Fighter
| Attribute | Value |
|---|---|
| Weapon Prof. | 2 martial (bonus feat grants all) |
| Armor Prof. | Light (bonus feat grants all) |
| Saving Throws | Str, Con |
| Level | Feats | Special Ability |
|---|---|---|
| 1 | 1 | |
| 2 | 2 | |
| 3 | 3 | |
| 4 | 4 | |
| 5 | 5 | |
| 6 | 6 | |
| 7 | 7 | |
| 8 | 8 | |
| 9 | 9 | |
| 10 | 10 | |
| 11 | 11 | |
| 12 | 12 | |
| 13 | 13 | |
| 14 | 14 | |
| 15 | 15 | |
| 16 | 16 | |
| 17 | 17 | |
| 18 | 18 | |
| 19 | 19 | |
| 20 | 20 |
Feats
1 per level.
Assault
- Charge: Move in a straight line and attack with advantage.
- Slam: Make a powerful attack that deals bonus damage.
- Rend: Inflict a bleeding wound that deals ongoing damage.
- Overpower: Attack that cannot be parried or blocked.
- Execute: Devastating attack against wounded enemies.
Protection
- Defensive Stance: Protect allies within reach with extra reactions.
- Taunt: Force enemies to focus their attacks on you.
- Revenge: Store damage taken to add to your next attack.
- Intervene: Rush to intercept an attack meant for an ally.
Ranged
- Swift Aim: Aim as a swift action instead of standard.
- Quick Hands: Handle ranged weapons faster.
- Multi Shot: Fire at multiple targets in a cone.
- Precise Shot: Use Aim for special shot effects.
Warlord
- Battle Shout: Grant allies bonus damage on their next attack.
- Coordinated Strike: Grant an ally an immediate attack on your target.
Skirmisher
- Spring Attack: Move, attack, and move again without provoking.
Group Fighting
- Cleave: Attack a second enemy after hitting the first.
Champion
- Action Surge: Once per short rest, you can take an extra round's worth of actions on your turn.
- Second Wind: Once per short rest, you can spend a swift action to heal yourself for medium damage.
Death Knight
- Death's Advance: your movement speed cannot be reduced below 50% by any means, and you resist half of any forced movement effect (such as push, pull, and slide). Once per encounter, as a swift action, you can remove any and all movement-impairing effects from yourself, and remain immune to them until the beginning of your next turn.
Powers
Death Knight
- Runeforge: you can imbue your weapon or weapons with up to 3 runes (3 on a two-hander, or 1-2 on each one-handed weapon or shield). The runes available are:
- Rune of Blood: can be expended to cause a melee attack to heal you for the damage done.
- Rune of Frost: can be expended to add 50% frost damage to an attack, which also gains bonus critical chance equal to the movement reduction the subject is suffering (e.g. 50% from chilled and 100% from rooted).
- Rune of Death: can be expended to add 50% necrotic damage plus each disease on subject causes one round's worth of damage instantly.
- Contagion: you are a carrier of (and immune to) all of the following diseases. With each successful melee attack, you can cause the subject to suffer one chosen disease. Enemies who strike you with natural weapons also suffer a disease of your choice per damaging strike.
- Blood Boil: inflicts light fire damage on turn start, plus each instance of slashing or piercing damage suffered by subject causes a burst 1 of fire damage, affecting subject and anyone else in range. Con ends.
- Frost Fever: inflicts light frost damage on turn start, plus chilled (50% movement penalty), Con ends.
- Shadow Plague: inflicts light necrotic damage on turn start, plus weakened (50% penalty to Str-based damage), Con ends.
- Bone Shield: each encounter, you gain 1 charge per rank of Ablation 10%, each of which can be applied at your option to any damaging effect you suffer.
- Raise Dead: encounter, swift, ranged; corpse rises as an undead minion under your control, with the same physical abilities it had in life, but corporeal undead traits. Minion expires after 3 rounds if not destroyed earlier.
Underpowered
- Death Grip: recharge 33%, swift, ranged; enemy (up to Large size) is pulled to the closest available space to you.
- Chains of Ice: recharge 33%, swift, ranged; subject is rooted (100% movement penalty), Str ends. When the effect ends, it is replaced by chilled (50% movement penalty), Str ends.
- Mind Freeze: recharge 33%, reaction, melee range; if an enemy casts a spell within range, you can use this reaction to counterspell, rolling an attack roll against the spell's DC.
Rank 2
- Army of the Dead: Your Raise Dead can be cast on all corpses within 5 squares (max 3 minions per rank).
- Pestilence: recharge 33%, swift, ranged; all diseases currently affecting subject instantly spread to all enemies within 3 squares of subject.
- Infernal Grasp: encounter, swift, emanation 5, concentration; all enemies are pulled as in Death Grip when cast. Each round, this effect automatically uses Death Grip against the first creature to attempt to exit the radius.
- Outbreak: encounter, swift, ranged; target instantly gains all diseases you can inflict with Contagion.
- Relentless
Paladin
- Judgment: strike down foes of your faith with divine power.
- Smite
- Some sort of AoE
- Holy Light
- Lay on Hands: heal by touch
- Ray of Light: ranged attack that inflicts radiant damage or heals
- Consecration: area of light that harms infernal/undead and protects allies
- Divine Shield: protect yourself and allies with divine shields.
- Divine Grace
- Sanctuary
- PW:S
- Inquisition: the power to find and out evil wherever it hides.
- Detect Evil: sense the presence of outsiders, foul magic, and other signs of evil.
- Detect Lies: sense the presence of deception and falsehood.
- Detect Sin: learn the sins of a creature
- Get Thee Behind Me: dispel possession and charms/compulsions, banish summoned creatures
- Peace, Be Still: compel a creature to surrender to your judgment
- Weighed and Wanting: tbd
- Oathkeeper
- Oath of Purity: forswear booze and drugs, gain immunity to poison.
- Oath of Mercy: forswear killing, gain abilities to cause nonlethal damage and healing.
- Oath of Chastity: forswear intimacy, gain immunity to charms.
- Oath of Truth: forswear lying in any form, gain lie detection.
- Oath of Povery: forswear all wealth, giving up all but your necessities to charity, and gain magical boons to your equipment and natural weapons.
- Oath of Ardor: forswear a life of comfort, dedicating your non-crusading hours to honest work; gain resistance to exhaustion, etc
- Aura
- Fear No Evil: you and allies within range are protected from fear effects, and gain a bonus to saves against charm and compulsion effects.
- By This Sign, Conquer: you and allies within range gain zeal in combat
- Tower of Strength: you and allies gain strength and melee damage
- Pillars of the Earth: you and allies cannot be moved against your will
- Heavenly Host
- Chariots of Fire: summon a celestial warhorse, a steed that serves you faithfully. It is stronger and smarter than a regular horse (TBD).
- Clothed in Thunder: enhanced horse, with armor, powerful attacks, and extreme durability.
- Wings of the Wind: summon a flying horse, giant eagle, etc. (higher rank)
- The Watcher and the Holy One: an invisible celestial guardian protects you and yours
Ranger
- Ranger stuff
Wind Dancer
- Steel Tempest: Gather storm energy with each attack to unleash powerful wind-based maneuvers.
- Wind Deflection: You can use the wind to deflect incoming projectiles.
- Flowing Step: You move like the wind, avoiding opportunity attacks and difficult terrain, and gaining a shield of wind.
- Wind Shear: You slash the air, producing a line of wind that blocks enemy movement and projectiles.
- Zephyr's Grace: You are as light as a feather, evading falling damage and leaping great distances.
- Wind's Friend: You can communicate with air elementals and control small gusts of wind.
Rank 2
- Suspension: You can suspend an enemy in a vortex of wind, lifting them off the ground and rendering them helpless.
Combat Style (old)
Choose:
- Assault
- Protection
- Ranged
- Skirmisher
- Warlord
- more tbd
You gain the 1st ability of the style right away. On your next level up, you gain the next ability, etc, until all are gained.
Paths
- Eldritch Knight
- Ranger
- Paladin
- Death Knight
- Barbarian
