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#also bless the ranger armor mod
tadbitfooled · 6 months
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I think...I'm finally satisfied with Arzan's in game look.
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tigerkirby215 · 3 years
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5e Fluttershy, the Element of Kindness build (My Little Pony: FIM)
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(Artwork by SophiesPlushies on DeviantArt.)
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Like, it took me a solid 5 minutes to find the first image in this post and I had to sift through so much softcore porn to find it. I didn’t even find it by searching DeviantArt I had to go on fucking derpibooru oh my lord.
Anyways: here’s another shit brony build because people don’t hate me enough! Well that and I do genuinely love the characters from My Little Pony, and think that they’d be fun to make builds for. But feel free to call me a garbage brony at your leisure.
These are the words of a man who has been beaten down after being a brony for around 10 years.
GOALS
I'm just good with animals - Fluttershy talks to animals. That’s one of the main things she does really.
I'm doing this because you're my very best friend - As the element of kindness we of course need to share our heart and soul with our friends.
Nopony pushes new Fluttershy around! - MLP Wiki makes an express point of mentioning The Stare in Fluttershy’s powers, so of course we’ll do our best to include that.
RACE
Before you say anything no I’m not a pegasi stan just because I did both Fluttershy and Rainbow Dash. Regardless Aaracokra still makes the most sense for Fluttershy unfortunately because there’s few bird races and fewer flying races.
As an Aaracokra you +2 to Dexterity and +1 to Wisdom which we’ll be keeping because I don’t know if your DM will allow Tasha’s rules. You also get 50 feet of Flight but you can’t be wearing Medium or Heavy Armor to do this, which means I don’t get to say “something something Medium Armor.” And finally you can buck someone to deal damage equal to a d4 plus your Strength; technically their Talons which deal slashing damage but feel free to view them however you want.
If I was to build Fluttershy I’d honestly use the Owlfolk UA race (which will hopefully be out in Wild Beyond the Witchlight and / or Strixhaven) for a multitude of reasons, the most notable of which being the fact that you can fly with Medium armor as an Owlfolk. But the Detect Magic Ritual ability is also nice as is the reaction to stop yourself from falling. Unfortunately Aaracokra technically made more sense since Fluttershy can’t detect magic.
Basically even I have to make choices which are suboptimal in order to ensure maximum roleplay, and even when I play my builds I change them to make them better to play.
ABILITY SCORES
15; WISDOM - You are compassionate and good with animals: both those things are Wisdom skills!
14; DEXTERITY - Since I can’t go “something something medium armor” for this build (yay Aaracokra) I guess getting a 16 in DEX thanks to your race is a good call. If playing an Owlfolk or something you can afford to having 14 total in DEX, as you can then wear medium armor.
13; CONSTITUTION - Look, roleplay stats are great and all but so is not dying.
12; CHARISMA - You are cute small pony... bird... Pony-bird...
10; INTELLIGENCE - Most of your time was spent taking care of animals and most of your knowledge comes from on-hand training as opposed to studying. Basically you’re not Twilight.
8; STRENGTH - As a young filly Rainbow Dash would do most of the heavy lifting for you. As a young mare Rainbow Dash still does most the heavy lifting for you. She is a Barbarian after all!
BACKGROUND
Most ponies know to come to you if their pets are in trouble, and if you’ve ever had pets you know the doctor that helps them is a true Folk Hero. As a Folk Hero you get proficiency in Animal Handling (yay) but I’d swap the Survival proficiency out for Stealth because well... you’re very good at hiding. You also get proficiency with Land Vehicles (most Land Vehicles in D&D are controlled by animals; usually horses! Wait... aren’t you a horse?) and an Artisan’s Tool of your choice: go for Carpenter’s Tools to make some bird houses and chicken coops!
After living in Ponyville for so long most ponies are willing to give you some Rustic Hospitality, giving you a warm place to rest and recover... as long as you can get over your crippling shyness! Eep!
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(Artwork by probablyfakeblonde on DeviantArt.)
THE BUILD
LEVEL 1 - CLERIC 1
Starting off as a Cleric because I thought Wisdom and Charisma saves were more fitting for Fluttershy, and for the Insight and Medicine skill proficiencies.
As a Cleric you get to choose your subclass at level 1, and there’s nothing you love more than a little bit of Peace and quiet. As a Peace Cleric you get proficiency in Performance thanks to Implement of Peace, for those great MLP song numbers. But more importantly you can call on the power of friendship for an Emboldening Bond!
As an action, you choose a number of friends within 30 feet of you (this can include yourself) equal to your proficiency bonus. Your friendship bonds them together for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another they get a d4 they can add to an attack roll, ability check, or saving throw once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
And finally we can talk about the Spellcasting! You get three cantrips from the Cleric list at level 1: Guidance is always welcome among friends, and Spare the Dying can be a literal life safer! Other than that you are still expected to fight in D&D so take Sacred Flame to defend yourself. You can also prepare a number of spells equal to your Cleric level plus your Wisdom modifier. As a Peace Domain Cleric you can inspire Heroism among your friends, or protect yourself (and hide!) with Sanctuary.
Other than that Healing Word is a staple healing spell (we aren’t taking Cure Wounds right now for reasons but feel free to prepare it), Shield of Faith will let you defend your allies, Protection from Evil and Good will help you invoke the Elements of Harmony against the big bad of the season, and Detect Evil and Good will help you find the Elements of Harmony!
You could also take Bless, but I’m not going to tell you to take Bless because optimizers would crucify me for telling you to double up on d4s.
LEVEL 2 - CLERIC 2
Second level Clerics get their Channel Divinity once per short rest and you have a variety of options to choose from:
Turn Undead will make skeletons and zombies not want to hurt the cute little ponies, which will force them to run away for awhile.
Balm of Peace (the main reason we took the second level in Cleric) will let you run around and heal all your friends for 2d6 plus your Wisdom modifier.
And Harness Divine Power (ty Tasha’s) will let you recover a spell slot, but can only be used a limited amount of times per Long Rest.
You can also prepare another spell and be a little less nice with Command. Telling your enemies to “LOVE” isn’t going to be that effective, but making them grovel or drop works just as fine.
LEVEL 3 - RANGER 1
When you spend enough time around animals you’re automatically either a Ranger or a Druid. Quinn? Never heard of ‘em. Regardless multiclassing into Ranger gives you proficiency in a skill from the Ranger list and it’s good to know about Nature so you can find plants to help your fluffy buddies! Deft Explorer also gives you two language proficiencies (again: pick your poison) and Expertise in a skill. You’ll never guess which skill we’ll be getting... it’s Animal Handling. You’re good with animals.
We actually aren’t going to be taking Favored Foe because we aren’t using weapons for one, but more importantly despite it’s name Favored Enemy is also good for tracking friends! You have advantage on Survival checks to track your favored “enemies”, as well as on Intelligence checks to recall information about them. Go for Beasts to easily find a feathered or fluffy friend! Oh and you also get more languages because I don’t know why, so again pick your poison.
LEVEL 4 - RANGER 2
Second level Rangers get their Fighting Style, or as I like to call it your Helping Style because we’ll be going for Druidic Warrior! You can pick up two cantrips from the Druid list: I opted for Druidcraft (you can grow some flowers for your friends; yay!) and Mending to tend to your cottage.
And of course with cantrips we also get more Spellcasting! You can learn two spells from the Druid list: you’re never not going to want Cure Wounds (which is why we didn’t take it earlier btw) and Animal Friendship is an obvious must.
LEVEL 5 - RANGER 3
Third level Rangers get to choose their Ranger Archetype and we’ll be going for the Gloomsta- Ah you all know it’s going to be Beast Master. You get a Ranger’s Companion not from the PHB but from Tasha’s! The Beast of Land would make the most sense and while it’s probably expected that they be a wolf or something you can pretend that you’re playing Fighting is Magic and have Angel Bunny fight for you! Anyways here’s a crash course on your new fluffy friend:
Their AC is equal to 13 plus your proficiency bonus (currently 16.)
Their health is equal to 5 + five times your Ranger level (currently 20) and they have a number of d8 hit die equal to your Ranger level.
They have a 40 foot movement speed and a 40 foot climbing speed.
You can command it to attack with your bonus action; it has the same hit chance as your spell hit chance (WIS mod + Prof Bonus [currently 6]) and deals a d8 + 2 + prof bonus damage.
If they move at least 20 feet straight toward a target and then hit with an attack on the same turn, the target takes an extra 1d6 slashing damage and must make a Strength saving throw against your spell save DC (if they’re a creature.) If they fail they’re knocked prone.
You can command the beast to attack, dash, disengage, or hide with your bonus action.
If you don’t command it they take the dodge action.
You can revive them with a spell of first level or higher 1 hour after they die, and can change your beast after a long rest.
Man, who knew that taking care of a pet was so difficult? Well you also get Primeval Awareness (because Primal Awareness actually doesn’t work that well for this build.) You can use your action and one spell slot to sense the following types of creatures within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This lasts for one minute, and doesn’t reveal the creatures’ location or number.
And you learn another spell: Goodberry is good to feed yourself and all your friends! As long as they’re okay with eating berries, of course. C’mon... they’re good for you! Pleeeease?
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(Artwork by AssasinMonkey on DeviantArt.)
LEVEL 6 - RANGER 4
Finally an Ability Score Improvement... or Feat? We’ll be going for Eldritch Adept, which is admittedly weird but it’s the only way to get Beast Speech so you can Speak with Animals at will! Is total level 6 a little late to finally be able to speak with animals? Yeah, but this is unlimited so it fits better and doesn’t spend your spell slots.
LEVEL 7 - CLERIC 3
Finally back to Cleric land which means finally we can prepare some second level spells! As a Peace domain Cleric you automatically get Aid and Warding Bond prepared, both of which are very good for keeping your friends alive. You can also finally get Hold Person to finally have The Stare!
LEVEL 8 - CLERIC 4
Level 4 in Cleric means another Ability Score Improvement: Wisdom is still your core stat so increasing that by 2 would be your best choice.
You also get another cantrip at this level, and can prepare two more spells! For cantrips I’d recommend Light to see with your dumb bird eyes unless you’re an Owlfolk, and I’d recommend preparing Lesser Restoration and Enhance Ability to further boost your friends.
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(Artwork by Koveliana on DeviantArt.)
LEVEL 9 - CLERIC 5
5th level Clerics can now Destroy Undead of CR 1/2 or lower with their Channel Divinity. Don’t feel too bad about it; they were big dumb meanies anyways!
You can also prepare third level spells too! As a Peace Domain Cleric you get Beacon of Hope to help with healing, and Spike can send letters out for you with Sending. You can also prepare Dispel Magic in case Twilight needs help with more dangerous spells.
LEVEL 10 - CLERIC 6
6th level Peace Clerics get Protective Bond. When a creature affected by your Emboldening Bond is about to take damage, another bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. That creature then takes all the damage instead. It’s worth mentioning that since this specifies “creature” you can actually bond with your beast companion and have it use its reaction, or have others go in to defend angel.
You can also prepare another third level spell like Revivify, so you don’t lose any friends. And to top it off you can use your Channel Divinity twice per short rest! Woohoo!
LEVEL 11 - CLERIC 7
7th level Cleric, 4th level spells. As a Peace Domain Cleric you get Aura of Purity to protect your friends, and Otiluke’s Resilient Sphere to put your enemies in time out. You can also prepare another spell like Freedom of Movement, in case you need to run!
LEVEL 12 - CLERIC 8
8th level Clerics get a variety of features. To start off you get an Ability Score Improvement, which means we can finally cap off your Wisdom for maximum spellcasting! This also means you can prepare more spells, but we’re actually going to hold off on getting more spells for now.
You can also put a little more LOVE into your spells with Potent Spellcasting, adding your Wisdom modifier to the damage of your Cleric cantrips. And finally your Channel Divinity will now Destroy Undead or CR 1 or lower.
LEVEL 13 - CLERIC 9
The reason we held off on getting more Cleric spells last level is because now we get those big 5th level spells! As a Peace Domain Cleric you can help your friends out of any jam with Greater Restoration, and know what they really mean to say thanks to Rary’s Telepathic Bond.
You can also prepare some of those big hitter spells like Mass Cure Wounds to save your friends, and you can cast both Dawn and Summon Celestial to call on Celestia herself! Isn’t that Twilight’s job? Well, it’s still good to have contacts!
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(Artwork by CigarsCigarettes on DeviantArt.)
LEVEL 14 - RANGER 5
Now that we’ve got all the support we could need for our friends it’s time to return to our roots and focus on Angel! Feel free to focus more on Ranger instead of Cleric if you so desire when building this yourself; I simply opted for more healing instead of damage.
We’re finally 5th level with Ranger which finally means you’ll be getting an Extra Attack!... Which you probably won’t use because you can use cantrips instead. Well it’s still nice to have?
The good thing though is that you can learn more Ranger spells like Healing Spirit, which is a really strong healing spell that was kinda gutted by erratas. But it’s still nice and efficient regardless of what spell slot you casted it at, effectively being a 6d6 heal for a second level spell slot!
LEVEL 15 - RANGER 6
6th level Rangers can now add Roving to their list of skills from Deft Explorer. Your movement speed increases by 5 feet, and you get both a climbing and swimming speed equal to your walking speed. Is total level 15 a little late to get a 30 foot movement speed? Yeah probably, but every little bit helps!
Speaking of another little bit you get another Favored Enemy... I mean friend! ...I don’t know pick whatever you think will be relevant for the campaign. Also yes: you do get more languages, because Ranger.
LEVEL 16 - RANGER 7
7th level Beast Masters have Exceptional Training with their Animal Companion. You can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn... which you could already do anyways thanks to Tasha’s.
I’d say that after Tasha’s this feature would work even if you don’t command your beast, but as always discuss the rules with your DM.
Well at least Angel’s attacks count as magical to overcome resistances, which is good because you were probably dealing with nonmagical resistance for awhile now.
You can also prepare another spell like Pass Without Trace, so you and your friends can sneak around unseen. Pass Without Trace is one of those spells that is always useful regardless of what level you are, so picking it up now is still useful!
LEVEL 17 - RANGER 8
8th level Rangers get another Ability Score Improvement. You’ve probably noticed our uneven Constitution score by this point: yeah that was because we were going to grab Resilient Constitution at some point. Increasing your CON gives you a nice +17 to your health and makes your Constitution saves (and concentration saves!) a +8 total.
You’ve also spent so much time on the ground moving through nonmagical difficult terrain costs you no extra movement thanks to Land’s Stride. You can also pass through nonmagical plants without being slowed by them or taking damage from them. Additionally, you have advantage on saving throws against plants that are magically created or manipulated to impede movement. You may be able to fly but that doesn’t mean being able to move on the ground isn’t useful!
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(Artwork by AssasinMonkey on DeviantArt.)
LEVEL 18 - RANGER 9
9th level Rangers can learn third level spells, and you’ve probably spent enough time training with Rainbow Dash by this point to make a Wind Wall to protect your friends! (Basically the Ranger spell list sucks and we’re only really going down Ranger still for more subclass features.)
LEVEL 19 - RANGER 10
You get a new feature from Deft Explorer at this level: you are now Tireless! As an action you can give yourself a number of temporary hit points equal to 1d8 plus your Wisdom modifier (so 5.) You can use this action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Additionally whenever you finish a short rest your exhaustion level is decreased by 1.
You’re also a master of avoiding social interaction. Nature’s Veil lets you turn invisible as a Bonus Action until the start of your next turn. You can also use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
LEVEL 20 - RANGER 11
11th level Beast Masters can invoke Bestial Fury! With 11 level in Ranger and 20 total levels in this build your Animal Companion can now... attack twice! Look Beast Master is playable now, I never said it was good.
At least you can learn one last Ranger spell: in your ultimate stand against darkness Daylight will help you banish the dark! ...Or something. Look again: the Ranger spell list sucks.
FINAL BUILD
PROS
You do not hurt my friends! You got that? - Even with the multiclassing you still get spell slots up to 7th level, and have more than enough magic to shake a stick at. Not to mention that Angel will always be by your side to pump out a bit more damage with your Bonus Action!
You’re the cutest thing ever - Maxed out Wisdom was rather expected from a Cleric, but Expertise in Animal Handling combined with unlimited Beast Speech means that you can easily make friends with any beast you come across! Just make sure your DM is okay with you giving a hydra belly rubs.
Whatever you wanna do is fine... - You’ve got quite a good mix of features that will help you both in and out of combat, meaning that there’s plenty that your friends can rely on you to help with! In fact there’s a lot of things that only you can do as a Ranger which are quite helpful!
CONS
You’re such a loudmouth... - Most of your class resources only come back after a Long Rest, with only your Channel Divinity coming back after a Short Rest. You’re still plenty capable with just Angel by your side but don’t spend everything in one fight, or else you’ll be left with nothing but Sacred Flame and Animal Companion attacks.
Are you coughing because... - So let’s talk about Angel: even with 11 levels in Ranger they’re not great. AC of 19 is pretty good but they’ll probably max out around 60 HP. Your average Wizard will have more HP than this by level 20. Two maul attacks will do decent damage but you could get equal value out of Spiritual Weapon, and you only get the second attack with Angel at total build level 20. And yeah for most of this build Angel is going to be sitting around 25 max HP, meaning they’re likely to go down a lot. Aid can help keep your pets healthy and happy but don’t be upset when your level 4 Ranger companion keeps going down.
Awful, just awful! - We kinda miss the best of both worlds for the sake of a build that’s “in-character.” No 10th level of Cleric means no Divine Intervention (even if it’s only a 10% chance it’s still good to have), and no 12th level of Ranger means no ASIs. One good thing about this build is that it does peak around level 10 or so where the multiclassing doesn’t start to damage it, but if you really expect to run all the way to level 20 I’d sooner play either a straight Ranger or a straight Cleric.
But you’re coming along to share your kindness with everypony around you, and guide your friends to victory! Use your expertise to keep your friends alive while Angel kicks some major tail! Get down and be assertive, but remember not to push yourself too hard. Everypony already loves you for who you are, even if you’re in fact a little shy.
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(Artwork by Rodrigues404 on DeviantArt.)
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raeynbowboi · 4 years
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How to Play as Joker in DnD 5e
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I recently bought Persona 5 and just finished the first mind palace and my god is this game a metric fuck ton of awesome, colorful, and stylish. So, while i haven’t finished the game, I’m excited to figure out his DnD build. Normally, because Joker has a canon Persona, I would use Arsene to determine Joker’s magical abilities. But Arsene stops learning new abilities at a pitiful level 7. So, for everything else, we’ll have to look at his confidant abilities and try to make whatever connections that we can.
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The Rebellious Spirit Within
Whether you address your dirty crime boy as Ren Amamiya or Akira Kusuru, it’s evident that he’s a human. However, not even other humans can do what Joker can do. So, he could absolutely be considered a Variant Human. As a Variant Human, we’ll pick up Dexterity and Charisma, along with Persuasion proficiency so you can convince your enemies to join your rag-tag group of plucky teen felons. So, what might you consider for his bonus feat as a Variant Human? Top picks would include: Dungeon Delver so you can run through mind palaces, avoid traps, and be a perceptive thief. Skulker so that you can hide in partial darkness and make ranged attacks without giving away your location. Lucky to give yourself some good old fashioned anime protagonist plot armor. Mobile so that you can outrun security and the consequences of your actions. Magic Initiate so that you can be even more of a thief by stealing from other spell lists. Inspiring Leader so that you can yell at your friends to git gud. Prodigy so you can become even more of a specialized skill monkey. And Skilled so that you can horde all the talent for yourself.
You fragrantly break the law and play the role as a Phantom Thief to take down corrupt authority figures. You are the definition of Chaotic Good.
Joker’s role as a thief of corrupt hearts lends itself to a few Background options. Urban Bounty Hunter fulfills the idea of Joker having a target that he hunts down. Criminal is an option if you want to lean into the Thief angle, plus the framing device of the story has Joker telling the story during a police interrogation, so clearly Criminal isn’t that far off the mark. Charlatan is a loose fit as it’s more of a con artist, but the Secret Identity feature works well as Joker is a second identity. The secret identity also appears for the Dimir Operative from the Guilds of Ravnica book, though while it is on DnDBeyond, that doesn’t guarantee that every DM will allow it, especially since this Background has built-in spells. The Urchin Background loosely fits as Joker’s family has given up on him and sent him off to be raised by someone who is an utter stranger, and finding your way around Shibuya and the mind palaces is kind of important. The Faceless background lets you throw your old life away and begin anew as someone else, and the Faction Agent makes you part of a secret society, such as the Phantom Thieves.
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Arsene the Fool Arcana
Arsene, like all primary personas, first appears in a flash of blue flames. His only two damaging spells include Eiha which is a little bolt of dark flames that deals Curse damage, and Dream Needle, which deals psychic damage and has a chance of putting enemies to sleep. Arsene is seen with chains but doesn’t use them, and in Smash, having Arsene changes Joker’s up special from a grabbling hook to being launched by Arsene’s wings, which could allow Joker to learn Fly. Beyond that, everything else depends on Confidant abilities and the general magical damage types found in the game. 
Personas can deal Fire, Ice, Lightning, Wind, Psychic, Nuclear, Bless, & Curse damage. Nuclear, Bless, and Curse are a little less clear, but I’d translate those to being Poison, Radiant, and Necrotic spells.
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Collecting Your Jar of Hearts
BARD    Whispers: While Joker is not inherently a creative person, the bard’s ability to steal from other spell lists could be re-skinned as part of Joker’s interchangeable Personas. Whisper Bards also deal damage with psychic blades, which is fitting because all of Joker’s thievery is more metaphorical, and all the fighting happens in the minds and hearts of corrupted people. So, his blades dealing Psychic damage is rather fitting since he’s literally fighting the demons in people’s minds and hearts. Also, the Bard’s Jack of All Trades would do well to make you a Wunderkind that’s kind of great at everything. FIGHTER    Battle Master: While the Aid Spell is one of many that can do well for teamwork, there are some Maneuvers that actually focus on rallying allies to attack a single target or get into a formation, which is fitting for Joker as it’s often him who instigates the team’s ability to pull off an all-out attack. RANGER    Gloom Stalker: Change a crossbow into Joker’s toy guns that shoot placebo bullets, and take advantage of this subclass' ambush ability and you’re going to do really well copying Joker’s ability to ambush shadows in the game. Ranger also comes with a new feature option called Canny that lets you get another extra proficiency you don’t already have and turn it into an expertise. ROGUE    Assassin: Along with Gloom Stalker, these two subclasses combined will make ambushes way more effective when dealing with enemy shadows.    Inquisitive: You’re better at figuring out enemy weaknesses and then exploiting them. Provides a nice boost to Sneak Attack damage at higher levels.    Mastermind: This lets you Help an ally as a bonus action, and tells you when an enemy is too strong for you to fight.    Soul Knife:  Technically, you’re more of a thief in a metaphorical sense. You’re attacking people’s minds and hearts, so this subclass who is more focused on attacking people’s minds goes right along with that.    Thief: They’re called the Phantom THIEVES. It had to at least be considered. WARLOCK    Archfey: Since Demons are a specific kind of Persona, Archfey feels the most all-encompassing for this otherworldly pact. Whether you work it as the pact made with Igor or with Arsene himself, it’s obvious that Warlock had to be part of it, as the Phantom Thieves literally say that they make a pact with their Persona. It’s practically spelled out that Phantom Thieves are warlocks.
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Stats and Proficiencies
You wouldn’t be a very good thief without a maxed out Dexterity. You’ll also need Charisma so you can manifest your feelings for magic and a decent Wisdom score so you can multi-class as a Ranger to optimize the use of your gun. Constitution will keep you from dying, Strength should be at least neutral, but if it gets left behind, pick up a proficiency with Athletics and it’ll be fine since you swing with Dexterity anyway. Even though Intelligence is a stat in Persona 5, it won’t really help you much here. So, it’s the dump stat for this build. You’re just a debonair ignorant pretty boy.
Acrobatics Athletics Insight Investigation Perception Persuasion Stealth Sleight of Hand
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Name: Joker (Ren Amamiya or Akira Kusuru) Race: Variant Human Background: Urban Bounty Hunter Alignment: Chaotic Good Class: Assassin Rogue (8)             Archfey Warlock (4)             Gloomstalker Ranger (4)             Battle Master Fighter (4) Base Stats: Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Saving Throws: Strength: -1 Dexterity: +11 Constitution: +2 Intelligence:+5 Wisdom: +2 Charisma: +4 Combat Stats: HP: 151 AC: 16 Speed: 30 Initiative: +7 Proficiency Bonus: +6 Passive Perception: 24 Dark Vision: 60 feet Proficiencies and Expertise:    Acrobatics (Rogue)    Athletics (Ranger: Canny Feature)    Deception (Rogue)    Insight (Urban Bounty Hunter)    Investigation (Ranger)    Perception (Rogue)    Persuasion (Variant Human)    Sleight of Hand (Rogue)    Stealth (Urban Bounty Hunter) Skills: Acrobatics: +17                   Medicine: +2 Animal Handling: +2            Nature: -1 Arcana: -1                            Perception: +14 Athletics: +11                       Performance: +4 Deception: +4                      Persuasion: +10 History: -1                            Religion: -1 Insight: +8                           Sleight of Hand: +11 Intimidation: +4                   Stealth: +17 Investigation:+11                 Survival: +2
Spell Slots
1st (3) 2nd (2)
Joker’s Spellbook
Cantrips                          1st Level                          2ndLevel             Eldritch Blast                   Cure Wounds                 Phantasmal Force   Friends                            Detect Magic                  Shadow Blade   Mind Sliver                      Disguise Self                                           Expeditious Retreat                                           Hex                                           Hunter’s Mark                                           Sleep
Actions:
Action Surge: Take an extra action once per rest. Primeval Awareness: Spend X spell slot, find creature types within 1 mile for X minutes.
Bonus Actions:
Cunning Action: Aim, Dash, Disengage, or Hide once per turn. Second Wind: Regain 1d10 + 4 HP once per rest.
Reactions:
Uncanny Dodge: Reduce damage from enemies you can see that hit you.
Features:
Assassinate: You have advantage on slower foes, all hits are critical. Battle Maneuvers:  Commander’s Strike: Pass your turn to a friendly creature, add superiority die.  Maneuvering Attack: If you hit, an ally can move without provoking an attack.  Rally: Heal an ally by a superiority die + 4. Dread Ambusher: Make an extra attack on the first round, +1d8 damage on hit. Dungeon Delver: Add 2x your CON mod to healing, advantage on perception and investigation to find hidden doorways, advantage on saving throws against traps, resist trap damage, and search for traps at a walking pace. Ear To the Ground: You have a covert network of intelligence. Eldritch Invocations:  Agonizing Blast: +4 to Eldritch Blast damage.  Improved Pact Weapon: Your pact weapon deals +1 melee damage. Evasion: Take 0 damage on a successful DEX saving throw. Favored Enemy: Deal +2 damage to Fey, advantage on tracking Fey creatures. Fey Presence: Creatures within 10 ft are charmed or frightened for 1 turn. Fighting Style:     Archery: +2 on attack rolls with ranged weapons.     Dueling: +2 on damage rolls with one handed melee weapons. Natural Explorer:    Preferred Terrain: Underdark: Advantages in Underdark environments. Pact Boon:    Pact of the Blade: Summon a Pact Weapon. Sneak Attack: Deal 4d6 extra damage when advantaged. Thieves’ Cant: Conceal and decipher hidden meaning in casual conversation Umbral Sight: 60 feet Darkvision and hidden from creatures with Dark Vision.
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This build was a ton of fun to make. How do you feel I did building Joker? Would you build him differently? Who’s your favorite Persona? And are you as upset as I am that you can’t date Ryuji? As always, I take requests, so send me your requests and I might just build yours next.
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watch-out-for-them · 6 years
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hiii good morning! I saw your tags on my Vulpes post omg so whats the ranger andy falling hole story? its so funny AdqkabfkFD
Okay so y'all know fallout is just, full of great features. A great game, came out in 2010 and I picked it up in the year of our Lord 2017 right at the beginning of December. Err, well that was when I bought it for pc (because the ps3 version did not age well).
So I’ve seen my brother play New Vegas, and I think I’m bad at shooters but boy was I bored. For some god awful reason even before I played the game I loved the legion, and was determined to be a force of chaotic energy in the wasteland, so I started my file. It was bugged from the start.
I guess 7 years and shit treatment, and bethesda in generally isn’t a good mixture, because it took actual hours for me just to get out of character creation. It took that long to load everything he had to say. When I was finally free of the cruel clutches of doc Mitchell, everything was going as good as it could be, all things considered. Amazingly for me, Vulpes was in tact and he called me a little bitch, but go off. By the time I had met him, though, I realized that certain npcs slowed and even froze my game; this list included doc Mittchel, House, and yes man... so I was trying to do the yes man route (bless me for not realizing then I could actually side with the legion) but it took me actual hours to speak with him.Anyways, there where plenty of places in the wasteland where the game was like ??? I'm not sure what goes here?!?! The first one I came upon was ranger Andy in Novac, where he had that gaint red ! in his house that he kept walking into and respawning. Even when I walked into it I did the same. I just let him be, he seemed like her was having a good time and who was I to stop him? Even more fucked up though was the repp con facility. The place is 3 floors, and a HUGE chunk of the second floor was like ranger Andy's house. Only now these ! let me fall to the first floor, watch as feral ghouls fell, and also walk through and into walls. This was fun, but I eventually came to a point where I couldn't bare to program further, and bought the pc version (and all the dlc). I'm a lot better now, and I have mods to prevent crashes and give the legion Hot New Armor (the most my normal acer laptop can handle), but still I do miss it sometimes. Thanks for the ask btw!
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death-knight7 · 7 years
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DND Class: Rogue/Ranger mashup: Ghost of Abranor
Abranors Chosen
There has always been words and rumors about a group of individuals that have been working as ghosts since the one known as Empress Abranor ruled over a large and prosperous nation. This nation was home to a great peace that many think is unachieveable today, and a bulk of it was thanks to those known as the Ghosts.
The Ghosts were widely known as some of the greatest spies and assassins in the world with the seemingly innate ability to disappear and reappear at will, blessed with the legendary sight and ethereal like body of Abranor. They followed Lady Abranors orders to the letter, doing so until the fall of the Empire. It was thought that the Ghosts died along with the Empire, those who think that would be wrong.
They still operate even now, following the Empresses last orders; keep the world from falling to any darkness that may appear at whatever costs. Recruits are found through their want to keep the world safe for the people they care for and approached by a descendant of Abranor, granting them the sight or the ethereal body of the late empress in exchange for their service in making the world better for everyone.
Those who call themselves Ghosts bear a few things; a ring of adamantine bearing the mark of Abranors Empire, a mark invisible to the naked eye that those only who know of the Ghosts can spot or those who have unnatural sight, and the blade of a Ghost that has passed on to serve Abranor in the next life, carrying on the undying loyalty of the Ghosts.
1st level: Favored enemy, Natural Explorer, Thieves Cant
2nd level: Fighting Style, Spellcasting
3rd level: Path of Abranor, Primeval awareness
4th level: Ability score improvement
5th level: Extra Attack
6th level: Natural explorer, Favored enemy improvements
7th level: Path of Abranor feature
8th level: Lands stride, Ability score improvement
9th level: Uncanny dodge
10th level: Hide in plain sight, Natural explorer improvement
11th level: Reliable Talent, Path Abranor feature
12th level: Ability score improvement
13th level: -
14th level: Vanish, Favored enemy improvement
15th level: Path of Abranor feature
16th level: Ability score improvement
17th level: -
18th level: Elusive
19th level: Ability score improvement
20th level: Foe slayer
Hit Dice: 1d10 per Abranor Ghost level
Hit points at 1st level: 10+con mod
Higher level: 1d10 plus con mod
Armor: Light Armor, Breast plates
Weapons: Simple weapons, Longbows, Longswords, Rapiers, Heavy crossbow, Shortswords
Tools: Thieves Tools
Saving throws: Dexterity, Wisdom
Proficiencies: Chose three skills from; Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of hand, Stealth, Nature, Survival, Animal handling, Intimidation
Equipment
1: Leather armor or a Breast plate
2: A rapier and two daggers or A longbow and 20 arrows
3: a dungeoneers pack or an explorers pack
4: Thieves tools and a shortsword
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
At 2nd level, you adopt a particular style o f fighting as your specialty. Choose one o f the following options.You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Dual wielding: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
The Ranger table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells o f your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell o f 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 3rd level you chose a Ghost of Abranor path that you choose to follow: Path of The Eye or Path of The Half Body. Both are described at the end of the class description. Your choice grants extra features at 3rd, 7th, 11th and 15th level.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level o f the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creature's’ location or number.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide  as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll o f 9 or lower as a 10.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At 20th level, you become an unparalleled hunter o f your enemies. Once on each o f your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one o f your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Abranors Blessing
Blessing of The Eye
When you chose to follow this Blessing, the essence of Abranors legendary sight replaces replaces one of your eyes and enhances its sight among other things. At third level, you can reveal your eye and scan an enemy  to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice as an action:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
You may only do this a number of times equaling twice per long rest.
Along with this, you also gain the ability of far sight and dark vision. Revealing your eye grants you the ability to see things clearly up to a mile away and grants you 30 ft worth of dark vision. If you already have darkvision, it is increased by another 30 ft. Any ranged attacks you make are not at disadvantage if you firing at the weapons long range.
At 7th level If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation) scores. You have advantage on perception and investigation checks on items less than 10 feet away from you and gain proficiency and advantage on Insight checks on creatures you are speaking to or observing.
At 11th level, you gain the ability to cast see invisibility at will a number of times equalling your wisdom modifier (minimum of 1) per short or long rest. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Along with this, once per day you can stare into the eyes of one creature that you can see and is aware of your presence and either chose to charm it or cause it to be afraid of you. It must make a wisdom saving throw against your spell DC or be under the effects of either charm person or the fear effect by you for one minute.
At 15th level, you can become a ghost to those around you. You select a number of creatures equaling your wisdom modifier (minimum of 1) to make a wisdom saving throw against your ghost spell DC. On a failure, those selected are no longer able to see you. Any attacks made against you are made with disadvantage and you have advantage on attacks made against them for a minute. A creature who has true sight automatically succeeds the saving throw and a creature affected by this may repeat the saving throw at the end of it’s turn in an attempt to see you. Should they succeed, they are freed from the effect. If you fall unconcious, any and all creatures who are affected by this are freed from it’s effect. You may only use this once per long rest.
Blessing of The Half Body
When you chose this Blessing, you are blessed with Lady Abranors ethereal half body. You feel hollow, lighter as though you may blow away with the wind though you are in fact still whole. At 3rd level, you gain the dexterity of Abranor, granting you the ability to use unarmored defense. Your AC is 10+Dex mod+Wis Mod. You also become proficient in stealth, if you are already proficient, you gain expertise in the skill.
Your speed also increases by ten feet and should you move more than ten feet before attacking an enemy, you have advantage on the attack and do an additional d4 of the weapons damage type, your speed enabling you to strike with a deathly amount of speed.
At 7th level, you can use a reaction to turn your body into a mist like substance for a short amount of time. Until turn, any attacks made against you are at disadvantage and if they hit you take half damage, you can also move half your movement to move away from the attackers without provoking any opportunity attacks. You may only use this once per long rest.
You also gain the ability to cast Invisibility a number of times equaling your wisdom mod (minimum of 1) as well as the ability phase through any wall as long as it isn’t thicker than 10ft. Doing so costs 2 extra feet of movement per foot of substance. You can only use this feature once a long rest.
At 11th level, you gain the ability to step into the ethereal plane itself. Your movement remains the same and you can only see within a 30 ft radius of you. You may move around and through walls and objects at the cost of extra movement. Any creature around you can not see or interact with you unless they have the ability to see into the ethereal plane. You may use this a number of times equaling your wisdom mod (minimum of 1) and can remain in the ethereal plane until your next turn.
Your speed increases another 10 feet and after moving 10 feet you do an additional 2d4 of the weapons damage as long as it is a melee weapon. In addition, if the weapon has piercing damage and they are within 5 ft of a wall, they must make a dexterity saving throw against 10+your Dex or Str mod or be pinned against the wall and restrained, taking an a d4 plus your dex bonus of damage each turn they are pinned. They may make a saving throw at the beginning of each of their turns to become unrestrained or until you pull away.
At 15th level, you gain the ability to cast greater invisibility once a day. Along with this, once a day, if an enemy rolls a crit against you, you can choose to take half of the critical damage rather than all of it as a reaction.
While you are in the material plane, you may now attack enemies from the plane as long as you can see and are within range of them. These attacks have advantage and deal force damage rather than the weapons type. With each successful attack the target must make a wisdom saving throw or become afraid for the next minute.
 Spell List
1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd Level
Animal Messenger
Barkskin
Beast Sense
Cordon of Arrows
Darkvision
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass without a Trace
Protection from Poison
Silence
Spike Growth
3rd Level
Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level
Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
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Barbarian Week: New Primal Paths for D&D 5e
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image credit: Brian Hagan
Path of the Raging Spirit
The Raging Spirit is a barbarian whose rage is so great, they are consumed by it. They become partially elemental when raging, either a rumbling torrent of stone, a blazing inferno, a howling wind, or a crashing wave of icy water. This class could have easily become a Way of Four Elements Monk, so I deliberately stayed away from that except for the Elemental Attunement ability. Some of the abilities are really cool and I tried to balance them, but if you have any ideas of your own to balance out a certain element feel free to do so! Also note that the earth totem is immune to poison at 14th level, because I didn’t want them to be immune to both piercing AND bludgeoning all the time. Also I was very tempted to call their final ability “I’m always angry” but I restrained myself.
Elemental Rage: At 3rd level, you choose an elemental totem of earth, fire, wind, or water. When you enter a rage, you transform into a pseudo-elemental and gain the elemental creature type for the duration of the rage. You retain all other statistics but gain the following benefits if your chosen totem:
Earth: You gain immunity to nonmagical piercing damage and any critical hit against you becomes a regular hit. You gain a burrow speed equal to half your movement speed.
Fire: Your rage bonus damage increases by 2 and all of your bonus rage damage counts as fire damage. Creatures that attempt to make a melee attack against you take 1d4 fire damage.
Wind: Your bonus movement speed increases by 10 ft. and you no longer provoke attacks of opportunity.
Water: You gain immunity to nonmagical bludgeoning damage and gain a +2 bonus to Shove attempts. You gain a swim speed equal to your movement speed.
Elemental Attunement: At 3rd level, you can use your action to briefly control elemental forces nearby, causing one of the following effects based on your totem element:
Earth: You create a harmless rumbling of earth nearby, or you can shape 1 square foot of stone into a crude shape you desire for 1 minute.
Fire: You create a harmless shower of sparks nearby, or you can light a small fire.
Wind: You create a harmless puff of wind nearby, or you can shape 1 square foot of mist into a crude shape you desire for 1 minute.
Water: You create a harmless spray of mist nearby, or you can shape 1 square foot of water into a crude shape you desire for 1 minute.
Totemic Blast: At 6th level, you can expend a use of your rage ability as an action to send elemental energy in a ball thrown at a target you designate up to 60 ft. away. The ball deals 1d8 damage for every two barbarian levels you have. You must be able to see the target. The damage type depends on your elemental totem: Bludgeoning (earth totem), Fire (fire totem), Thunder (wind totem), or Cold (water totem). The creature may attempt a DEX saving throw with a DC equal to 8+your STR mod+your proficiency modifier to halve the damage.
Force of Nature: At 10th level, you gain a new ability based on your totem:
Earth: You gain 10 temporary HP when you enter a rage. While raging, you count as a Large creature for the purposes of being grappled, being shoved, or being affected by spells that would force you to move like Gust of Wind.
Fire: Your movement leaves a trail of fire up to 30 ft. behind you as you move. Creatures that pass through this trail or end their turn within it take 3d6 fire damage. Your fiery trail fades at the start of each of your turns.
Wind: You gain a fly speed equal to your movement speed when raging and can squeeze through spaces less than an inch in diameter.
Water: Whenever you land an opportunity attack on a creature, that creature must make a CON saving throw with a DC equal to 8+your STR mod+your proficiency modifier or halt their movement and become frozen in place for 1d4 rounds.
True Elemental: At 14th level, even when not raging, you retain the abilities of your Elemental Rage and Force of Nature abilities and gain immunity to a damage type based on your elemental totem: Poison (earth totem), Fire (fire totem), Thunder (wind totem), or Cold (water totem).
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Path of the Runescarred Berserker
A barbarian that has learned primal sorcery by carving their flesh with arcane symbols. Perhaps they learned this from their ancestors, or from some higher power. The Runescarred Berserker is inspired by the prestige class of the same name from 3.5e D&D. The class can cast spells, but it’s difficult to maintain with costly components, time to scribe, and it can only cast one of the 7 it has prepared and can only target themselves. It’s also REALLY COOL. I gave them bonuses to AC to counteract their decreased max HP from scribing multiple runescars. If +2 proves too much, dial it back to +1. The spells alone are more than enough of a bonus. And yes, I am aware the illustration is a Mul monk from Dark Sun... just focus on the tattoos, okay?
Scribe Runescar: Starting at 3rd level, you can carve ritualistic runic scars into your flesh and cast spells from them as if from a scroll. A scar takes one hour to scribe, costs 5 GP per spell level to create and reduces your maximum hit points by 1 per spell level until the scar's power is expended. Casting a spell from a runescar removes the scar's power and causes it to fade. You can only have up to 7 scars on your body at a time, two on your torso, one on each arm, one on each hand, and one on your head. Your runescars' spells can only target you, even if they would normally be able to target others. You learn to scribe 2 1st level spells from the Runescarred Berserker list at 3rd level and learn one new spell every level thereafter. You can only learn a spell with a spell level equal to or less than one third of your barbarian level. You cannot cast these spells normally except through the use of a Runescar.
Runescared Berserker Spell List:
1st: Protection from Evil and Good, Shield of Faith, Bless, Expeditious Retreat, Feather Fall, False Life, Jump,
2nd: Alter Self, Blur, Enhance Ability, Invisibility, Magic Weapon, Protection from Poison, See Invisibility
3rd: Protection from Energy, Blink, Clairvoyance, Elemental Weapon, Gaseous Form, Vampiric Touch
4th: Death Ward, Dimension Door, Divination, Elemental Bane, Fire Shield, Freedom of Movement, Greater Invisibility, Stoneskin, Polymorph
Forbidden Knowledge: At 3rd level, you gain proficiency with your choice of either Religion or Arcana.
Thick Skin: At 6th level, you gain +1 natural armor to your AC.
Will of Force: At 10th level, when you are subjected to a spell or ability that requires you to make a WIS saving throw, you may choose to make a CON saving throw instead. Once you use this ability you must wait a long rest before using it again.
Thicker Skin: At 14th level, your natural armor bonus increases to +2.
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Path of the Beastlord
The Beastlord attunes with nature on a primal level, gaining the trust of a fierce animal companion. Basically a barbarian with the ranger’s animal companion. It’s sort of like the frenzied rage of the Berserker path’s extra attack, except it’s on an animal companion. Be careful of this class as it essentially gives the barbarian an increased hit point pool and negates the penalty of attacking recklessly if you simply use the companion for flanking bonuses.
Animal Companion: At 3rd level, you learn to use your primal presence to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. Unlike the Ranger, you cannot return your animal companion to life.
Companion’s Bond: Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. 
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. 
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment.
Wild Empathy: At 3rd level, you become proficient with the Animal Handling skill. If you are already proficient with this skill, you instead double your proficiency modifier to Animal Handling checks. This ability does not stack with Expertise and other such features.
Bestial Rage: At 6th level, while you are raging, your animal companion gains a bonus to damage equal to your rage damage bonus.
Enlarge Companion: At 10th level, whenever you enter a rage, your animal companion increases in size by one size category, adding 1d4 to its damage rolls for the duration of the rage and granting it advantage on STR checks and STR saving throws.
Animal Empathy: At 14th level, you can cast Speak with Animals once per day.
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tigerkirby215 · 4 years
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I can’t make builds so let’s talk about the latest UA
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I can’t make builds right now so let’s talk about Feats. I’m honestly a big fan of feats but I do think that ASIs are a little too strong by comparison in 5e. I feel like in order to compete with ASIs in 5e a Feat needs to do one of two things:
Offer new unique abilities that provide a large boost to your character’s capabilities so that taking them is worth sacrificing an ASI. (Feats like Crossbow Expert, Great Weapon Master, Warcaster, etc.)
(Half Feats) Provide a nice bonus to reward you for slower progression, or for having an uneven ability score to increase. (NOT ATHLETE, but feats like Linguist, Resilient, and the racial feats from Xanathar’s)
For the most part feats do accomplish these two concepts well but there are some feats that are laughably weak (Keen Mind, Weapon Master) while others are way too good. (Lucky.) I think that Feats should remain as options for players who want to build a specific build. They shouldn’t be the “best” choice but rather they should be inherently optional for those who want the power boost they provide.
With that in mind we got an Unearthed Arcana for Feats, and since I want to do more on this Tumblr than just make League of Legends builds I figured I’d throw my thoughts out into the wind.
Artificer Initiate
The main strength of this feat by far is that the spells are added to your spell list. This means that Artificer Initiate is a very easy way for just about any spellcaster to get access to Bless and Cure Wounds / Healing Word. These spells are fairly independent of their spellcasting modifier so getting both of them as a Wizard, Sorcerer, or even Warlock can be good in a pinch.
Other than that the ability to cast spells with tools is nice but ultimately pointless. It’s good if you’re playing an Artificer / Wizard multiclass but Artificers can already cast spells through their infusions. Ultimately this feature of the feat would work better if there were more Intelligence casters in 5e.
It’s a very fun feat for roleplay and has good utility, but I don’t think anyone’s going to be begging to get this feat.
4 / 5
Chef
How the mighty Gourmand and the “mighty” Song of Rest have fallen. Okay let me start with the obvious: the “treats” you can make are complete fucking trash. They’re laughably underwhelming and serve more as a ribbon ability than anything.
As for the Song of Rest-esque effect Song of Rest was already a grossly underwhelming ability for Bards. It’s really sad that it was so underwhelming they flat out gave it to everyone (at the cost of a feat) but I don’t think that harms the Bard class too much.
Just overall the feat really doesn’t live up to the fantasy of being a cook. Two underwhelming abilities for the price of an ASI? No thanks.
2 / 5
Crusher
“Hi I’m playing a Champion Fighter with a Warhammer!” The utility of this feat starts and ends with the critical hit modifier which I’m gonna be honest is insanely overpowered.
“But what about moving people? My Monk can now push people off cliffs!” Have you ever played a Minotaur? To be fair you probably haven’t. Pushing people around will hardly ever be useful. There’s perhaps niche utility in pushing someone away so you can run without provoking opportunity attacks but the Mobile feat does this so much better while also giving you additional movement.
Perhaps the only niche use of this feat is that it can increase your DEX, making it a good Half Feat for Monks that isn’t fucking Athlete.
1 / 5
Eldritch Adept
I really like this feat. It’s kinda become a running gag on this account that I really like sticking Warlock levels into things, and while it isn’t just for the invocations that’s definitely a big part of it. There’s a lot of really cool invocations that you can grab to make your character mildly magical without messing them up by multiclassing. To name all the invocations you can get as a non-Warlock:
Armor of Shadows is, has, and always will be the invocation you take more for character flavor than for practicality. Reddit has been theorycrafting how to break this feat with an Abjuration Wizard but I think that’s a bit too niche.
Beast Speech is really cute conceptually but will rarely be useful. I can guarantee that every single Druid and Ranger is going to hoover up Eldritch Adept just to talk to their animal companion though! (This would’ve been a nice feat to put in my Kindred build if it had existed at the time.)
Beguiling Influence... take Skilled instead. Maybe some niche use for the Half-Elf Rogue who wants proficiency in literally every skill in the game.
Devil’s Sight! This is the main Invocation people are going to be looking for! Magical Darkness is incredibly hard to use effectively and this invocation is pretty much the only way to make it not completely useless?
Eldritch Sight: at-will Detect Magic is never a bad thing but it always suffered from opportunity cost. This makes it available for Bards.
Eyes of the Rune Keeper: just get the Comprehend Languages spell tbh. It’s a ritual after all.
Fiendish Vigor is alright. Decent on an Eldritch Knight as a backup Second Wind.
Gaze of Two Minds is far, FAR too situational to be useful.
Mask of Many Faces is a god-tier invocation for Arcane Tricksters. It ticks me off that you can’t take this feat as a non-caster for a regular Rogue to gain access to this.
Misty Visions depends on what your DM lets you get away with using Minor Illusion for.
Thief of Five Fates: just get Bane from another source.
It kinda bumbs me out that this feat is restricted to just magic users, and I feel like that part of the spell could be removed. Also kinda bumbs me out that you can’t blow two feats to get Agonizing Eldritch Blast (Magic Initiate [Warlock] + Eldritch Adept) but I sort of understand why that’s a thing. But invocations are the perfect example of something worth losing an ASI for.
5 / 5
Fey Touched
Here’s the first feat that I think is a little too good. Let’s get the elephant out of the room first: Fey Teleportation. The differences between the two feats are as follows:
Misty Step from Fey Teleportation comes back on a short rest.
Fey Teleportation is locked by race.
Fey Touched gives you two spells.
Fey Touched lets you add the spells to your spell list.
Oh and let’s talk about some of the spells that are in the Enchantment / Divination school: Bless, Command, Detect Magic, Dissonant Whispers, Heroism, Hex, Hunter's Mark, Identify, and Sleep. (Just to name the notable choices.)
This feat should’ve been a full feat (no ASI.) Adding both Misty Step and Hex to your spell list as a Cleric or Paladin is more than enough to make this feat OP. If Artificer Initiate is a full feat than this should be too.
5 / 5 - OP award for being OP
Fighting Initiate
This should be a half feat. Actually: this should be merged with Weapon Master. I personally already Homebrew the Weapon Master Feat to do this along with the effects of Weapon Master (+3 weapons, +STR or DEX.)
If this was done as an eratta to Weapon Master (instead of its own feat) the feat could be taken by Wizards who want a way to defend themselves, Rogues who want more options Scimitars cough while also honing their own skills, or Barbarians who just finally want a fighting style. I’m glad something like this is finally being considered but please just buff Weapon Master instead.
4 / 5
Gunner
Crossbow expert for guns. A lot of people interpret this as a silent endorsement of guns in D&D or a hint at a potential official gunslinger (sub)class but really I just think Jeremy Crawford got sick of people asking him “does Crossbow Expert work with guns?” on Twitter.
gun / 5
Metamagic Adept
IE the feat that’s making Reddit throw a hissy fit. Does this suddenly make the Sorcerer class useless? Well excluding the fact that Sorcerers get way more sorcery points, metamagic options, and the ability to turn their spell slots into Sorcery points (and vice-versa)? Put bluntly your options are:
Make (Charisma Mod) creatures succeed their saving throw for your spell. (Rarely going to be used unless you’re already a Charisma caster.)
Double the range of your spell. (Maybe useful for a Cleric to extend the range of Cure Wounds idk.)
Reroll (Charisma Mod) damage die. (Kinda useful for spells that roll few dice.)
Double the duration of your spell. (Perhaps some niche use with certain spells.)
Can’t use Heightened Spell
Can cast one spell / cantrip as a Bonus Action. (One use of a bonus action spell isn’t really worth a whole feat.)
Cast 2 spells without verbal or somatic components. (Can’t be counterspelled!)
Make a spell of first or second level hit two targets. (Actually has some niche use for certain spells. Particularly nice to get extra value out of healing spells.)
(UA)
Change the damage type of a spell. (Maybe useful for Tempest Clerics? But barely.)
Ignore cover. (Very rarely useful.)
Reroll a spell attack once. (Kinda meh; might be useful if you have a very big attack roll spell but you probably won’t.)
I think the main thing Reddit is upset about is two uses of Subtle Spell for a Wizard but... if your player took anti-counter spell insurance instead of an ASI let them have it? Chances are you’re way too counter spell-obsessed if the Wizard casting a good spell once and awhile ruins your game.
As for the feat itself? The two that rely on your Charisma mod are hard to use for that exact reason. Beyond that there are some interesting ones beyond “anti-counter spell insurance” but I feel like two Sorcery points to use on metamagics isn’t enough. Probably a testament to how underwhelming the Sorcerer class is as a whole.
3 / 5
Piercer
It’s Savage Attacker and Brutal Critical combined in one half feat. I guess if you’re using Piercing weapons but I can’t shake the feeling that Savage Attacker would be the better option.
One interesting thing to note is that essentially all ranged weapons do piercing damage, and this feat doesn’t have a melee limitation like Savage Attacker. This could be a good feat for a bow fighter to do more reliable damage.
The irony though is that even though this is essentially just Savage Attacker I’m forced to say it’s overpowered since it provides more utility than Savage Attacker (assuming you don’t use weapons that don’t do piercing damage) as a half feat. This isn’t really a testament to this feat being overpowered, but rather that Savage Attacker should honestly probably be a half feat as well.
2 / 5
Poisoner
This is how poisons should work! It’s perfect for someone who wants it, and it looks well-balanced overall. The gold cost, action economy, and CON save requirements makes this feat fair for the DM.
It’s interesting that this feat allows you to ignore resistance to poison but not immunity. Poison was one of the elements Elemental Adept couldn’t affect which was part of the reason that Green Draconic Sorcerer was so bad (among the zillion and one other problems with Poison damage.) Overall this feat is really awesome but it’s held back by poison damage as a whole in 5e. Basically if this was for any other damage type than poison it would be great (which makes me wonder what this feat would be like with flaming poison.)
4 / 5
Practiced Expert
This is basically a slightly worse version of the Prodigy feat but it’s a half-feat and it’s for all races instead of just for humans and half-races... honestly  Prodigy is such a shit feat that I see no issue with this. I already let non-humans take Prodigy in my campaigns. My only real complaint is that this feat proves that Prodigy (as well as the Skilled feat) should probably be half feats.
4 / 5
Shadow Touched
Darkness is very hard to use without abilities to see through it (Devil’s Sight.) But other than that what can you get? Disguise Self? Just take Eldritch Adept instead for unlimited Disguise Self. There are very few low-level Illusion / Necromancy spells when compared to Divination / Enchantment. There are some midway decent ones (Inflict Wounds) but is it really worth it to lose an ASI for Darkness and Inflict Wounds? Put bluntly: no. Maybe some niche use for Darkness spam Warlocks to get an extra “spell slot” but it’s still underwhelming.
2 / 5
Shield Training
It’s nice to be able to grab a shield as a caster who likely has their off-hand open anyways. It’s also nice for a fighter to be able to “chance stances” and drop their AC in exchange for harder hits. The only part that bugs me about this feat is that the fantasy of an arcane caster using a shield as a focus is weird to me. I feel like there should at least be some sort of gold cost to convert a shield into a “not-quite Ruby of the War Mage” that can be used as an Arcane Focus.
3 / 5
Slasher
This feel like the best of the damage feats since it actually lets you do some unique stuff. Being able to slow enemies (without fucking Sentinel) lets melee fighters keep their allies safe, and giving allies disadvantage to hit you allows you to be a lot sturdier.
The sad truth is that this is probably the most underwhelming of the damage feats though. It’s very hard to use this feat as anything other than a Swashbuckler Rogue, and in order to get Slashing damage as a Rogue (Scimitar) you’d need to blow another feat or do some multiclassing. Slows in melee range are largely useless, and the crit is unreliable. I really want this feat to be better.
4 / 5
Tandem Tactician
Here’s the one feat I honestly have a big problem with. I don’t think being able to Help as a Bonus Action makes this feat OP. (It’s nice for anyone to be able to gain access to a useful Bonus Action without multiclassing.) But the problem lies in the fact that this feat lets you affect two people with the Help action. This makes the ability to give two melee allies (such as your Rogue) Advantage even more broken. People can already testify to how strong Mastermind Rogue is for its action economy increase.
And the best part? This feat still fails at giving Bonus Action Economy to “everyone” since backline characters can’t use the 10 foot range Help. I’d much rather this feat be given 30 feet, and Mastermind Rogue given an eratta to have its ability reach 60 feet or something idk.
1 / 5 - OP and dumb award for being OP and dumb
Tracker
“LOL RANGER IS OFFICIALLY USELESS NOW XDDDD” Jokes aside Hunter’s Mark and tracking abilities is good value for a half feat. Magic Initiate (Warlock) or Fey Touched are still probably better than this feat, but if you need the Survival skill then this is helpful.
4 / 5
FINAL RATINGS
Favorite Feat: Eldritch Adept
Least Favorite Feat: Crusher
Most OP Feat: Tandem Tactician
Weakest Feat: Shadow Touched / Chef
Overall this Unearthed Arcana excites me because I’ve always liked Feats and thought that they were cool. In my opinion it’s much more interesting to create a character with unique abilities over one that’s just traditionally strong. A lot of these feats need revision but I hope that practically all of these get published so we can make some truly unique characters with them.
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tigerkirby215 · 4 years
Text
NEW UA FUCKERS
https://dnd.wizards.com/articles/unearthed-arcana/subclasses_part3
I know I’m a bit late to this but I already had a post queued so this is going before that one.
Anyways we get... an Artificer subclass?! Woah great to see that they’re throwing Artificer into the mix with these UAs now... oh my god. Oh my god it’s Iron Man.
Armorer Artificer
...It’s literally fucking Iron Man. That’s literally all I can say. Power Armor is conceptually AWESOME though I worry that removing the Strength requirement from Platemail is a bit OP. Armor Model essentially lets you choose between melee (Guardian) or ranged (Infiltrator.) The fact that you can use Intelligence to attack (much like Battle Smith) makes this subclass feel like a good alternative to Battle Smith for those who don’t want the dog.
Guardian’s Thunder Gauntlets are kinda meh for damage but the fact that you essentially replicate the Cavalier's Unwavering Mark feature is really cool, and will probably have some interesting synergies with Fighter subclasses. (My immediate thought is mixing this subclass with Battlemaster Fighter to create Mecha Kingdom Sett, though chances are if I make a Sett build I’m not going to give him big brain energy lol.) The Defensive Field ability however gives you some massive self-sustain and makes this as viable if not arguably stronger than a Barbarian. A 20 HP buffer every turn? That’s nuts! (Hm: maybe I should make a Sett build with this?)
Infiltrator’s Lightning Launcher... bro it’s literally fucking Iron Man. That being said it does a lot more damage than the Thunder Gauntlets overall (2d6 vs 1d8) and has the plus side of being ranged. Powered Steps and Second Skin are rather negligible by comparison honestly.
You get an Extra Attack at level 5 which sort of further solidifies that this is the dogless version of Battle Smith.
Level 9 you get Armor Modifications which... what the fuck? You get TWO extra Infusions for yourself?! Are they insane?! There aren’t many Bracer infusions to choose from but you can get some good value for the armor and weapon, and there are several boots that you don’t normally make as Artificer which you may as well make when you have two extra infusions. Even just the ability to get Winged Boots in your extra infusion slot is amazing.
Perfected Armor... oh okay.So you either get a gravity gun (Guardian) or the ability to generate free advantage 24/7. (Infiltrator)
Armorer Artificer is a 10/10. 11/10 honestly. Super flavorful and ridiculously strong; honestly needs some heavy nerfs. The heavy armor should still have a Strength requirement, the weapons don’t need bonus effects, Armor Modifications in general is fucking bonkers, and Perfected Armor for the Infiltrator armor needs to be limited by Intelligence akin to its Guardian counterpart.
After reading this over I’m very tempted to try to make a build for Elliana from Rivals of Aether. It would be a unique opportunity to try to make a Yuan-Ti Pureblood character.
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(Artwork by Rivals of Aether)
Artificer Infusions
We also get some more infusions which is cool.
Armor of Magical Strength - Seems to have been designed specifically for the Armorer subclass or at least for specifically the Artificer. (Can be good to give to your Wizard though.) It makes Strength even more redundant than it already is, and Artificer can already make Gauntlets of Strength / Belt of Strength to make Strength redundant as is. The ability to resist being knocked prone is kinda useless and honestly you’re far better off just taking the +1 Armor Infusion and Belt / Gauntlets of Strength instead. 3/10
Armor of Tools - Really cute but feels like something you use specifically for down time. Again feels like it’s based too much around the Artificer and not their team. I really don’t understand the 8 hour limit on the integrated tool. 4/10
Helm of Awareness - Alert on a stick. Pretty balanced honestly since it takes an Attunement slot. 7/10
Mind Sharpener - ...this has no level limit? This also has no use limit (beyond your reaction.) The actual fuck? This is stupidly OP. 10/10 needs nerfs.
Spell-Refueling Ring - This is worded extremely poorly and (like a lot of the other new infusions) seems to have been specifically designed to buff the Artificer. The problem is that (as written) you can literally recover 2 level 5 spell slots, 3 level 4 spell slots, and a level 3 spell slot once per day. This item needs major limitations akin to the Pearl of Power and it also needs to be more useful for classes other than Artificer. I think the number of spell slots restored should be based on the Artificer’s Intelligence mod instead of the number of magic items. 2/10
The only infusion which I consider remotely balanced on this list is the Helm of Awareness. Armor of Tools is cute but it has too many limitations for something that’s already worse than the +1 armor, and all the other infusions seem based too heavily around buffing the Artificer instead of their teammates. All these items have the potential to be balanced (SR Ring and Armor oMS need a lot of work) but as they are currently they’re way too strong.
Circle of the Stars
Already looking at it the subclass certainly seems interesting. Star Map gives your Druid more flavor and also lets you cast two very strong spells for free. (Guiding Bolt in particular is very useful.)
Starry Form is interesting for a Druid that doesn’t want to Wildshape but feels inherently worse than Spores Druid or the other UA Wildfire Druid. Chalice is meh though it’s good for sustain (Life Cleric is better), Archer seems like it’s the best overall, and Dragon seems good for out-of-combat utility as well as keeping Concentration on important spells.
Cosmic Omen is very strong and reliable, and gives you a lot of support utility and Full of Stars should be part of Starry Form’s baseline feature to make it worth turning into a star form over an animal form.
Star Flare really feels like it should be a spell but it would be way too strong as a spell. The ability to instantly reposition allies and also do damage to enemies can’t be understated.
Overall I’d give this class maybe a 7/10? 8/10 because of the flavor which I think is really cool. It has some nice offensive abilities and well as defensive, but some of the features feel too weak. For some reason my immediate thought when I saw this subclass was Hilda Berg from Cuphead but lol I’m not about to make a freaking Cuphead Boss build.
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(Artwork by Studio MDHR)
Fey Wanderer
Wizards of the Coast really seems to like their “defender of (x) plane” archetypes, don’t they? We have two defenders from extraplanar threats (Horizon Walker and UA Paladin) and now we have a defender of the Faewild. Bet Davvy Chappy is going to love this subclass.
Cunning Will feels kinda tacted on for the sake of it, and Dreadful Strikes feels inherently worse than Horizon Walker. It has some interesting synergies with multiple attacks but it still doesn’t do much overall. Blessings of the Courts similarly feels underwhelming though I find it interesting that we now have ranged Smites on Ranger. Beguiling Twist has the same issues that the UA Paladin has. Misty Presence is honestly the only feature that feels strong with this class and I struggle to see why you’d put 15 levels into Ranger when you can just put a few levels into Rogue for Expertise in Stealth and the ability to hide as a Bonus Action.
I give this subclass about a 2/10 - it really needs some work. Looking it over I feel like a Vayne build for League of Legends could be possible with this build but I still feel like Rogue + Fighter would be stronger.
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(Artwork by Riot Games)
Artificer really stole the show with this UA and the others honestly feel like afterthoughts to me. This might be because Artificer is by far my favorite class in 5e but I really think that the Ranger needs a complete revision, which is a shame because I thought Swarmkeeper was pretty good. The Druid subclass is unique but has its faults and could use some time to be ironed out.
I really do expect the Artificer subclass to be published because the “Iron Man” aesthetic was something that Wizards of the Coast was going for with the Artificer UAs for a long time but could never really perfect. I hope we’ll get a lot more Artificer UA subclasses to supplement the fact that the class is new.
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death-knight7 · 7 years
Text
Ghost of Abranor class finished edition
(Note:Tumblr refuses to post this correctly and goddamn it if i’m tired of fixing it. so im not. sorry)
There has always been words and rumors about a group of individuals that have been working as ghosts since the one known as Empress Abranor ruled over a large and prosperous nation. This nation was home to a great peace that many think is unachieveable today, and a bulk of it was thanks to those known as the Ghosts.
The Ghosts were widely known as some of the greatest spies and assassins in the world with the seemingly innate ability to disappear and reappear at will, blessed with the legendary sight and ethereal like body of Abranor. They followed Lady Abranors orders to the letter, doing so until the fall of the Empire. It was thought that the Ghosts died along with the Empire, those who think that would be wrong.
They still operate even now, following the Empresses last orders; keep the world from falling to any darkness that may appear at whatever costs. Recruits are found through their want to keep the world safe for the people they care for and approached by a descendant of Abranor or a senior member of the Organization, granting them the sight or the ethereal body of the late empress in exchange for their service in making the world better for everyone.
Those who call themselves Ghosts bear a few things; a ring of adamantine bearing the mark of Abranors Empire, a mark invisible to the naked eye that those only who know of the Ghosts can spot or those who have unnatural sight, and the blade of a Ghost that has passed on to serve Abranor in the next life, carrying on the undying loyalty of the Ghosts.
1st level: Favored enemy, Natural Explorer, Thieves Cant 2nd level: Fighting Style, Spellcasting 3rd level: Path of Abranor, Primeval awareness 4th level: Ability score improvement 5th level: Extra Attack 6th level: Natural explorer, Favored enemy improvements
7th level: Path of Abranor feature
8th level: Lands stride, Ability score improvement
9th level: Uncanny dodge
10th level: Hide in plain sight, Natural explorer improvement
11th level: Reliable Talent, Path Abranor feature
12th level: Ability score improvement
13th level: -
14th level: Vanish, Favored enemy improvement
15th level: Path of Abranor feature
16th level: Ability score improvement
17th level: -
18th level: Elusive
19th level: Ability score improvement
20th level: Foe slayer
Hit Dice: 1d10 per Abranor Ghost level
Hit points at 1st level: 10+con mod
Higher level: 1d10 plus con mod
Armor: Light Armor, Breast plates
Weapons: Simple weapons, Longbows, Longswords, Rapiers, Heavy crossbow, Shortswords
Tools: Thieves Tools
Saving throws: Dexterity, Wisdom
Proficiencies: Chose three skills from; Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of hand, Stealth, Nature, Survival, Animal handling, Intimidation
Equipment
1: Leather armor or a Breast plate
2: A rapier and two daggers or A longbow and 20 arrows
3: a dungeoneers pack or an explorers pack
4: Thieves tools and a shortsword
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp,
or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.
You choose additional favored terrain types at 6th
and 10th level.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
At 2nd level, you adopt a particular style o f fighting as your specialty. Choose one o f the following options.You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
By the time you reach 2nd level, you have learned to use the magical essence of your blessings as a ghost to cast spells, much as a ranger or arcane trickster does. See chapter 10 for the general rules of spellcasting and the Ghost spell list.
Spell Slots
The Abranor Ghost table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell hunters mark and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells o f your choice from the
ranger spell list. The Spells Known column of the Ghost table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Ghost spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your Ghost spells, since your magic draws on your attunement to
the blessings of Abranor. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 3rd level you chose a Ghost of Abranor path that you choose to follow: Path of The Eye or Path of The Half Body. Both are described at the end of the class description. Your choice grants extra features at 3rd, 7th, 11th and 15th level.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level o f the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creature's’ location or number.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can
also pass through nonmagical plants without being slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws
against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and wide  as you are. You gain a +10 bonus to Dexterity (Stealth)
checks as long as you remain there without moving or taking actions. Once you move or take an action or a
reaction, you must camouflage yourself again to gain this benefit.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll o f 9 or lower as a 10.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At 20th level, you become an unparalleled hunter o f your enemies. Once on each o f your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one o f your favored enemies. You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.
Abranors Blessing
Blessing of The Eye
When you chose to follow this Blessing, the essence of Abranors legendary sight replaces one of your eyes and enhances its sight among other things. At third level, you can reveal your eye and scan an enemy  to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice as an action:
• Strength score
• Constitution score
• Armor Class
You may only do this a number of times equaling once per long rest.
Along with this, you also gain the ability of far sight. Revealing your eye grants you the ability to see things clearly up to a mile away. Any ranged attacks you make are not at disadvantage if you firing at the weapons long range.
At 7th level If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation) scores. You have advantage on perception and investigation checks on items less than 10 feet away from you and gain proficiency and advantage on Insight checks on creatures you are speaking to or observing.
You also gain the ability to cast Arcane Eye once per long rest.
At 11th level, you gain the ability to cast see invisibility at will a number of times equalling your half your wisdom modifier (minimum of 1) per short or long rest. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Along with this, once per day you can stare into the eyes of one creature that you can see and is aware of your presence and either chose to charm it or cause it to be afraid of you. It must make a wisdom saving throw against your spell DC or be under the effects of either charm person or the fear effect by you for one minute.
At 15th level, you can become a ghost to those around you. You select a number of creatures equaling your wisdom modifier (minimum of 1) to make a wisdom saving throw against your ghost spell DC. On a failure, those selected are no longer able to see you. Any attacks made against you are made with disadvantage and you have advantage on attacks made against them for a minute.
A creature who has true sight automatically succeeds the saving throw and a creature affected by this may repeat the saving throw at the end of it’s turn in an attempt to see you. Should they succeed, they are freed from the effect. If you fall unconcious, any and all creatures who are affected by this are freed from it’s effect. You may only use this once per long rest.
You may now use your first blessing twice a day.
Blessing of The Half Body
When you chose this Blessing, you are blessed with Lady Abranors ethereal half body. You feel hollow, lighter as though you may blow away with the wind though you are in fact still whole. At 3rd level, you gain the dexterity of Abranor, granting you the ability to use unarmored defense. Your AC is 10+Dex mod+Wis Mod. You also become proficient in stealth, if you are already proficient, you gain expertise in the skill.
Your speed also increases by ten feet and should you move more than ten feet before attacking an enemy, you have advantage on the attack and do an additional d4 of the weapons damage type, your speed enabling you to strike with a deathly amount of speed.
At 7th level, you can use a reaction to turn your body into a mist like substance for a short amount of time. Until turn, any attacks made against you are at disadvantage and if they hit you take half damage. You may only use this once per long rest.
You also gain the ability to cast Invisibility a number of times equaling half your wisdom mod (minimum of 1) as well as the ability phase through any wall as long as it isn’t thicker than 10ft. Doing so costs 2 extra feet of movement per foot of substance. You can only use this feature once a long rest.
At 11th level, you gain the ability to step into the ethereal plane itself. Your movement remains the same and you can only see within a 30 ft radius of you. You may move around and through walls and objects at the cost of extra movement. Any creature around you can not see or interact with you unless they have the ability to see into the ethereal plane. You may use this a number of times equaling half your wisdom mod (minimum of 1) and can remain in the ethereal plane until your next turn.
Your speed increases another 10 feet and after moving 10 feet you do an additional 2d4 of the weapons damage as long as it is a melee weapon. In addition, if the weapon has piercing damage and they are within 5 ft of a wall, they must make a dexterity saving throw against 10+your Dex or Str mod or be pinned against the wall and restrained.
At 15th level, you gain the ability to cast greater invisibility once a day. Along with this, once a day, if an enemy rolls a crit against you, you can choose to take half of the critical damage rather than all of it as a reaction.
While you are in the ethereal plane, you may now attack enemies from the plane as long as you can see and are within range of them. These attacks have disadvantage and deal force damage rather than the weapons type. With each successful attack the target must make a wisdom saving throw or become afraid for the next minute.
 Spell List
Cantrips
Mage hand
Life Thread (Dark Arts)
Dueling shadows (Dark Arts)
Umbraturgy (Dark Arts)
Message
Shocking Grasp
Minor Illusion
Mold Earth (EE)
Thunderclap (EE)
1st Level
Disguise self
Feather Fall
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Silent Image
Identify
Hunter’s Mark
Jump
Longstrider
2nd Level
Invisiblity
Blur
Detect Thoughts
Cordon of Arrows
Darkvision
Find Traps
Lesser Restoration
Mirror Image
Locate Object
Pass without a Trace
Protection from Poison
Silence
Misty step
Blindness/Deafness
Alter Self
Spider Climb
3rd Level
Bestow Curse
Conjure Barrage
Flame Arrows (EE)
Lightning Arrow
Nondetection
Feign Death
Protection from Energy
Slow
Water Breathing
Water Walk
Haste
Fly
4th Level
Dimension door
Freedom of Movement
Greater Invisiblity
Polymorph
Hallucinatory Terrain
Arcane Eye
5th Level
Mislead
Conjure Volley
Swift Quiver
Shadow Stride (Dark Arts)
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death-knight7 · 7 years
Text
DND Class: Rogue/Ranger mashup: Ghost of Abranor (Less OP Blessings)
Abranors Chosen
There has always been words and rumors about a group of individuals that have been working as ghosts since the one known as Empress Abranor ruled over a large and prosperous nation. This nation was home to a great peace that many think is unachieveable today, and a bulk of it was thanks to those known as the Ghosts.
The Ghosts were widely known as some of the greatest spies and assassins in the world with the seemingly innate ability to disappear and reappear at will, blessed with the legendary sight and ethereal like body of Abranor. They followed Lady Abranors orders to the letter, doing so until the fall of the Empire. It was thought that the Ghosts died along with the Empire, those who think that would be wrong.
They still operate even now, following the Empresses last orders; keep the world from falling to any darkness that may appear at whatever costs. Recruits are found through their want to keep the world safe for the people they care for and approached by a descendant of Abranor, granting them the sight or the ethereal body of the late empress in exchange for their service in making the world better for everyone.
Those who call themselves Ghosts bear a few things; a ring of adamantine bearing the mark of Abranors Empire, a mark invisible to the naked eye that those only who know of the Ghosts can spot or those who have unnatural sight, and the blade of a Ghost that has passed on to serve Abranor in the next life, carrying on the undying loyalty of the Ghosts.
1st level: Favored enemy, Natural Explorer, Thieves Cant
2nd level: Fighting Style, Spellcasting
3rd level: Path of Abranor, Primeval awareness
4th level: Ability score improvement
5th level: Extra Attack
6th level: Natural explorer, Favored enemy improvements
7th level: Path of Abranor feature
8th level: Lands stride, Ability score improvement
9th level: Uncanny dodge
10th level: Hide in plain sight, Natural explorer improvement
11th level: Reliable Talent, Path Abranor feature
12th level: Ability score improvement
13th level: -
14th level: Vanish, Favored enemy improvement
15th level: Path of Abranor feature
16th level: Ability score improvement
17th level: -
18th level: Elusive
19th level: Ability score improvement
20th level: Foe slayer
Hit Dice: 1d10 per Abranor Ghost level
Hit points at 1st level: 10+con mod
Higher level: 1d10 plus con mod
Armor: Light Armor, Breast plates
Weapons: Simple weapons, Longbows, Longswords, Rapiers, Heavy crossbow, Shortswords
Tools: Thieves Tools
Saving throws: Dexterity, Wisdom
Proficiencies: Chose three skills from; Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of hand, Stealth, Nature, Survival, Animal handling, Intimidation
Equipment
1: Leather armor or a Breast plate
2: A rapier and two daggers or A longbow and 20 arrows
3: a dungeoneers pack or an explorers pack
4: Thieves tools and a shortsword
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
At 2nd level, you adopt a particular style o f fighting as your specialty. Choose one o f the following options.You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
By the time you reach 2nd level, you have learned to use the magical essence o f nature to cast spells, much
as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
The Ranger table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
You know two 1st-level spells o f your choice from the
ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells o f your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell o f 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 3rd level you chose a Ghost of Abranor path that you choose to follow: Path of The Eye or Path of The Half Body. Both are described at the end of the class description. Your choice grants extra features at 3rd, 7th, 11th and 15th level.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level o f the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creature's’ location or number.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can
also pass through nonmagical plants without being slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws
against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide  as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll o f 9 or lower as a 10.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At 20th level, you become an unparalleled hunter o f your enemies. Once on each o f your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one o f your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Abranors Blessing
Blessing of The Eye
When you chose to follow this Blessing, the essence of Abranors legendary sight replaces replaces one of your eyes and enhances its sight among other things. At third level, you can reveal your eye and scan an enemy  to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice as an action:
• Strength score
• Constitution score
• Armor Class
You may only do this a number of times equaling once per long rest.
Along with this, you also gain the ability of far sight. Revealing your eye grants you the ability to see things clearly up to a mile away. Any ranged attacks you make are not at disadvantage if you firing at the weapons long range.
At 7th level If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation) scores. You have advantage on perception and investigation checks on items less than 10 feet away from you and gain proficiency and advantage on Insight checks on creatures you are speaking to or observing.
At 11th level, you gain the ability to cast see invisibility at will a number of times equalling your half your wisdom modifier (minimum of 1) per short or long rest. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Along with this, once per day you can stare into the eyes of one creature that you can see and is aware of your presence and either chose to charm it or cause it to be afraid of you. It must make a wisdom saving throw against your spell DC or be under the effects of either charm person or the fear effect by you for one minute.
At 15th level, you can become a ghost to those around you. You select a number of creatures equaling half your wisdom modifier (minimum of 1) to make a wisdom saving throw against your ghost spell DC. On a failure, those selected are no longer able to see you. Any attacks made against you are made with disadvantage and you have advantage on attacks made against them for a minute.
A creature who has true sight automatically succeeds the saving throw and a creature affected by this may repeat the saving throw at the end of it’s turn in an attempt to see you. Should they succeed, they are freed from the effect. If you fall unconcious, any and all creatures who are affected by this are freed from it’s effect. You may only use this once per long rest.
You may now use your first blessing twice a day.
Blessing of The Half Body
When you chose this Blessing, you are blessed with Lady Abranors ethereal half body. You feel hollow, lighter as though you may blow away with the wind though you are in fact still whole. At 3rd level, you gain the dexterity of Abranor, granting you the ability to use unarmored defense. Your AC is 10+Dex mod+Wis Mod. You also become proficient in stealth, if you are already proficient, you gain expertise in the skill.
Your speed also increases by ten feet and should you move more than ten feet before attacking an enemy, you have advantage on the attack and do an additional d4 of the weapons damage type, your speed enabling you to strike with a deathly amount of speed.
At 7th level, you can use a reaction to turn your body into a mist like substance for a short amount of time. Until turn, any attacks made against you are at disadvantage and if they hit you take half damage. You may only use this once per long rest.
You also gain the ability to cast Invisibility a number of times equaling half your wisdom mod (minimum of 1) as well as the ability phase through any wall as long as it isn’t thicker than 10ft. Doing so costs 2 extra feet of movement per foot of substance. You can only use this feature once a long rest.
At 11th level, you gain the ability to step into the ethereal plane itself. Your movement remains the same and you can only see within a 30 ft radius of you. You may move around and through walls and objects at the cost of extra movement. Any creature around you can not see or interact with you unless they have the ability to see into the ethereal plane. You may use this a number of times equaling half your wisdom mod (minimum of 1) and can remain in the ethereal plane until your next turn.
Your speed increases another 10 feet and after moving 10 feet you do an additional 2d4 of the weapons damage as long as it is a melee weapon. In addition, if the weapon has piercing damage and they are within 5 ft of a wall, they must make a dexterity saving throw against 10+your Dex or Str mod or be pinned against the wall and restrained.
At 15th level, you gain the ability to cast greater invisibility once a day. Along with this, once a day, if an enemy rolls a crit against you, you can choose to take half of the critical damage rather than all of it as a reaction.
While you are in the ethereal plane, you may now attack enemies from the plane as long as you can see and are within range of them. These attacks have disadvantage and deal force damage rather than the weapons type. With each successful attack the target must make a wisdom saving throw or become afraid for the next minute.
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