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rathadel:classes:reaver [2020/04/20 17:30] trbatpanda [Stance of the Crimson Lotus] |
rathadel:classes:reaver [2020/07/10 00:50] (current) dugging [Proficiencies] |
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### Proficiencies | ### Proficiencies | ||
- | Armour: Light armour, Medium armour, shields | + | **Armour**: Light armour, Medium armour, shields |
- | Weapons: Simple weapons, shortswords, martial melee weapons. | + | |
- | Tools: One type of artisan's or one musical instrument | + | **Weapons**: Simple weapons, martial melee weapons. |
- | Saving Throws: Dexterity, Charisma | + | |
- | Skills: Choose two from: Acrobatics, Animal Handling, Athletics, Forging, History, Insight, Intimidation, Perception, Sleight of Hand, Stealth. | + | **Tools**: One type of artisan's or one musical instrument |
- | Skill: Gain proficiency with Performance. | + | |
+ | **Saving Throws**: Dexterity, Charisma | ||
+ | |||
+ | **Skills**: Choose two from: Acrobatics, Animal Handling, Athletics, Forging, History, Insight, Intimidation, Perception, Sleight of Hand, Stealth. | ||
+ | |||
+ | **Skill**: Gain proficiency with Performance. | ||
### Equipment | ### Equipment | ||
You start with the following equipment, in addition to the equipment granted by your background: | You start with the following equipment, in addition to the equipment granted by your background: | ||
+ | |||
- (a) chain shirt or (b) leather armour and a dagger | - (a) chain shirt or (b) leather armour and a dagger | ||
+ | |||
- (a) a martial weapon and a shield or (b) two martial weapons | - (a) a martial weapon and a shield or (b) two martial weapons | ||
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- (a) a dungeoneer's pack or (b) an explorer's pack | - (a) a dungeoneer's pack or (b) an explorer's pack | ||
## Levelling Table | ## Levelling Table | ||
- | ^ Level ^ Proficiency Bonus ^ Chain Length ^ Features | | + | ^ Level ^ Proficiency Bonus ^ Chain Length ^ Features ^ |
| 1 | +2 | 0 | Quick Footed, Spirit of the Dance | | | 1 | +2 | 0 | Quick Footed, Spirit of the Dance | | ||
| 2 | +2 | 1 | Dancing Blade, Basic Dances | | | 2 | +2 | 1 | Dancing Blade, Basic Dances | | ||
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^ Move Name ^ Move Cost ^ Stance ^ Move Effect ^ | ^ Move Name ^ Move Cost ^ Stance ^ Move Effect ^ | ||
| Honed Strike | Action | Intermediate Stance | Thrust forward violently into the target for 2d4 + Sword Damage + Dex Mod piercing damage. | | | Honed Strike | Action | Intermediate Stance | Thrust forward violently into the target for 2d4 + Sword Damage + Dex Mod piercing damage. | | ||
- | | Faint | Reaction | Intermediate Stance | Trick an opponent into thinking you’ve made a mistake, and then strike. Roll a deception against the hostile. On success your next move is at advantage assuming its offensive. Otherwise nothing happens. | | + | | Feint | Reaction | Intermediate Stance | Trick an opponent into thinking you’ve made a mistake, and then strike. Roll a deception against the hostile. On success your next move is at advantage assuming its offensive. Otherwise nothing happens. | |
| Shocking Throw | Action | Intermediate Stance | You get behind the target and try throw them behind you, slamming them into the ground. The user and target have a strength roll off. If the user wins then the target takes 1d6+str mod bludgeoning damage, the user and target swap positions and the target is knocked prone. | | | Shocking Throw | Action | Intermediate Stance | You get behind the target and try throw them behind you, slamming them into the ground. The user and target have a strength roll off. If the user wins then the target takes 1d6+str mod bludgeoning damage, the user and target swap positions and the target is knocked prone. | | ||
| Takedown | Action | Intermediate Stance | You jump of your horse starting your dance, landing on your target knocking them down. If on a horse roll a strength contest with advantage against your opponent. If you succeed you and the opponent take 1d4 bludgeoning damage and knock them prone. Otherwise on a failed roll take 1d4 bludgeoning damage. | | | Takedown | Action | Intermediate Stance | You jump of your horse starting your dance, landing on your target knocking them down. If on a horse roll a strength contest with advantage against your opponent. If you succeed you and the opponent take 1d4 bludgeoning damage and knock them prone. Otherwise on a failed roll take 1d4 bludgeoning damage. | | ||
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^ Move Name ^ Move Cost ^ Stance ^ Move Effect ^ | ^ Move Name ^ Move Cost ^ Stance ^ Move Effect ^ | ||
- | | Puncture | Action | Crimson Lotus | You jab into the target for 2d8 + Sword Damage + Dex Mod piercing damage as well as afflicting one stack of bleeding. | | + | | Puncture | Action | Crimson Lotus | You jab into the target for 2d8 + Sword Damage + Dex Mod piercing damage as well as afflicting one stack of [[https://multiversewiki.com/doku.php?id=conditions#bleeding|bleeding]]. | |
| Angering Kick | Action | Crimson Lotus | You kick forward trying to maximise how far back you can push a target. Roll a successful strength against the opponent. On a success you move them back 15 feet and deal 2d4 bludgeoning damage. On a failed role you just do 2d4 bludgeoning damage. | | | Angering Kick | Action | Crimson Lotus | You kick forward trying to maximise how far back you can push a target. Roll a successful strength against the opponent. On a success you move them back 15 feet and deal 2d4 bludgeoning damage. On a failed role you just do 2d4 bludgeoning damage. | | ||
- | | Vulnerability | Action | Crimson Lotus | You observe a bleeding target, analysing its weaknesses. Roll an insight check against the bleeding target. If they are bleeding and it’s a successful roll then your next move is at advantage assuming its offensive. Otherwise nothing happens. | | + | | Vulnerability | Action | Crimson Lotus | You observe a [[https://multiversewiki.com/doku.php?id=conditions#bleeding|bleeding]] target, analysing its weaknesses. Roll an insight check against the [[https://multiversewiki.com/doku.php?id=conditions#bleeding|bleeding]] target. If they are [[https://multiversewiki.com/doku.php?id=conditions#bleeding|bleeding]] and it’s a successful roll then your next move is at advantage assuming its offensive. Otherwise nothing happens. | |
- | | Lacerate | Action | Crimson Lotus | You jab several times into the target for 4d4 + Sword Damage + Dex Mod piercing damage as well as dealing 1d3 stacks of bleeding damage (If moved take 1d4 damage per 5ft of movement. Lasts a turn). | | + | | Lacerate | Action | Crimson Lotus | You jab several times into the target for 4d4 + Sword Damage + Dex Mod piercing damage as well as afflicting 1d3 stacks of [[https://multiversewiki.com/doku.php?id=conditions#bleeding|bleeding]]. | |
| Full Control | Action | Crimson Lotus | You master the art of manoeuvring your opponent. You kick, shove and taunt your enemy. Roll a Performance roll against an opponent. If you succeed you move the opponent 1D10+10 feet in a direction you choose. | | | Full Control | Action | Crimson Lotus | You master the art of manoeuvring your opponent. You kick, shove and taunt your enemy. Roll a Performance roll against an opponent. If you succeed you move the opponent 1D10+10 feet in a direction you choose. | | ||
- | | Fostering Death | Action | Crimson Lotus | You focus on the critical weaknesses you’ve created on your opponents. Roll a dexterity roll against your opponent's AC. If successful for each stack of bleeding, you deal 2d8 damage. | | + | | Fostering Death | Action | Crimson Lotus | You focus on the critical weaknesses you’ve created on your opponents. Roll a dexterity roll against your opponent's AC. If successful for each stack of [[https://multiversewiki.com/doku.php?id=conditions#bleeding|bleeding]], you deal 2d8 damage. | |
+ | |||
+ | ### Stance of the Stone Mountain | ||
+ | |||
+ | #### Stone Rhythm | ||
+ | |||
+ | You gain proficiency in Constitution Saving Throws. | ||
+ | Gain +1 to your AC. | ||
+ | Great swords gain a plus 1 to damage. | ||
+ | You can only have one rhythm at a time. You must have at least one move from the stance to learn this. It takes a full long rest to swap Rhythms | ||
+ | |||
+ | #### Stone Mountain Moves | ||
+ | |||
+ | These moves must be learnt in order. | ||
+ | |||
+ | ^ Move Name ^ Move Cost ^ Stance ^ Move Effect ^ | ||
+ | | Spinning Blade | Action | Stone Mountain | Spin in a circle slicing surrounding hostiles. 1d3 + Sword Damage + Strength Mod slashing damage to all hostiles within 5 feet of you. | | ||
+ | | Stone River | Reaction| Stone Mountain | Using your sword, you block an opponent’s attack. Roll a Dex check with the DC of the opponents hit roll. On a success raise your AC by 4 against the attack on you. | | ||
+ | | Wind of the Valley | Reaction | Stone Mountain | You can sense the wind moving around you, giving you a greater sense of what is coming towards you. Roll a dexterity check against the attackers hit result plus 5. On a success you take half damage. | | ||
+ | | Ground Slam | Action | Stone Mountain | Use a larger blade to slam the ground pushing surrounding hostiles backwards. If you have a great sword you can slam into ground sending enemies in the surrounding 5ft area 5ft backwards. | | ||
+ | | Whirlwind | Action | Stone Mountain | You spin quickly with a great sword dealing large damage to surrounding enemies. If using a great sword then enemies within 10 feet of you take 2d3 + Sword Damage + Strength Mod slashing damage while also pushing them away from you by 5ft. | | ||
+ | | Blissful Melody | Reaction| Stone Mountain | The Dance drives you forward, you forget the pain you felt before. Half the damage taken from any attack. | | ||
+ | |||
+ | ### Stance of the Emerald Eagle | ||
+ | |||
+ | #### Emerald Rhythm | ||
+ | |||
+ | You gain proficiency in Wisdom saving Throws. | ||
+ | Gain +2 to your damage reduction. | ||
+ | |||
+ | You can only have one rhythm at a time. You must have at least one move from the stance to learn this. It takes a full long rest to swap Rhythms | ||
+ | |||
+ | #### Emerald Eagle Moves | ||
+ | |||
+ | These moves must be learnt in order. | ||
+ | |||
+ | ^ Move Name ^ Move Cost ^ Stance ^ Move Effect ^ | ||
+ | | Critical Strike | Action | Emerald Eagle | Dart forward stabbing into the target for 1d8 + Sword Damage + Dex Mod piercing damage. If you get a critical strike on the hit roll gain +10 damage. | | ||
+ | | Hidden Weapon | Action | Emerald Eagle | Assuming you have a hidden weapon (i.e. a Palm Needle) if your next move is offensive and hits then use that hit roll to throw that hidden weapon at a different hostile target. | | ||
+ | | Preparation | Action | Emerald Eagle | Analyse your target thoroughly increasing the chance of hitting a critical spot on the target. Roll an insight check against your opponents’ deception. If you beat it the next offensive move attack you make will treat critical success number as one under what it normally is. (i.e. if you get a critical success on a 20 then you can now treat a 19 as a critical success) | | ||
+ | | Backstab | Action | Emerald Eagle | You attack the enemy from behind, they didn’t see your blade coming. Roll a dexterity competition against the opponent with advantage. On a success deal 2d4 + Sword Damage + Dex Mod piercing damage and knock the target prone. On a failure deal 2d4 + Sword Damage + Dex Mod piercing damage. | | ||
+ | | Trained Roll | Action | Emerald Eagle | You decide to attack someone else, and rolling is the quickest way to get there. If a target is within your movement/2 feet (rounded down) you move in front of them without causing any opportunity attacks from the previous attacker. | | ||
+ | | Fates Weapon | Action | Emerald Eagle | Its time to finish the dance. Roll 1d4 + Sword Damage + Dex Mod piercing damage + 1d10 per previous unbroken critically successful move. The Current Dance ends after using this move. | | ||
+ | |||
+ |