
A collection of continents forced together by a reverse tectonic shift.
Played | 6 times |
Cloned | 1 times |
Created | 15 days ago |
Last Updated | 4 days ago |
Visibility | Public |
Wrestler
Ability Scores: +1 to Str, +1 to Cha, -1 to Dex Submission Expert: Grappled Foes take 1d4 + Str each turn that they are Grappled; Proficiency in Athletics & Intimidation Items: Taped Fists (1d6 + Str Bludgeoning); Wrestling Tights (+1 to AC); Elbow Pads (+1 to Str, +1 to all Grapple Checks - applying, maintaining, and resisting)
Spellblade
Ability Scores: +1 to Str, +1 to Int, -1 to Cha Magic-Infused Blade: Once per combat, +1 to one Attack or Damage roll; Proficiency in Arcana & Athletics Items: Energy Blade (1d8 + Str Slashing); Magic-Infused Kevlar (+2 to AC); Infrared Goggles (+1 to Int, +1 to Investigation)
Sorcerer
Ability Scores: +1 to Int, +1 to Wis, -1 to Cha Arcane Specialty: At the start of each day, select one School of Magic as a Specialty until the next long rest; Once per turn, you may use your Attack action to deal 1d4 + Int Specialty three times to any target(s) of your choice within 30 ft; Proficiency in Arcana & History Items: Gloves of Conjuring (+1 to Spellcasting, +1d4 to Unarmed Strikes); Ancient Amulet (+1 to AC); Sash of Prophecy (+1 to Wis, +1 to Insight)
Sentinel
Ability Scores: +1 to Wis, +1 to Con, -1 to Cha Guardian's Instinct: Con times per long rest, absorb half damage inflicted on ally within 5 ft of you; Proficiency in Insight & Perception Items: Protector's Mallet (1d8 + Str Bludgeoning); Full-Plated Armor (+3 to AC); Defender's Shield (+1 to Con, +1 to AC)
Prankster
Ability Scores: +1 to Cha, +1 to Dex, -1 to Str Master of Trickery: Advantage on Deception Checks; Proficiency in Deception & Sleight of Hand Items: Comically Large Gun (30 ft, 1d8 + Cha Piercing); Harlequin's Vest (+1 to AC); Clown Mask (+1 to Cha, +1 to Performance)
Powerhouse
Ability Scores: +1 to Str, +1 to Con, -1 to Dex Unstoppable Force: + Con & + Str to Unarmed Strike damage; Proficiency in Athletics & Intimidation Items: Fists of the Heavens (1d8 + Str Bludgeoning, +1d8 if you don't take the Move action); Armored Chest Plate (+3 to AC); Weight Belt (+1 to Str, +1 to Athletics)
Mesmerist
Ability Scores: +1 to Cha, +1 to Wis, -1 to Str Silver Tongue: Advantage on Cha Checks & Saves; Proficiency in Deception & Persuasion Items: Mindbender's Rod (+1 to Spellcasting, 1d8 + Str Bludgeoning); Flamboyant Cape (+1 to AC); Hypnotist's Watch (+1 to Cha, +1 to Persuasion)
Martial Artist
Ability Scores: +1 to Dex, +1 to Wis, -1 to Cha Disciplined Warrior: Roll Dex instead of Str for Unarmed Strike; Proficiency in Acrobatics & Insight Items: Dragon's Tail Staff (1d8 + Dex Bludgeoning); Mentor's Gi (+2 to AC); Headband of Awareness (+1 to Wis, +1 to Perception)
Magician
Ability Scores: +1 to Int, +1 to Wis, -1 to Con Arcane Knowledge: One per turn, you may Attack one foe within 30 ft for 1d6 + Int Psychic; Proficiency in Arcana & Investigation Items: Grandmaster's Wand (+1 to Spellcasting, 1d6 + Str Bludgeoning); Mystic Cloak (+1 to AC); Amulet of Pytaela (+1 to Int, +1 to Religion)
Elementalist
Ability Scores: +1 to Int, +1 to Con, -1 to Dex Elemental Affinity: At the start of each day, choose one Element to have Affinity with until the next long rest; Once per turn, you may Attack one foe within 30 ft for 1d6 + Int Affinity; Proficiency in Arcana & Nature Items: Burnt Oak Staff (1d6 + Str Bludgeoning, +1 to Spellcasting); Ice Shield (+1 to AC); Philosopher's Stone Pendant (+1 to Int, +1 to Arcana)
Brawler
Ability Scores: +1 to Con, +1 to Cha, -1 to Wis Brawler's Resilience: Once per short rest, when below half of Max HP, heal for 1d10 + Con; Proficiency in Athletics & Survival Items: Steel Knuckles (1d8 + Str Bludgeoning); Belt of Resilience (+2 to AC); Training Wristbands (+1 to Con, +2 to Max HP each Level-Up)
Beastmaster
Ability Scores: +1 to Str, +1 to Wis, -1 to Cha Bonded Companion: Loyal animal companion of your choosing (20 HP,13 AC, +3 Initiative, +4 to attacks, 1d8 Bludgeoning/Piercing/Slashing); Proficiency in Animal Handling & Nature Items: Beastlord's Spear (1d8 + Str Piercing); Hide Armor (+1 to AC); Necklace of Bones (+1 to Str, +1 to Animal Handling)
Assassin
Ability Scores: +1 to Dex, +1 to Int, -1 to Str Silent Steps: Advantage on Stealth Checks; Proficiency in Acrobatics & Stealth Items: Nightshade Daggers (1d6 + Dex Piercing & 1d4 Poison); Shadow Tunic (+1 to AC); Guild Crest (+1 to Dex, +1 to Stealth)
Acrobat
Ability Scores: +1 to Dex, +1 to Cha, -1 to Stra Fluid Motions: Use Dex instead of Str with Unarmed Strike attack & damage rolls; Proficiency in Acrobatics & Performance Items: Phantom's Edge Bow (60 ft, 1d8 + Dex Piercing); Featherlight Cape (+1 to AC); Gymnast's Shoes (+1 to Dex, +1 to Acrobatics)