Tags: class
Cleverhearts are best at providing help to their teammates—either augmenting their attacks, or debuffing enemies to make their attacks weaker.
Two types of cleverhearts exist—scoundrels and tacticians.
Passive ability. Exemplar.
Although not necessarily the best at dishing out the damage in a fight, supports excel at everything else. Once per turn, you may make an object interaction, skill check, disengage action, or help action for free.
Minor ability. Instant. Exemplar.
You can spot out the weak points in your enemies’ defenses and direct your allies towards them. Choose a creature within 30 feet. If the creature meets one of the following conditions, attacks against them have advantage. For each additional condition met, attacks against that creature are made with an additional level of advantage until the end of the round.
Also known as: Commander, Mastermind, Tactician
A battalion commander stands atop a boulder, shouting out orders. As the soldiers beneath her command follow through, the tides of the battle turn in their favor.
A man with hardened eyes stands at the back of his company of compatriots as the pack of wolves come closer. With the point of his finger and a few barked orders, the company focuses on one wolf at a time, mowing it down before moving on to the next.
A woman whirls amongst her fellow companions, bringing her blade to connect with her foe’s shoulder. With a shout, she coordinates their movements into one, mighty crescendo, ultimately crushing her opponents.
Battleminds provide a boost to everyone around them. They know how to coordinate and shape a battle, sculpting the flow and action in their hands to best suit the situation, and have the strength to turn the tide of battle in
Battleminds gain the following abilities.
Passive ability. Archetype.
You have more versatility in combat. You gain an additional two talents. These do not count towards to the total XP cost of taking additional talents.
Minor ability. Quick. Luminary.
You issue a command, calling your allies to action. Choose one player besides yourself. They may take a second action this turn immediately after the current turn ends.
Minor ability. Instant. Luminary.
You provide tactical aid to a teammate. Choose two creatures and one of the martial talents you know, or one creature and two martial talents you know. Until the end of this round, the chosen creatures may use the basic level of those talents, so long as you are in the same engagement together. If a heart ability or major ability is granted, they cannot be used again by your or them until the next day.
Major ability. Quick. Hero.
You rally your companions, inspiring them to fight harder. Choose any number of creatures within 30 feet. For each rush point spent on this ability, choose one of the following effects that is applied to each of the chosen creatures. You cannot choose the same effect an additional time until every effect has been chosen.
Also known as: Gish, Eldritch Knight, Arcane Archer, Spellsword
A dwarf darts forward, wreathed in flames, fists aglow with fire. With one hand he raises a wall of flames up behind the ogre, and with the other he punches the creature, launching the creature back in a smoldering heap.
A gnome darts forward—each footstep launching her further as the wind itself carries her toward the giant spider. With a twirl of her blade, she hits the spider in the thorax, sending out a concussive blast of air that knocks it back.
An elf beckons her hand back, pulling a tidal wave straight from the ground, carrying the fleeing thugs back towards her. Then, with a stomp of her foot, the ground itself seems to liquify, causing the thugs to begin sinking into the stone cobble street.
Spelltouched use their attunements with the elements to augment their martial ability. By casting spells, they can deny enemies certain areas, cause horrific damage, or otherwise control the power and movements of their foes.
Spelltouched gain the following abilities.
Passive ability. Archetype.
As a magic user, you have a natural affinity with the elements. You gain a basic attunement to two elements, or an advanced attunement to one. If you choose two different elements, at least one of them must be one of the four primary elements—fire, earth, water, and air.
You know how to incorporate your knowledge of these elements into your fighting. Choose one of the elements you have an attunement with, and gain one of the following passive abilities corresponding to it. If you have multiple attunements, you must choose only one for which you gain this ability for.
As a free action, you may enter or exit the spontaneous combustion state. While in this state, you are wreathed in flames and gain the following abilities.
As a free action, you may enter or exit the Heart of Stone state. While in this state, you are imbued with the fortitude of the very ground beneath you and gain the following abilities.
As a free action, you may enter or exit the Tempest state. While in this state, you embody the soul of a storm and gain the following abilities.
As a free action, you may enter or exit the Dance of the Winds state. While in this state, you step light as the wind and gain the following abilities.
Minor ability. Luminary.
When you gain this ability, choose three spells from the spell lists that match your attunement. The spell lists can be found in the Spells section. You know these spells. They do not count towards the total number of spells you know.
You may use this minor ability to cast any of your spells without using your action.
Lastly, you may spend additional rush points on this ability. Reduce the number of long rests you wait before casting the spell again by one for every rush point spent. You must still wait a minimum of a one-hour rest.
Minor ability. Instant. Luminary.
Your weapon carries the power of the elements, and is wreathed in the element you have attuned to.
Your attacks are bound with fire. Enemies take one level of on-fire if they are hit.
Your attacks are concussive with blasts of thunder. Enemies gain three levels of off-balanced if they are hit.
Your attacks carry the might of the sea. Enemies gain three levels of weakened if they are hit.
Your attacks are heavy with the weight of earth. Enemies gain three levels of dazed if they are hit.
Major ability. Quick. Hero.
You become a conduit for the element you are most attuned to, channeling its power through your body into the world around you.
Choose one of the elements you have an attunement with, and gain one of the following major abilities corresponding to it. If you have multiple attunements, you must choose only one for which you gain this ability for.
Choose up to two of the following options. X is equal to the number of rush points spent on that option.
The ground around you erupts into motion, moving at your will. At the beginning of your first turn each round, choose a number of effects equal to the number of rush points spent on this ability. You cannot choose the same option more than twice until every option has been chosen.
Waves well up from the ground as you are surrounded in a roiling tempest. Choose any number of creatures within 45 feet. They are immediately knocked prone as waves crash against them. The ground in a 45-foot radius counts as difficult terrain, and whenever a creature takes the dash action, within range, you may choose for them to fall prone.
Creatures prone in the water take damage as they begin to drown. Any creature that starts its turn prone within 45 feet takes 1d6 damage for every rush point spent on this ability. This effect lasts for one minute.
Until end of combat, while moving, you can levitate, and almost fly. You can ignore difficult terrain, and you can move vertically at double the movement cost. At the end of your turn, you begin to fall to the ground if you are still in the air. Additionally, for each rush point you spent, you may move any creature within 45 feet 10 feet in any direction at the start of your first turn each round. You may choose for them to gain a level of off-balanced.
Last modified: Mon Oct 21 05:04:02 2024