Advanced Classes Part Two (Alpha 0.1)
Added 2021-11-07 07:59:22 +0000 UTCGuardian Angel: (Archer + Priest)
Looking over their comrades and keeping them safe from afar, Guardian Angels are masters of wielding long-range support magic. In addition to being able to easily heal their allies from long distances, they are able to maneuver around a battlefield through flight while accessing potent arrows of light.
Upon becoming a Guardian Angel, distribute 3 additional points to your choice from among Awareness, Diplomacy, and Knowledge.
At Level One you gain the following abilities:
Angelic Archer: Whenever you cast a spell from the priest or Guardian Angel spell list, if that spell allows you to target one or more creatures, you can choose to cast the spell through your bow. If you do, that spell's range becomes the range of the bow you are casting it though.
Wings Of The Guardian: You are capable of producing translucent angelic wings from your back. You may manifest these wings at any time as a one-handed action and maintain them for as long as you'd like. While this wings are active, you are capable of flight and your movement increases by one as long as you're airborne.
Optional Traits: Upon gaining a level of Guardian Angel, you may gain one of the following abilities.
Guardian Angel Caster (Can be taken multiple times): You gain one spell from the Guardian Angel spell list.
Protected Ally: As a one-handed action, you can mark one creature within the range of a bow you're wielding as your Protected Ally. As long as that creature is within range of your bow, whenever that creature takes damage, you can choose to take that damage instead. You can only have one Protected Ally at once. Additionally, this ability cannot redirect damage a creature dealt to itself via a spell's HP cost or a self-damaging ability such as Blood-Casting.
Light Arrow: Bows you wield no longer requires ammunition, now able to shoot beams of pure light. When you fire your bow without loading an arrow, it deals light damage instead of that bow's normal damage type. When you fire an arrow this way, you can choose to use your Mind rather than your Strength to calculate the attack's damage.
Warding Arrows: Whenever you deal damage to a creature with your bow, if one of your allies is within two spaces of the target, you may spend 8 MP. If you do, roll 1d6. Until the end of your next turn, that ally's Defense and Resolve increase equal to the result.
Demon Hunter: If a spell you cast or weapon attack you make would deal damage to a demon, it deals an additional 2d8 unpreventable light damage.
Detector Of The Foul: As a two-handed action, you can alter your vision to detect the exact location of all poisons, demons, and creatures that have spoken a lie within the past ten seconds. When you use this ability, any poisons, demons, or creatures that have spoken a lie within the past ten seconds become briefly outlined in gold. This ability can detect through walls, but only detects what would be visible (in front of) the user to a range of 20 spaces.
Sacred Arrow (Level 5 Only): Once every 24 Hours, you can imbue an arrow with holy power, creating a Sacred Arrow. You cannot create a Sacred Arrow while you still have an active Sacred Arrow. After 24 Hours has passed, if the arrow hasn't been fired, it loses its power, becoming a normal arrow. A Sacred arrow has the following properties:
-This arrow has a +3 bonus to hit and to damage a target. This arrow automatically hits its target and deals its maximum damage if the target is a demon.
-This arrow deals light damage, but ignores Light Resistance and treats Light Immunity and Light Absorption as Light Resistance.
-This arrow travels in a straight line. You may divide 100 HP and 100 Will among any number of creatures that are within two spaces of the arrow's path.
Spell-Fist: (Pugilist + Elementalist)
As their name would suggest, Spell-Fists are those capable of imbuing their unarmed strikes with the might of powerful magics. Whether they be mighty fists of fire or kicks of lighting, Spell-Fists can deal devastating damage when up close and personal to one of their enemies.
Upon becoming a spell-fist, distribute 3 additional points to your choice from among Awareness, Knowledge, and physicality.
At Level One you gain the following abilities:
Elemental Fists: Whenever you make an unarmed attack, you can cause the attack to deal damage of your Elementalist damage type. If you do, you may use your Mind rather than your strength to calculate the damage. Additionally, the damage dealt by your unarmed strikes increases by 1d4 of that damage type.
Proximity Casting: Whenever you cast a ranged spell from its minimal range, it deals an additional 3 damage.
Optional Traits: Upon gaining a level of Spell-Fist, you may gain one of the following abilities.
Spell-Fist Caster (Can be taken multiple times)
Elemental Dash: As a one-handed action, you may propel yourself forward with elemental energy. If you do, your movement increases by 2. Every time you would enter a space adjacent to another creature for the first time this turn while this ability is active, that creature sustains 1d4 damage of your Elementalist damage type.
Hindering Strikes: Whenever you make an unarmed attack against a creature, roll 1d10. On a roll of 8 or greater, the target becomes afflicted with your Element's corresponding status.
Mana Strikes: The first time you hit a creature with an unarmed strike on each of your turns, you may pay up to X MP where X is equal to your level. If you do, your unarmed attack deals an additional amount of damage of your Elementalist type equal to the amount of MP paid.
Redirection Technique (Can be taken twice): Whenever you would take damage of your Elementalist damage type, you may redirect that damage into a creature adjacent to you as long as that creature was not the source of the damage. Once you use this ability, it cannot be used again until the end of your next turn. If taken a second time, this ability can redirect damage back to its source, and it can be used to redirect damage into target's up to two spaces away rather than only adjacent targets.
Close-Quarters Explosion: When you cast a ranged damaging spell from its minimal distance, you may have that spell deal its maximum damage rather than rolling. You may use this ability only once every 24 hours.
Spell-Fist Flurry (Fifth Level Only): At the beginning of your turn, you may enter a Flurry until the end of your turn. While you are in this flurry, whenever you make an unarmed attack, you can cast a one-handed spell that costs no more than 12 MP. Once you use this ability, it cannot be used again for another 24 hours.