Advanced Classes Part Four (Alpha 0.1)
Added 2021-11-20 21:59:59 +0000 UTCHoly Knight (Knight + Priest)
Knights capable of wielding light magics, Holy Knights are often viewed as divine heroes and paragons of justice.
Upon becoming a Holy Knight, distribute 3 additional points to your choice from among Diplomacy, Knowledge, and Physicality.
At Level One you gain the following abilities:
Pool Of Protection: Whenever you deal damage with a weapon or spell to a target, you gain half as many points into your Pool of Protection. You may have no more pints in your Pool of Protection than five times your level. As a one-handed action, you can spend five points from your Pool of Protection to provide a target you touch with resistance to a damage type of your choice for the next two turn rotations. At the beginning of every dawn, you lose unspent points from your pool of protection.
Divine Conversion: At the beginning of your turn, you may spend any amount of MP to gain that many points in your Pool of Protection.
Variable Blade: Whenever you cast a spell or make a weapon attack, you may choose to use your choice of mind or strength when calculating the spell's damage.
Optional Traits: Upon gaining a level of Holy Knight, you may gain one of the following abilities.
Ranged Protector: increase the range of your pool of protection-based actions to 1-5 spaces.
Inspiring Aid: Whenever you target a creature using your pool of protection, it adds +3 to the next weapon or spell attack it makes. If it is targeting a demon with its next attack, it adds +6 to the roll instead.
Pool of Vitality: When you target a creature using your pool of protection, that creature regains 5 HP and 5 Will. You can also spend an any additional amount of points from your pool. For every 5 points spent this way, the target regains an additional 5 HP and 5 Will.
Holy Knight Caster (can be taken multiple times): You learn one spell from the Holy Knight spell list.
Fiend Ward: You are resistant to all damage dealt to you by weapon attacks and spells from demons and demonic sources.
Holy Blade (can be taken multiple times): Whenever you damage a creature with weapon attack or a spell, it takes an additional unpreventable 1 light damage for every five points in your pool of protection.
Always Ready: Whenever you enter combat, if there are no points in your pool of protection, it gains 10 points.
Paragon Of Hope (Fifth-Level Only): As long as your pool of protection is full, you and allies within three spaces of you get +5 Resolve. Additionally, as long as your pool of protection is full, whenever you and allies within three spaces of you would regain HP or Will, you regain twice as much instead.
Dark Knight (Knight + Arcanist)
Dark Knights are skilled warriors who wield ancient, forbidden, and eldritch magics that allow them to more easily dispatch their foes- sometimes even at the cost of their own vitality.
Upon becoming a Dark Knight, distribute 3 additional points to your choice from among Diplomacy, Knowledge, and Subtlety.
At Level One you gain the following abilities:
Viscera Blade: Whenever you hit a creature with a weapon attack, you can spend up to 10 HP. The attack deals an additional amount of dark damage equal to the amount of HP spent this way.
Frightening Strikes: Whenever you deal damage to a creature with a weapon or spell attack, roll 1d10. The target becomes frightened on a roll of a 10.
Variable Blade: Whenever you cast a spell or make a weapon attack, you may choose to use your choice of mind or strength when calculating the spell's damage.
Optional Traits: Upon gaining a level of Dark Knight, you may gain one of the following abilities.
Sanguine Drive: At the beginning of your turn, you can spend half your Maximum HP (rounded up) to gain another two hands worth of actions until the end of your turn. Once you use this ability, you cannot do so again for 24 hours.
Force of Terror: You reduce the number needed to frighten a target with a spell or ability by 2.
Embodiment Of Horror: Your spells and abilities ignore immunity to fear.
Exploiter Of Fear: When attacking or being attacked by a frightened creature, add +2 to your finesse.
Dark Knight Caster (can be taken multiple times): You learn one spell from the Dark Knight spell list.
Angel Ward: You are resistant to all damage dealt to you by weapon attacks and spells from angels and angelic sources.
Bastion Of Darkness: You and allies within 2 spaces of you are resistant to dark damage.
Reckless Blade (Fifth Level Only): When you activate the Viscera Blade ability, you can choose to ignore the 10 HP limit. Once you do, you cannot do so again for 1d6 days due to the toll that doing so puts on your body.