User:Zhenra-Khal/Dani's Class Abilities

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Class Features[edit]

As a Draconian, you gain the following features.

Hit Points[edit]

Hit Dice per Class Level: 1d8

Hit Points At Character Creation: 8 + Con Mod

Hit Points At Higher Levels: 1d8, or 5, + Con Mod

Proficiencies[edit]

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, firearms

Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment[edit]

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

  • (a) or (b)
  • (a) or (b)
  • (a) or (b)

Wealth Roll[edit]

Instead of the starting equipment above, you can choose to customize your starting equipment yourself, by "buying" it. If you choose to do this, as a member of this class, in place of the starting equipment listed above, you gain an amount of gold, listed below.

Starting Gold: xdy x 10 (Average of z) gp.

Multiclassing[edit]

Table: Dani's Class Abilities

Level Proficiency
Bonus
Features Maneuvers Cantrips
Known
Spells
Known
Spell Slots Infusions
Known
Infused
Items
Known Readied Stances 1st 2nd 3rd 4th
1st +2 True Grit, Unhinged Deeds, Martial Initiate 2 2 - - - - - - - - -
2nd +2 Spellcasting, Infuse Item 2 2 2 2 2 2 - - - 2 1
3rd +2 Spell Bullets 3 2 2 2 3 3 - - - 2 1
4th +2 Ability Score Improvement 3 2 2 2 4 3 - - - 2 1
5th +3 Martial War Magic 4 3 3 2 4 4 - - - 2 1
6th +3 Tool Expertise 4 3 3 2 4 4 - - - 3 2
7th +3 Arcane Conversion, Evasive Grit 4 3 3 2 5 4 2 - - 3 2
8th +3 Ability Score Improvement 5 3 3 2 6 4 2 - - 3 2
9th +4 5 4 3 2 6 4 2 - - 3 2
10th +4 Magic Item Adept 5 4 3 3 7 4 3 - - 4 2
11th +4 - 6 4 4 3 8 4 3 - - 4 2
12th +4 Ability Score Improvement 6 4 4 3 8 4 3 - - 4 2
13th +5 - 6 5 4 3 9 4 3 2 - 4 2
14th +5 Magic Item Savant 7 5 4 4 10 4 3 2 - 5 3
15th +5 - 7 5 4 4 10 4 3 2 - 5 3
16th +5 Ability Score Improvement 7 5 4 4 11 4 3 2 - 5 3
17th +6 - 8 6 5 4 11 4 3 3 - 5 3
18th +6 Magic Item Master 8 6 5 4 11 4 3 3 - 6 3
19th +6 Ability Score Improvement 8 6 5 4 12 4 3 3 1 6 3
20th +6 - 8 6 5 4 13 4 3 3 1 6 3

True Grit[edit]

At 1st level, you gain proficiency with firearms and can tap into your emotional resilience, mental perseverance, and the will to never give up. Your ability to do so is represented by your grit points. You have a number of grit points equal to your Charisma modifier plus either your Constitution or Wisdom modifier (minimum 1). You regain one expended use when you score a critical hit with a firearm or reduce a worthy foe to 0 hit points.

If you gain True Grit from more than one source, your grit points do not increase. You regain all expended grit points at the end of a long rest.

Finally, you gain a battered firearm identical to the one granted by the gun nut background.


Martial Initiate[edit]

Maneuvers Known[edit]

You begin your journey with knowledge of two martial maneuvers. The paths available to you are from the Black Rain discipline, and from two other disciplines of your choice; Once these additional disciplines are selected, you cannot change them. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You learn additional maneuvers at higher levels, as shown on the Maneuvers Known column of the table above.

See the maneuvers description for more information on maneuvers, which rank of maneuvers you are able to take, and the prerequisites for specific maneuvers. At 4th, 10th, 16th, and 20th levels, you may choose to replace up to a number of maneuvers and stances equal to your proficiency bonus, losing access to chosen maneuvers or stances and instead learning others. You must be able to fulfill any prerequisites for maneuvers and stances you know after replacing, including previous maneuvers in a specific path, and so on.

Maneuvers Readied[edit]

You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it, so each of your readied maneuvers can be used once (until you recover them, as described below).

To recover your maneuvers, you must have one or more Grit Points remaining. As a bonus action, you can spend one Grit Point to recover one expended maneuver. You cannot initiate a maneuver or change your stance on the same turn as which you regain your expended maneuvers, or until the start of your next turn. You may ready additional maneuvers at higher levels, as shown on the Maneuvers Readied column of the table above.

Stances Known[edit]

At 2nd level, you gain knowledge of two stances from any discipline open to you for which you meet the prerequisites. You learn additional stances as shown on the Stances Known column of the Tempest table. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a bonus action. You are unable to concentrate on a spell while you are in a stance, and are unable to maintain a stance while raging.

Saving Throws[edit]

Some of your martial maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Martial Maneuver save DC = 8 + your proficiency modifier + your Dexterity modifier or your Charisma modifier (your choice).

Unhinged Deeds[edit]

At 1st level, you can expend your grit points in a variety of ways to power your abilities. You gain the following abilities:

Close-Quarters Expert[edit]

You can expend one Grit Point when firing while within 5 feet of a hostile creature to ignore the imposed disadvantage on your ranged firearm attack rolls.

Fast Reload[edit]

When reloading your firearm, you can expend one Grit Point to reload it as a bonus action instead of as an action.

Stashed Away[edit]

You can expend one Grit Point to draw one bullet or cartridge that you had, until now, forgotten about. You do not need to spend gold for the bullet or cartridge, and if you do not use it by the end of your turn the bullet or cartridge becomes a dud and is unusable.

Off-Kilter Attack[edit]

Once per round, when you successfully land an attack with a ranged or finesse weapon, and the attack has advantage, you can spend one Grit Point to deal an additional 1d4 damage to the target. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. You can also use this ability if the attack does not have disadvantage and at least one ally is within 5ft of the target.

Spellcasting[edit]

At 2nd level, you begin to supplement your combat with skill in the arcane.

Cantrips[edit]

At 2nd level, you may learn any 2 Cantrips from the spell list. You learn an additional Cantrip of your choice from the list at 10th and 14th levels.

Spell Slots[edit]

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

Grit Casting[edit]

In order to cast a spell of 1st level or higher, you must have remaining, unspent Grit Points available, equal to or greater than the spell's level. These points are not used in the casting, but are a measure of the gusto and resolve you must maintain to unleash your magic.

Spells Known of 1st Level and Higher[edit]

You know two 1st-level spells of your choice, selected from the spell list.

The Spells Known column of the table above shows when you learn more 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 spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Your Charisma is your spellcasting ability for your spells, so you use your Charisma ability whenever a spell refers to your spellcasting ability. In addition, you use your Charisma ability modifier when setting the saving throw DC for a\ spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus[edit]

You can use an arcane focus as a spellcasting focus for your spells.


Infuse Item[edit]

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known[edit]

When you gain this feature, pick two infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the table above.

Whenever you gain a level in this class, you can replace one of the infusions you learned with a new one.

Infusing an Item[edit]

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Charisma modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the table above. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.


Spell Bullets[edit]

At 3rd level you learn to channel spells through your firearm. You can use a firearm as a spellcasting focus for your spells, and when you cast a spell whose range is Self (Cone, Cube, or Line), or has a spell attack, you can spend one Grit Point to have it be cast through a loaded firearm. When you do so, roll your firearm's damage dice. Creatures who are hit or who fail their saving throw take damage equal to half the damage rolled, though a creature can take only one instance of the damage per spell.

If your attack roll is within your gun's misfire range on the attack, or if the first creature to roll their saving throw naturally rolls higher than 20 minus your misfire range on their saving throw, your firearm misfires and overloads, causing it to become faulty (or breaking if it is already faulty) and the spell's effects are entirely negated.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Martial War Magic[edit]

Beginning at 5th level, you implement your gusto and skill to mix your martial arts and magic, gaining two benefits:

  • Immediately after you use your action to cast a Cantrip, you may spend 1 Grit Point to initiate a Flourish as a bonus action, provided the Flourish ordinarily requires an action to initiate.
  • Immediately after you use your action to initiate a Flourish, you may spend 1 Grit Point to cast a Cantrip as a bonus action, provided the Cantrip ordinarily requires an action to cast.