Advanced Classes Part Seven (Alpha 0.1)
Added 2021-12-13 07:36:36 +0000 UTCSpell-Sniper (Elementalist + Archer)
Spell-Snipers are combatants regarded for their ability to cast powerful spells from unparalleled distances.
Upon becoming a Spell-Sniper, distribute 3 additional points to your choice from among Awareness, , Knowledge, and Subtlety.
At Level One you gain the following abilities:
Distant Casting: When you cast a spell, you can cast your spell through a bow you're wielding. If you do, you may use that bow's range rather than that of the spell.
Elemental Arrows: When you make a weapon attack with a bow, you can imbue the arrows you fire with your chosen element dictated by you Elementalist levels. If you do, your arrows deal damage of that elemental type and you may use your Mind rather than your Strength to calculate the attack's damage.
Optional Traits: Upon gaining a level of Spell-Sniper, you may gain one of the following abilities.
Spell-Sniper Caster (can be taken multiple times): You learn one spell from the Spell-Sniper spell list.
Arrow-Channeler (can be taken multiple times): As a two-handed action, you can store a damaging spell within a single arrow, expending the MP needed to cast said spell to create a Spell Arrow. When a target is hit by that arrow, it is automatically hit by the spell stored in that spell, taking that spell's damage in addition to the damage of the arrow. You can have a numbers of Spell Arrows in your inventory equal to one plus the number of times you've taken this ability.
Invigorating Arrows: Whenever you land a critical hit or defeat a target with a ranged weapon attack or a spell, you regain 2d10 MP.
Arrow Redirection: If you miss a target with a weapon attack made from a bow, you can spend 5 MP to redirect that arrow to another creature within three spaces of the target.
Variable Bow: When making a weapon or spell attack through your bow, you can spend 3 MP. If you do, you may choose to use your choice of the target's Defense or Resolve when calculating damage, regardless of the type of attack you're making.
Siege Spells: When you cast a spell through your bow, you may spend 3 MP. If you do, triple that spell's range.
Beam Arrows (fifth level only): Once per combat, when making a weapon attack with your bow, you can choose to fire a beam of energy imbued with your chosen element. If you do, that attack target's each creature in a straight line of a distance equal to twice your bow's length. instead of a single creature and the damage of the attack increases by 1d8 of your chosen element. You may activate this ability additional times in combat, but you must spend an 20 MP every time you wish to do so besides the first time it is used in a given combat.
Wildwarden (Knight + Naturalist)
Knights wielding natural magics, while many Wildwardens are sworn guardians of the forests and the wilds, others serve as protectors in adventuring parties or even as the bodyguards of royals due to their aptitude for defensive techniques.
Upon becoming a Wildwarden, distribute 3 additional points to your choice from among Diplomacy, Knowledge, and Physicality.
At Level One you gain the following abilities:
Armor of Nature: Once per 24 hours, as a two-handed action, you can don a layer of magical armor constructed from earth, plants, and the wind. This armor has 25 HP. If you would take damage while wearing this armor, that damage is dealt to the Armor of Nature instead. While wearing this armor, you are resistant to earth, plant, and wind damage.
Aura of Safety: Spaces adjacent to you bestow beneficial effects to your allies and creatures not hostile to you. Creatures within your Aura of Safety get +3 defense and +3 resolve.
Optional Traits: Upon gaining a level of Wildwarden, you may gain one of the following abilities.
Hardened Armor (can be taken multiple times): When you activate armor of nature, increase its HP by 10.
Wildwarden Caster (can be taken multiple times): You learn one spell from the Wildwarden spell list.
Aura of Clarity: Your allies within your Aura of Safety add +3 to their finesse.
Aura of Purity: When you or your allies within your Aura of Safety are resolving transformative effects that may alter your body or mind, add +3 to the result.
Increased Aura (can be taken multiple times): The radius of your Aura of Safety increases by one space.
Beacon Of Courage: You and those effected by your Aura of Safety are immune to the frightened status effect.
Wrathful Aura (can be taken multiple times.: Whenever a hostile creature enters your Aura of Safety on its turn or it starts its turn there, you can have that creature sustain 1d8 unpreventable damage of your choice of earth, plant, or wind damage. Each time you take this ability, this damage increases by 1d8.
Natural Countermeasure: When your Armor of Nature reaches 0 HP from the result of an attack or spell, you can cause the source of this damage to sustain an amount of damage equal to twice the amount of the damage dealt to the armor. You may have this damage be your choice of earth, plant, or wind damage.
Gift Of The Wildwarden (Fifth Level Only): When you activate Armor of Nature, you can cause another creature within your Aura of Safety to be protected by their own Armor of Nature as well. This creature's copy of your Armor of Nature functions identically to yours. If that creature exists your Aura of Safety, their Armor of Nature disappears.