within 10 feet of you must make a Strength saving throw. On a success, they are pushed back 5 feet from you. On a failure, they are pushed back a number of feet equal to 5 times the number of links expended (i.e. 5 feet per link spent) and fall prone."
|
|
]
|
|
},
|
|
{
|
|
"name": "Rise Above",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your tenacious connection to overcoming allows you to rise above your problems - figuratively and literally. At 7th level, you develop limited flying abilities. You gain a fly speed equal to your walking speed. You can hover with this fly speed, but you cannot rise more than 1 foot off of the ground. This fly speed cannot stop you from falling, but it does cushion you. You are constantly under the effects of {@spell Feather Fall}.",
|
|
"Additionally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Absorb Force|Armiger|TheArmigerClass|Scarred|TheArmigerClass|7|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Kinetic Shove|Armiger|TheArmigerClass|Scarred|TheArmigerClass|7|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Telekinetic Hold|Armiger|TheArmigerClass|Scarred|TheArmigerClass|7|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Telekinetic Hold",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to telekinetically pin a creature within 30 feet of you. The creature must make a Constitution saving throw or be {@condition incapacitated} and {@condition restrained}. At the start of each of the creature's turns, it can reattempt the saving throw to end the effect. This feature requires {@condition concentration|PHB} to maintain, and you can maintain it for up to 1 Minute."
|
|
]
|
|
},
|
|
{
|
|
"name": "For Good",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"You may be covered in scars and bear unimaginable burdens, but you can use all things for your good. At 11th level, you are increasingly inured to suffering and boast incredible endurance because of it. You gain proficiency in Constitution saving throws and have advantage on any Constitution saving throws that you make to maintain {@condition concentration|PHB}.",
|
|
"Additionally, you learn the Power in Pain link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Power in Pain|Armiger|TheArmigerClass|Scarred|TheArmigerClass|11|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Power in Pain",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As a reaction when you take damage for any reason, you can expend 4 links to store the damage taken. When you fail an attack roll or saving throw, you can use the stored damage as your final roll result instead. Once you use the stored damage, it is used up and gone. Mitigated damage (such as through the {@subclassFeature Absorb Force|Armiger|TheArmigerClass|Scarred|TheArmigerClass|7|TheArmigerClass} link feature) is not stored since it is not taken. You cannot have more than one instance of Power in Pain at once nor can you add additional damage to already stored damage. However, if you currently have damage stored, you can replace that stored damage with a new instance of Power in Pain. The stored damage lasts for only 1 Hour. If it isn't used during that time, it disappears without effect."
|
|
]
|
|
},
|
|
{
|
|
"name": "Crush",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 4 links to exert immense telekinetic pressure on a single creature or object within 30 feet of you. The target must make a Constitution saving throw. On a failure they take {@dice 5d10|5d10 force|Force Damage} damage and are {@condition restrained|PHB} until the start of your next turn. On a success, they take half of the damage and are not {@condition restrained|PHB}."
|
|
]
|
|
},
|
|
{
|
|
"name": "Greater Telekinesis",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your telekinetic abilities have grown to incredible levels. At 15th level, when you use {@subclassFeature Basic Telekinesis|Armiger|TheArmigerClass|Scarred|TheArmigerClass|3|TheArmigerClass}, you can pick up objects that weigh up to 25 pounds instead of 10 pounds.",
|
|
"Additionally, when you use {@subclassFeature Telekinetic Projectile|Armiger|TheArmigerClass|Scarred|TheArmigerClass|3|TheArmigerClass}, you can expend any number of available links to increase its potency. For every link spent, you increase the damage by {@dice 1d6} and the range is increased by 5 feet.",
|
|
"Finally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Crush|Armiger|TheArmigerClass|Scarred|TheArmigerClass|15|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Telekinesis|Armiger|TheArmigerClass|Scarred|TheArmigerClass|15|TheArmigerClass"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Telekinetic Storm|Armiger|TheArmigerClass|Scarred|TheArmigerClass|15|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Telekinesis",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 5 links to cast {@spell Telekinesis|PHB} using Charisma as your spellcasting ability."
|
|
]
|
|
},
|
|
{
|
|
"name": "Telekinetic Storm",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 5
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 5 links to create a growing telekinetic storm around you. The storm begins in a 10-foot radius sphere around you, and it follows you when you move. Within the area, loose and unattended objects that weigh up to 25 pounds are flung around you in a lethal orbit. The area within the storm counts as magical difficult terrain. Projectiles and other ranged weapon attacks that enter the area are immediately picked up by the storm, so these attacks automatically miss. Any creature who enters the area or starts their turn in the area is buffeted and battered by the swirling debris and must make a Dexterity saving throw. They take {@dice 5d8|5d8 force|Force Damage} damage on a failure or half of that on a success. This feature requires {@condition concentration|PHB} to maintain, and you can maintain it for up to 1 Minute. While you maintain {@condition concentration|PHB} on this feature, you are immune to its effects, and every round that you maintain {@condition concentration|PHB}, you can use a bonus action to grow the sphere by a 10-foot radius increment."
|
|
]
|
|
},
|
|
{
|
|
"name": "Mass Telekinetic Hold",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 6
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 6 links to telekinetically pin all targeted creatures within 30 feet of you. Any creatures you designate within 30 feet of you must make a Constitution saving throw or be {@condition incapacitated|PHB} and {@condition restrained|PHB}. At the start of each of a creature's turns, it can reattempt the saving throw to end the effect. You may only use this feature once per short rest."
|
|
]
|
|
},
|
|
{
|
|
"name": "Unstoppable Resilience",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Scarred",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"You won't let anything stop you. Not anymore. At 18th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can add your Charisma modifier to any Constitution ability checks or saving throws.",
|
|
"Finally, you learn the Mass Telekinetic Hold link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Mass Telekinetic Hold|Armiger|TheArmigerClass|Scarred|TheArmigerClass|18|TheArmigerClass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Symmetry Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Push. Pull. In. Out. Give. Take. Good. Evil. Life. Death. Armigers of the Symmetry inheritance are especially attuned to the ways all things are interconnected with one another, and can take advantage of these connections to both devastate their enemies and benefit their allies. Symmetry armigers are often the most sage of the armigers, as their keen awareness of how one thing can affect another encourages them to be mindful of their own actions and how they might affect those around them. They know that every action has an equal and opposite reaction, and it's this basic principle that inspires them to seek out ways they can utilize the harmonious cycles found in all things for their own purposes.}",
|
|
"{@i Symmetry armigers' arsenals often reflect the cycles or dualities that the armiger is especially interested in. For example, an armiger focused on the metaphysical war between good and evil, may have an armory that mixes both abyssal and celestial aesthetics, their bonded weaponry may have black-and-white coloring, and their links may appear as transparent wings around their head that fluctuate between feathered and leather wings. A more alchemical or commerce-minded symmetry armiger may connect with the idea of equivalent exchanges, and their armory may appear as a trading post or other place of transaction. Their bonded weaponry may flip themselves over when not in use, and their links may appear as a collection of 2-sided coins.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Even the Odds|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Balance the Scales",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 1 link to create a balancing effect on two creatures within 30 feet of you. Choose one of the balancing effects listed below. All targets receive a Wisdom saving throw to resist the effect, though a target can choose to fail the save. If either one of the targets saves against the effect, the entire feature ends. Maintaining this feature requires {@condition concentration|PHB}, and it can only last up to 1 Minute.",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Balance Aptitude.} One creature you choose gains advantage to a skill, and the other receives disadvantage to the same skill.",
|
|
"{@b Balance Defenses.} One creature you choose gains a +1 bonus to their AC, and the other receives a -1 penalty to their AC.",
|
|
"{@b Balance Prowess.} One creature you choose gains a +1 bonus to attack and damage rolls, and the other receives a -1 penalty to attack and damage rolls.",
|
|
"{@b Balance Resistance.} One creature you choose gains a +1 bonus to a saving throw of your choice, and the other receives a -1 penalty to the same saving throw.",
|
|
"{@b Balance Speed.} One creature you choose gains a +10 foot bonus to their speed, and the other receives a -10 foot penalty to their speed. This cannot reduce a creature's speed below 5."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Even the Odds",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"You can use your connection to harmony to stabilize odds. Once per short rest, whenever a creature you see makes an ability check (including yourself), you can use your reaction to force the roll result to be 10, as if a 10 was rolled instead of whatever was actually rolled. You must declare you are using this feature before the check is resolved.",
|
|
"Also at 3rd level, you learn the Balance the Scales link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Balance the Scales|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Balance the Four Humors",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are especially attuned to physical imbalances and can take advantage of them to both harm enemies and heal allies. At 7th level, {@b choose acid, necrotic, radiant, or force}. You can change this decision whenever you take a long rest. You gain resistance to the damage type chosen.",
|
|
"Also at 7th level, you gain proficiency in the {@skill Medicine} skill and can use Charisma instead of Wisdom for all Medicine skill checks. You do not need to physically touch a creature you are making Medicine checks on. Instead, you can make Medicine checks up to a range of 30 feet away by manipulating the humors of the creature. Additionally, you learn the {@spell Spare the Dying} cantrip. You can cast this cantrip as a bonus action instead of an action and from a range of 30 feet instead of touch.",
|
|
"Finally, you learn the Life Transfer link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Life Transfer",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 3 links to unleash a 15-foot radius burst around yourself that transfers the lifeforce of enemies to allies. Enemies in the burst must make a Constitution saving throw. On a failure, they take {@dice 2d8} of the damage type that you chose for the Balance the Four Humors feature. Enemies that successfully save suffer no damage. Thereafter, you can heal allies in the burst (including yourself) with an amount of health equal to half the damage inflicted. You can portion out the hit points as you please, but the cumulative amount of health healed cannot exceed half of the damage inflicted by this ability."
|
|
]
|
|
},
|
|
{
|
|
"name": "Empowered Balance the Scales",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 4
|
|
},
|
|
"entries": [
|
|
"As {@subclassFeature Balance the Scales|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|3|TheArmigerClass}, except you can expend 4 links to have the balancing effects improved as follows:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Empowered Balance Aptitude.} One creature you choose gains advantage to a skill, and the other receives disadvantage to the same skill.",
|
|
"{@b Empowered Balance Defenses.} One creature you choose gains a +1 bonus to their AC, and the other receives a -1 penalty to their AC.",
|
|
"{@b Empowered Balance Prowess.} One creature you choose gains a +1 bonus to attack and damage rolls, and the other receives a -1 penalty to attack and damage rolls.",
|
|
"{@b Empowered Balance Resistance.} One creature you choose gains a +1 bonus to a saving throw of your choice, and the other receives a -1 penalty to the same saving throw.",
|
|
"{@b Empowered Balance Speed.} One creature you choose gains a +10 foot bonus to their speed, and the other receives a -10 foot penalty to their speed. This cannot reduce a creature's speed below 5."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Level the Field",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your connection to balance keeps growing and your power along with it. At 11th level, your {@subclassFeature Balance the Scales|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|3|TheArmigerClass} link feature can now affect all creatures in a 30-foot radius of you, though each individual creature can still make a Wisdom saving throw to resist the effect as normal. You may designate which creatures benefit from the bonus and which creatures receive the penalty of your balancing effect.",
|
|
"Additionally, when a creature saves against the effect, it no longer ends the entire feature for everyone else. You still need at least 1 creature on either side of the balancing effect. Should 0 creatures be receiving the bonus or the penalty of a balancing effect, it ends for everyone.",
|
|
"Finally, you can amplify your balancing effects by expending 3 additional links (4 links total) when using the feature, as described below:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Empowered Balance the Scales|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|11"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Absolute Symmetry",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your connection to harmonious cycles has almost reached the point of perfection. At 15th level, your {@subclassFeature Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass} link feature improves as follows:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"Your {@subclassFeature Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass} grows to a 30-foot radius burst, and its damage increases to 4d8 of the relevant damage type instead of 2d8.",
|
|
"When a creature saves against the {@subclassFeature Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass}, they still suffer half damage, and the damage inflicted gets added to the healing pool of hit points.",
|
|
"You can now heal an amount of health equal to the damage inflicted by the {@subclassFeature Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass}, instead of half of the damage inflicted."
|
|
]
|
|
},
|
|
"Finally, you are a master at harmonizing imbalances. You now make all Medicine checks with advantage."
|
|
]
|
|
},
|
|
{
|
|
"name": "Perfectly Balanced as All Things Should Be",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Symmetry",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"You have reached the point of ultimate harmony, balance, and symmetry, and you are perfected. At 18th level, you gain the Monk's {@classFeature Purity of Body|Monk|PHB|10} and {@classFeature Timeless Body|Monk|PHB|15} features.",
|
|
"Also, when you use your {@subclassFeature Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass} link feature, as a bonus action you can expend 5 links to impose one of your improved balancing effects from {@subclassFeature Empowered Balance the Scales|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|11|TheArmigerClass}. When you do this, any creatures who fail their Constitution saving throw against the {@subclassFeature Life Transfer|Armiger|TheArmigerClass|Symmetry|TheArmigerClass|7|TheArmigerClass} also automatically fail their Wisdom saving throw against the balancing effect."
|
|
]
|
|
},
|
|
{
|
|
"name": "Vanguard Inheritance",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"entries": [
|
|
"{@i Vanguard armigers are battlefield commanders. Often stalwart and taking up arms at the head of armies, vanguard armigers tend to be strategic fighters that lead their allies in glorious combat. They connect to such things as warfare, fervor, strength, or tactics, and feel at home amongst the clash of steel. Vanguard armigers are often more cerebral and calculating than their peers, and they especially excel in matters concerning teamwork, battle strategies, and combat techniques. Vanguard armigers are called to fight in a way no other armiger is, and this often makes them keen to tackle challenges head on. Still, what perhaps makes vanguard armigers such impressive figures is their ability to empower their allies to higher performance. Even a volunteer militia becomes a well-oiled force when a vanguard armiger takes charge.}",
|
|
"{@i The bonded weaponry of vanguard armigers take on many forms, but they almost always look like masterwork equipment shining as if freshly polished. They reflect light with such clarity that they can often be seen at incredible distances. Meanwhile, their armories reflect places of combat or training, such as gladiatorial arenas, sparring grounds, or military barracks. The links of vanguard armigers take inspiration from battle and war. A sadistic vanguard armiger might have streaks of blood circling their armor, while a vanguard armiger devoted to defending their allies might have links that appear as ornamental rondels running up their arms. Meanwhile, a vanguard armiger from a war tribe might use their links as magically shifting warpaint markings on their face.}",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Armored Guard|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|3"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Bonded Shields|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Armored Guard",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"At 3rd level, your ability to use armor is extraordinary. You gain proficiency in heavy armor. You also ignore strength requirements for wearing armor, so you do not have your speed reduced when you do not meet the requirements.",
|
|
"While wearing medium or heavy armor, you can use the {@spell Blade Ward} cantrip at will using Charisma as your spellcasting ability, and you can choose to cast the spell as a bonus action."
|
|
]
|
|
},
|
|
{
|
|
"name": "Bonded Shields",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"entries": [
|
|
"Also at 3rd level, you can bond to shields with the {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass} feature. When you bond to a shield, the bonded shield functions as a {@item club|PHB} ({@dice 1d4|1d4 bludgeoning|Bludgeoning Damage}) for attack and damage calculations, and you can use bonded shields as a bonded weapon for other armiger features - such as {@classFeature Armiger's Armory|Armiger|TheArmigerClass|1|TheArmigerClass} and {@classFeature Telumkinesis|Armiger|TheArmigerClass|1|TheArmigerClass}. A bonded shield counts as worn and confers its bonus to AC when in a hovering position around you, but not when it is no longer in your possession, such as after having been launched in a {@classFeature Grand Strike|Armiger|TheArmigerClass|2|TheArmigerClass}.",
|
|
"Having multiple bonded shields does not confer an additional bonus to AC.",
|
|
"Additionally, the additional attunement slots you get at 13th and 20th level can also be used to attune to shields or armor, instead of just weapons.",
|
|
"Finally, you learn the Ward Ally link feature that only works when you have a bonded shield available:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Ward Ally|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|3"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Ward Ally",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 3,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 1
|
|
},
|
|
"entries": [
|
|
"As a reaction when an ally you see within 30 feet of you has an attack roll made against them, you can expend 1 link to send a bonded shield to defend them. The ally gains a +2 AC bonus against the triggering attack and all attacks made against them until the start of your next turn, which is when the bonded shield returns to you."
|
|
]
|
|
},
|
|
{
|
|
"name": "Brace Yourselves!",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
" As an action, you can expend 3 links to give all allies who can see you a bonus to their AC equal to your Charisma modifier on the next attack made against them. This bonus disappears after one attack, but otherwise, it lasts until the start of your next turn."
|
|
]
|
|
},
|
|
{
|
|
"name": "Follow Up the Attack!",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As a reaction when you damage a creature with a successful {@action Attack} action, you can expend 3 links to have one other ally you can see take the {@action Attack} action against the same creature you just damaged. (If you damage multiple creatures at once, you may target one of them.) If the chosen ally is unable to make an attack against the creature for any reason, this feature immediately fails. The ally cannot use this action to do anything other than {@action Attack} (e.g. they cannot {@action Cast a Spell} with this action)."
|
|
]
|
|
},
|
|
{
|
|
"name": "Move It!",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As a bonus action, you can expend 3 links to have one other creature you can see immediately move up to their speed. This movement does not provoke opportunity attacks."
|
|
]
|
|
},
|
|
{
|
|
"name": "Strategic Command",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 7,
|
|
"header": 2,
|
|
"entries": [
|
|
"Your connection to your allies and to the battlefield allows you to take control in an extraordinary way. At 7th level, immediately after initiative is rolled but before a turn has begun, you may declare that you are taking strategic command. When you do, you may swap the initiatives of one willing ally with one other willing ally (including yourself). You can only use this feature once per long rest.",
|
|
"Additionally, you learn the following link features:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Brace Yourselves!|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|7"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Follow Up the Attack!|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|7"
|
|
},
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Move It!|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|7"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Combat Inspiration",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 3
|
|
},
|
|
"entries": [
|
|
"As a reaction when you damage a creature, you can expend 3 links to give one other ally who can see you a die of Combat Inspiration. This die is a d4. Once within the next 1 Minute, the ally can roll the Combat Inspiration die and add the number rolled to one attack roll or to their AC against one attack roll made against them. An ally can wait until after the appropriate roll is made before deciding to use the Combat Inspiration die, but they must decide before the DM says whether the roll succeeds or fails. Once the Combat Inspiration die is rolled, it is lost. A creature can only ever have one die of Combat Inspiration at one time, and Combat Inspiration dice do not stack."
|
|
]
|
|
},
|
|
{
|
|
"name": "Link Feature: Combat Inspiration",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 11,
|
|
"header": 2,
|
|
"entries": [
|
|
"You motivate your allies from the middle of the fray; your success becomes their success. At 11th level, you learn the Combat Inspiration link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Combat Inspiration|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|11"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Living Banner",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 15,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are more than just a standard bearer; you are the banner itself. At 15th level, as long as you are not unconscious, all other allies who can see you have a bonus to saves against {@condition charmed} and {@condition frightened} equal to your Charisma modifier. Also, your {@subclassFeature Combat Inspiration|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|11|TheArmigerClass} die is now d6 instead of d4.",
|
|
"Additionally, when you use {@subclassFeature Strategic Command|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|7|TheArmigerClass} to swap initiative, you can choose to roll 1d4-1 and make a number of willing ally initiative swap pairs equal to the result of your roll (e.g. a result of 3 means you make 3 pairs of initiative swaps). Your final result can be 0, and in that case, you are unable to make any initiative swaps. Rolling a 0 still counts as using the feature, meaning you need to take a long rest before you can use this feature again."
|
|
]
|
|
},
|
|
{
|
|
"name": "Army Maker",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"entries": [
|
|
"You are a paragon of battle - victory incarnate - and you empower your allies to be unstoppable forces themselves. Your {@subclassFeature Combat Inspiration|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|11|TheArmigerClass} is now d8 instead of d6, and the {@subclassFeature Ward Ally|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|3|TheArmigerClass} link feature no longer costs any links.",
|
|
"Additionally, you learn the Victory! link feature:",
|
|
{
|
|
"type": "refSubclassFeature",
|
|
"subclassFeature": "Victory!|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|18"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Victory!",
|
|
"source": "TheArmigerClass",
|
|
"className": "Armiger",
|
|
"classSource": "TheArmigerClass",
|
|
"subclassShortName": "Vanguard",
|
|
"subclassSource": "TheArmigerClass",
|
|
"level": 18,
|
|
"header": 2,
|
|
"consumes": {
|
|
"name": "Links",
|
|
"amount": 6
|
|
},
|
|
"entries": [
|
|
"As an action, you can expend 6 links to impart extraordinary power in your allies. All other allies who can see you when you use this action gain one of your {@subclassFeature Combat Inspiration|Armiger|TheArmigerClass|Vanguard|TheArmigerClass|11|TheArmigerClass} dice. Additionally, they gain a number of temporary hit points equal to your armiger level that last until they take a short or long rest. You can only use this feature once per short rest."
|
|
]
|
|
}
|
|
],
|
|
"item": [
|
|
{
|
|
"name": "Armiger's Bonded Weapon",
|
|
"source": "TheArmigerClass",
|
|
"page": 0,
|
|
"type": "OTH",
|
|
"rarity": "none",
|
|
"entries": [
|
|
"A weapon bonded to an {@class armiger|TheArmigerClass}. Such a weapon has undergone {@classFeature Bonded Weaponry|Armiger|TheArmigerClass|1|TheArmigerClass|a bonding ritual} to an {@class armiger|TheArmigerClass} and has the following additional properties when used by the {@class armiger|TheArmigerClass} it is bonded to:",
|
|
{
|
|
"type": "list",
|
|
"items": [
|
|
"{@b Arsenal.} The bonded weapon can be used for its bonded armiger's other {@class armiger|TheArmigerClass} features.",
|
|
"{@b Glamoured.} The bonded weapon takes on any superficial changes that its bonded armiger likes. These changes are purely aesthetic and do not affect the weapon's functionality.",
|
|
"{@b Hover.} The bonded weapon can hover harmlessly around its bonded armiger. While hovering, the weapon stays within 5 feet of its bonded armiger (remaining in their space) and counts as being in its bonded armiger's possession. The bonded weapon's bonded armiger may add their Charisma modifier on any saves or ability checks to resist having a hovering bonded weapon disarmed, stolen, or otherwise taken from them.",
|
|
"{@b Summon.} The bonded weapon can be summoned into its bonded armiger's hand as a bonus action, as long as it is within 1 Mile of its bonded armiger or in their armory. If a bonded weapon is in the possession of another creature when its bonded armiger tries to summon it, the creature may make a contested Charisma check to resist the weapon being summoned. If the creature succeeds, the weapon does not return to the armiger."
|
|
]
|
|
},
|
|
"A bonded weapon loses its bond (and relevant properties) if it is separated from its bonded armiger's possession for 1 hour."
|
|
]
|
|
}
|
|
]
|
|
}
|