Base Classes Part Three (Alpha 0.1)
Added 2021-10-01 19:54:51 +0000 UTCArcanist: (Wielders of dark magics)
Arcanists are spellcasters that wield power ancient and arcane magics, often utilizing techniques that some consider taboo. Capable of dealing severe magical damage with their dark spells, Arcanists are also known for their abilities to utilize curses and muddle the minds of others. Arcanists come in many forms such as studious mercenaries, scholars, cultists, and followers of demons.
HP: +6
Will: +14
MP: +10
Strength: +0
Mind: +5
Defense: +0
Resolve: +3
Finesse: +2
Speed: +0
Distribute 3 additional points to your choice from among Knowledge, Diplomacy, and Subtlety
At level One: you become adept with bronze-tier weapons of the following types:
-Staff
-Wand
-Shortsword
-Dagger
Starting Inventory:
-One weapon of your chosen type
-Your choice of basic light armor, apprentice's robes, or arcanist’s garb
At Level One you gain the following abilities:
Shadow-Bolt: All Arcanists are capable of casting the Shadow Bolt spell.
Arcanist Casting: You learn how to cast two additional Arcanist spells with MP costs no greater than your maximum MP.
Blood-Casting: When casting a spell, you may opt to blood cast it. If you do, rather than spend MP, you may spend that much HP instead.
Optional Traits: Upon gaining a level of Arcanist, you gain one Arcanist spell with an MP cost no greater than your maximum MP. Additionally, you may gain one of the following abilities.
Improved Blood-Casting: When you Blood-Cast a damaging spell, add your level to the spell’s damage output.
Life Squall: Once you have confirmed that you’ve hit a target with a spell, you can channel the entirety of your life energy into that spell, significantly amplifying its effect. If you do, your HP becomes one. The spell deals an additional amount of dark damage equal to the amount of HP you lost this way. After this ability is used, it cannot be used again for another 24 hours.
Mind Squall: Once you have confirmed that you’ve hit a target with a spell, you can channel the entirety of your life energy into that spell, significantly amplifying its effect. If you do, your Will becomes one. The spell deals an additional amount of dark damage equal to the amount of Will you lost this way. After this ability is used, it cannot be used again for another 24 hours.
Mind Twister: If you would deal dark damage to a creature from a spell you blood-cast, you may instead cause that creature to take that much psychic damage instead, leaving the target's HP unscathed and instead damaging will.
Diplomat To The Demonic: When interacting with demons, you may add an additional 1d6 to diplomacy rolls. Additionally, you may add an additional 1d6 to awareness rolls to discern if a demon is lying, and 1d6 to knowledge rolls to recall information about demons. Furthermore, you may comprehend demons regardless of what language they speak, and they can understand you.
Dark strikes: Your weapon attacks deal dark damage rather than physical damage.
Eternal Youth: Fifth Level Only: Your mastery of dark magics has allowed you to learn dark secrets that have halted your aging, and keep you at your prime age. Choose an age between 18 and 35. Once you reach that age, you stop aging and will no longer die of old age (though you can still be killed by other means). If you are older than your chosen age, when you gain this ability, your appearance becomes that of your chosen age.
Priest/Priestess: (Wielders of light magics)
Followers of the various faiths, Priests and Priestesses are spellcasters capable of rejuvenating and supporting their allies. In addition to their supportive abilities, Priests and Priestesses are also notably able to cast mighty light spells that can help ward off Demons and Undead threats as well as help treat various forms of corruption.
HP: +6
Will: +14
MP: +10
Strength: +0
Mind: +2
Defense: +0
Resolve: +6
Finesse: +2
Speed: +0
Distribute 3 additional points to your choice from among Awareness, Knowledge, Diplomacy.
At level One: you become adept with bronze-tier weapons of the following types:
-Staff
-Wand
-Shortsword
Starting Inventory:
-One weapon of your chosen type
-Your choice of basic light armor, apprentice's robes, or holy garb
At Level One you gain the following abilities:
Basic Healing: All priests are capable of casting the Salve and Soothe spells.
Priest Casting: You learn how to cast two additional Priest spells with MP costs no greater than your maximum MP.
Purity: If you would gain a point of corruption, you may roll 1d4, negating that point on a roll of 4.
Optional Traits: Upon gaining a level of Priest, you gain one Priest spell with an MP cost no greater than your maximum MP. Additionally, you may gain one of the following abilities.
Mutual Benefit: When you restore another creature’s HP with a spell, you regain that much HP as well.
Picture of Health: You are immune to poison damage, the effects of all poisons, and all diseases.
Saint: As a two handed action, you may touch another creature. You may pay any amount of HP and/or Will, transferring the paid amounts to that creature. Additionally, you may transfer any status effects that creature is suffering from to yourself.
Regeneration: At the beginning of each turn, you regain 1d4 HP.
Curse-Sense: When speaking to a creature, you are aware of how many curses that creature is suffering from and how many points of corruption they have. Additionally, you may spend a one-handed action to determine how many demons are within a mile of you, though you don't know their locations.
Purger of the Profane: When you deal damage to a demon, undead, or corrupted creature, you deal twice as much damage.
Holy Strikes: Your weapon attacks deal light damage rather than physical damage.
Twinned Healing (Fifth Level Only): Whenever you cast a healing spell that targets one creature, you may have another creature within that spell's range gain that much HP or Will as well.
Ritual Of Purification (Fifth Level Only): You may perform a ritual of purification. In order to perform a ritual of purification, you must spend thirty uninterrupted minutes with a willing creature. For every point of corruption, removed level of a cursed class, and race changed, one vial of holy water is required. This cost of holy water can be ignored if an artifact blessed by a god or angel is held by the priest during this ritual.