A magic world of anthropomorphic animals. 1400s~1600s technology.
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Created | 188 days ago |
Last Updated | 29 days ago |
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Marksman Soldier
Bows, firearms, thrown weapons & crossbows, ranged combat is their specialty. Once per short rest, you may use your turn to regain 1d10+your level in HP. You may attack twice per turn. Three times per turn at lv11 and 4 times per turn at lv 20. You gain a new weapon proficiency at levels 1,4,8,12,16,18 and 20. You automatically know the true strike Cantrip and may use your extra attack to cast it You may use your extra attack to make your next attack count as a magical weapon.
Bushido Soldier
Focus as a Dexterity-based fighter to deal deadly strikes. Once per short rest, you may use your turn to regain 1d10+your level in HP. You may attack twice per turn. Three times per turn at lv11 and 4 times per turn at lv 20. You gain a new weapon proficiency at levels 1,4,8,12,16,18 and 20. Use your second attack to add your proficiency bonus to your AC for one turn. You may add your wisdom to your charisma checks. 20 or more on DEX saving throws allows you to counterattack.
Drunken Zen
Use unpredictable moves to confound enemies as you attack. You have a number of Chi points equal to your level. You may spend chi points on things like deflecting projectiles, restoring 1 HP to yourself, doing an extra attack on your turn, or gaining advantage of saving throws. You may spend 2 Chi Points do the following: -redirect an attack aimed at you to someone else within 10 feet. -Add your CON or DEX modifier to your saving throws.
Elemental Zen
Harness the power of the elements into your fists. You have a number of Chi points equal to your level. You may spend chi points on things like deflecting projectiles, restoring 1 HP to yourself, doing an extra attack on your turn, or gaining advantage of saving throws. You may spend 2 Chi Points to channel Ice, Fire, Lightning, across your body for up to 1 minute. This resists that damage and adds 1d4 of that damage type to your attacks. Or use earth for +4 AC and +4 bludgeoning damage
Tactitian Soldier
A war scholar who inspires and commands. Once per short rest, you may use your turn to regain 1d10+your level in HP. This will heal any allies within 30ft HP equal to your level. You may attack twice per turn. Three times per turn at lv11 and 4 times per turn at lv 20. You gain a new weapon proficiency at levels 1,4,8,12,16,18 and 20. Successfully hitting an enemy gives the next attack on them have an advantage on attack roll.
Astral Zen
Manipulate your soul itself to grant you unique abilities. You have a number of Chi points equal to your level. You may spend chi points on things like deflecting projectiles, restoring 1 HP to yourself, doing an extra attack on your turn, or gaining advantage of saving throws. You may use 2 Chi points to do the following: -Recover 1d8 HP -Add your WIS modifier to your damage roll. -Make your unarmed strikes count as a +1 magical weapon.
Kensei Zen
A master of weaponry from the common to the exotic. You have a number of Chi points equal to your level. You may spend chi points on things like deflecting projectiles, restoring 1 HP to yourself, doing an extra attack on your turn, or gaining advantage of saving throws. You automatically have proficiency in any improvised weapon attack as long as it can be used like a weapon you are familiar with. You can additional weapon proficiencies at levels 1, 3, 6, 9, 12, 15, 18 and 20.
Shadow Zen
Blend with the darkness and use stealth to surprise foes. You have a number of Chi points equal to your level. You may spend chi points on things like deflecting projectiles, restoring 1 HP to yourself, doing an extra attack on your turn, or gaining advantage of saving throws. You may spend 2 Chi Points to cast the following: -Darkness -Pass Without Trace -Darkvision -Silence You may spend a Chi point to add your INT modifier to your damage rolls if you catch an enemy off guard.
Retribution Knight
Vengeance is your mightiest weapon as you hand out payback for those who cannot do it themselves. You automatically have the Hunter’s Mark spell. At 6th level, you learn the Hold Person spell. Neither of these count against your total learned spells. You gain double proficiency in Insight and Intimidation.
Sentinel Knight
Protect yourself and allies with several defensive boons. You may add your STR modifier to your AC, and your DEX modifier to your hit dice. As a reaction, you may jump in front of an ally that is within 10 feet of you and prevent them from being hit. Every time you are attacked, you gain 2 stacks of vengeance which are spent on your next successful attack as bonus damage. You gain an extra weapon proficiency at levels 1,3, 6, 9, 12, 15, 18 and 20.
Eldersprite Pactmaker
A powerful fey has granted you power in exchange for your services. You get a pixie as a familiar. You have d8 hp You are a CHR-based caster who uses Pact Magic. At 3rd level you may add d4 to your failed rolls to turn them into successes. You may do this a number of times equal to your Charisma modifier.
Fey Warden
Conviene with the fey folk and use their gifts. You may use the Talk with Animals spell twice a day. and the Talk with Plants spell once a day. You may add your charisma modifier to your attack OR damage roll each turn. You automatically gain proficiency in Nature and Survival. You may take on a non-anthropomorphic animal of your choice as a companion. Your spellcasting stat is Wisdom. Difficult terrain does not slow your movement speed.
Darkhold Warden
Using the power of darkness against itself, as a warden against infernal forces You may add your wisdom modifier to your attacks. Any rolls during battle with infernal entities are rolled with advantage. You automatically gain proficiency in Arcana and the Detect Magic Spell. You automatically gain proficiency in Nature and Survival. You may take on a non-anthropomorphic animal of your choice as a companion. Your spellcasting stat is Wisdom. Difficult terrain does not slow your movement speed.
Swarmspeaker Warden
Command entire legions of insects to do your bidding to help subdue your prey. You may magically contact and control any swarm of nearby insects. You automatically gain access to the Infestation Spell. You automatically gain proficiency in Nature and Survival. You may take on a non-anthropomorphic animal of your choice as a companion. Your spellcasting stat is Wisdom. Difficult terrain does not slow your movement speed.
Planescape Warden
Keeper of our reality, you defend against otherworldly threats. You gain double proficiency in Arcana checks and you roll with advantage when fighting otherworldly creatures. You automatically gain proficiency in Nature and Survival. You may take on a non-anthropomorphic animal of your choice as a companion. Your spellcasting stat is Wisdom. Difficult terrain does not slow your movement speed.
Assassin Grifter
Use your stealth and precision to deal critical strikes and become a master of poisons. Performing a sneak attack on someone allows you to add your proficiency bonus to damage along with an additional d4. You have proficiency in the poisoner's kit. and have double proficiency in Stealth. You automatically have access to Stealth, Deception, and Sleight of Hand and gain a bonus when finding and disarming traps.
Bravado Grifter
"Dashing Rogue" is literally you, your charm is only matched by your dexterity as you steal loot and hearts. You have double proficiency in Acrobatics, Persuasion and Deception and may add your Charisa modifier to your attack rolls. You may use a bonus action to move out of range immediately after attacking. You automatically have access to Stealth, Deception, and Sleight of Hand and gain a bonus when finding and disarming traps.
Arcane Grifter
Pick pockets magically or even steal spells. You have a small pool of spells and automatically have access to the Mage Hand cantrip. Your spellcasting ability will be based on INT. You automatically have access to Stealth, Deception, and Sleight of Hand and gain a bonus when finding and disarming traps.
Alabaster Mage
Creation and destruction, Transformation and stagnancy, life and death. You understand the connection between things that seem to be opposite and harness the power they share. You have access to nearly all spells and may choose a limited number of them to memorize for the day that you may change each day.
Telepathic Psychic
Connect to other minds with your psychic powers. See and hear the thoughts of others, manipulate emotions, push thoughts, mess with memories or attack someone's mind. Using your psychic powers will be based on your CON. You get Psionic Strength Points (PSP) equal to your level Plus your CON modifier Using psionic abilities expends 1~5 PSP, depending on how taxing it is on your mind and body. PSP recovers at a rate of 1 PSP/hour of rest.
Archwyrm Pactbinder
An ancient dragon has bartered a deal with you, gifting you power. You get a Dragon Whelp familiar. You have d8 hp You are a CHR-based caster who uses Pact Magic. At 3rd level you may add d4 to your failed rolls to turn them into successes. You may do this a number of times equal to your Charisma modifier.
Forgotten One Pactnaker
An ancient deity that has made a deal with you. Spread fear and madness with your ancient being's gifts. You get a tentacle familiar. You have d8 hp You are a CHR-based caster who uses Pact Magic. At 3rd level you may add d4 to your failed rolls to turn them into successes. You may do this a number of times equal to your Charisma modifier.
Abomination Slayer
Keep our realm safe from those who don't belong here by sacrificing HP to grant yourself a boon.
Savage Guardian Untamed
Protect allies with honor and courage in the name of those who came before you
Sleuth Grifter
The true meaning of cunning comes through as you combine your powers of deduction with your ability to deceive. You have double proficiency in Investigation and Insight. You may add your INT modifier to your attack rolls. You automatically have access to Stealth, Deception, and Sleight of Hand and gain a bonus when finding and disarming traps.
Gold Mage
The border between chaos and order is your domain. You have access to nearly all spells and may choose a limited number of them to memorize for the day that you may change each day.
Mycellium Flowerchild
Employ the power of fungi and embrace the power of decay in the cycle of life and death.
Champion Soldier
A remarkable athlete and honed warrior hardened by battle. Once per short rest, you may use your turn to regain 1d10+your level in HP. You may attack twice per turn. Three times per turn at lv11 and 4 times per turn at lv 20. You gain a new weapon proficiency at levels 1,4,8,12,16,18 and 20. You automatically gain proficiency in Athletics. Rolls of 19 or higher count as critical hits. You gain 1 HP per turn during battle as long as you are above 0HP.
Mortality Priest
Hold the divide between the living realm an the afterlife in the name of your deity of birth and death.
Peri Pactmaker
You find a genie willing to grant to a bit of its magic, in return for a tithe. You get a baby genie familiar. You have d8 hp You are a CHR-based caster who uses Pact Magic. At 3rd level you may add d4 to your failed rolls to turn them into successes. You may do this a number of times equal to your Charisma modifier.
Empyrean Pactbinde
You made a deal with a cosmic being and they gave you a sliver of their power. You get unicorn as a familiar. You have d8 hp You are a CHR-based caster who uses Pact Magic. At 3rd level you may add d4 to your failed rolls to turn them into successes. You may do this a number of times equal to your Charisma modifier.
Inspiring Swordsman Minstrel
Embolden allies with choreographed swordplay and bring the stage to the battlefield as you enhance your friends.
Voidstepper Psychic
Distance means nothing as you pass through space with ease. Teleport yourself, open portals or even transport across the world through an overnight adventure through dreams. Using your psychic powers will be based on your CON. You get Psionic Strength Points (PSP) equal to your level Plus your CON modifier Using psionic abilities expends 1~5 PSP, depending on how taxing it is on your mind and body. PSP recovers at a rate of 1 PSP/hour of rest.
Biofeedback Psychic
Heal, transform and contort your body using your psionic mastery over your own anatomy. Stretch your limbs, grow gills, wings or claws, Heal at uncanny speed or prolong your lifespan through meditation. Using your psychic powers will be based on your CON. You get Psionic Strength Points (PSP) equal to your level Plus your CON modifier Using psionic abilities expends 1~5 PSP, depending on how taxing it is on your mind and body. PSP recovers at a rate of 1 PSP/hour of rest.
Ghost Slayer
Use the powers of the other side in battle while empowering yourself against non-corporeals by sacrifincg HP.
Dancing Minstrel
Entrance allies and bamboozle foes with enchanted dance moves
Glamorous Minstrel
A charismatic socialite who can charm thier way through anything.
Clarovoyant Psychic
Sense things from far away, or even through time. Extend your senses through both time and space as you can observe distant conversations, see the events of the past or seethe constantly changing outcomes of the future. Using your psychic powers will be based on your CON. You get Psionic Strength Points (PSP) equal to your level Plus your CON modifier Using psionic abilities expends 1~5 PSP, depending on how taxing it is on your mind and body. PSP recovers at a rate of 1 PSP/hour of rest.
Ebony Mage
Time and space are your playground through your mastery over numbers. You have access to nearly all spells and may choose a limited number of them to memorize for the day that you may change each day.
Cerrulean Mage
Reality and Illusion are both yours to play with. You have access to nearly all spells and may choose a limited number of them to memorize for the day that you may change each day.
Scarlet Mage
Fire VS water, air VS earth. You're power comes from understanding that all the elements are one in the same. You have access to nearly all spells and may choose a limited number of them to memorize for the day that you may change each day.
Grey Mage
Conjuring and dispelling are the name of the game to hey gray mage. You have access to nearly all spells and may choose a limited number of them to memorize for the day that you may change each day.
Cinderborn Flowerchild
Destruction leads to creation as your fire incinerates to fertilize new growth. You get to cast Find Familiar for free three times per day. You may summon a wildfire spirit that has an AC of 13 and has HP equal to your level x5, and command it as a bonus action. It’s melee attack deals 1d8+your current level as fire damage. When the wildfire spirit dies or is dismissed, you and any ally within 30 feet are healed 1d8hp (2d8 at lv7, 3d8 at lv14, 4d8 at lv20)
Celestial Flowerchild
Connect with the stars and constellations to draw your power. You get to cast Find Familiar for free three times per day. You know the Guidance Cantrip however your version adds 1d6 to their rolls. Thrice per day you can connect to the constellations on your turn, to get different bonuses that last up to 1 minute: -The Arrow (Add your Wisdom modifier to your attack rolls) -The Hermit (+6 to all saving throws) -Death (Add your proficiency modifier to your spell damage/healing)
Dragon Zen
Channel the powers of a dragon in your attacks. You have a number of Chi points equal to your level. You may spend chi points on things like deflecting projectiles, restoring 1 HP to yourself, doing an extra attack on your turn, or gaining advantage of saving throws. You may spend 2 Chi points to do the following: -Add 1d4 damage to your unarmed strikes with Acid, Fire, Cold or Lighting damage. -Add your STR or DEX modifier to any charisma checks. -Add your STR to your AC for one turn.
Inscriber Arcanist
Magical writing, draw temporary runes
Blacksmithing Arcanist
Forge magical gear for yourself and allies.
Alchemy Arcanist
Concoct explosives , potions , elixrs, salves, compounds, pills and all kinds of other chemical cocktails during long rests.
Tinkerer Arcanist
Clockwork inventions and arcane gadgets.
Berserker Untamed
Counterattacks and mindless rage are your strong suits.
Telekinetic Psychic
Move things around using the power of your mind. Levitate objects, ignite or freeze objects, or create force fields to protect yourself and allies. Using your psychic powers will be based on your CON. You get Psionic Strength Points (PSP) equal to your level Plus your CON modifier Using psionic abilities expends 1~5 PSP, depending on how taxing it is on your mind and body. PSP recovers at a rate of 1 PSP/hour of rest.
Emmisary Slayer
Fight demons, angels, and dispel magic, keeping heaven and hell from meddling with mortal affairs, sacrificing HP for the power to banish Emissaries and disrupt the flow of aether.
Corpse Slayer
Prey on zombies, vampires, mummies and ghouls, sacrificing HP for power and resistance to curses, enchantments and poisons.
Battleborn Arcanist
Infuse weapons in your hand with powerful magic
Jester Misntrel
Demoralize enemies with heckling and verbal abuse while boosting allies with hilarious antics.
Wordsmith Minstrel
Spin magical tales to manipulate emotions and sway hearts.
Soulspeaker Minstrel
Confide with the souls of the dead and hear their secrets.
Singing Minstrel
Singing beautiful songs to embolden and soothe allies.
Fauna Spirit Untamed
Connect with the natural world, balancing rage and calm.
Storm Rider Untamed
Empower allies with the power of a storm
Tracker Warden
Deadly hunter and swift warriors, trackers always catch their prey. You gain an extra weapon proficiency at level 1, 4, 8, 12, 16, and 20. You have double proficiency in Athletics, Perception and Acrobatics. You may add DEX+STR modifiers to your attack rolls. You automatically gain proficiency in Nature and Survival. You may take on a non-anthropomorphic animal of your choice as a companion. Your spellcasting stat is Wisdom. Difficult terrain does not slow your movement speed.
Giant's Wrath Untamed
Fight like a giant, channeling their stregnth
Zealot Untamed
Pray to your deity and be blessed when you rage.
Organic Knight
Nature grants you gifts as her champion as you protect the delicate harmony of life. You have 3 free casts of Speak with Animals per long rest. You may ask nearby plants to trip or stumble enemies as a bonus action, assuming there are nearby living plants. You automatically gain double proficiency in Nature and Survival. You automatically have the Druidcraft cantrip.
Expiation Knight
You walk a path of redemption and look to help redeem others too, believing everyone deserves a second chance if they are willing to change. You have double proficiency on Insight and Persuasion. When you use a healing spell on someone, you may opt to also give the individual the effect of the Calm Emotions spell. You may add your STR modifier to the total healing of your healing spells.
Mystic Soldier
Weave defensive and attacks spells in with your swordplay to protect allies and decimate foes. Once per short rest, you may use your turn to regain 1d10+your level in HP. You may attack twice per turn. Three times per turn at lv11 and 4 times per turn at lv 20. You gain a new weapon proficiency at levels 1,4,8,12,16,18 and 20.
Enviromental Flowerchild
From the tundra to the desert, from a tropical island to a dense woodland, you’re a keeper of your particular biome and borrow it’s powers.
War Priest
Prove your faith through strength on behalf o your war deity
Mischef Priest
Prey on the egotistical and overconfident and take them down a peg in the name of your trickster deity of humility.
Burgular Grifter
Thieving is your forte. Stealing everything you can get way with. You have double proficiency in Sleight of hand, Stealth and Deception and Athletics and are proficient in Thieves' tools and Either Forgery kit or Disguise Kit. Performing a sneak attack allows you to add an additional d4 to your damage.
Triumph Knight
Your loyalty is to the path of glory and conquest. Defeating an enemy restores 5 HP to you. IF your HP reaches 0, you may choose to grit down and keep fighting. You will fall unconscious if you take even 1 more point of damage from any source. When your HP is 0 or less, you cannot cast spells.
Equalizer Priest
Walk the line between light and darkness to keep the scales balanced in the name of your deity of balance and harmony.
Unholy Priest
Your infernal deity grants you power
Fealty Knight
You have sworn undying loyalty to your monarch and serve them without question. You automatically have proficincy in history. You learn the Compelled Duel spell. YOu may cast this a number of times per day equal to your CHR modifier. Once per day, as an action, you may use the Turn the Tides ability on all nearby friendly creatures, recovring 1d4 +your CHR modifier of thier HP. This does not resurrect the dead or revivie the unconscious.
Divine Priest
Your holy deity grants you power
Morphing Form Flowerchild
Connecting with all of life allows you to breathe in unison with everything and take the shape of any flora or fauna you desire for a short time.
Wizard
Learned mages who study and cast spells from spellbooks.
Warlock
Spellcasters bound by a pact to supernatural entities.
Sorcerer
Innate spellcasters with magical bloodlines.
Rogue
Stealthy, dexterous adventurers skilled in evasion and subterfuge.
Ranger
Skilled hunter and tracker, proficient with ranged attacks.
Paladin
Holy warriors imbued with divine magic.
Monk
Master of martial arts, using inner force and agility.
Fighter
Skilled in martial arts, versatile with weapons and armor.
Druid
Shapeshifting spellcasters connected to nature.
Cleric
Divine spellcasters devoted to a deity, able to heal and harm.
Bard
Musical mages with a wide range of abilities and spells.
Barbarian
Masters of brute force, harnessing their rage to deliver powerful blows.