Preface.......................................3
Introduction...............................4
Setting of Revelation........................................................................4 Using This Book...............................................................................4 Adventures.........................................................................................4
Part 1
Chapter 1: Races .................................5
Overview
THIS IS WHERE THE PREFACE GOES
Introduction
This is a book made for Dungeons and Dragons 5th Edition. It still uses the base rules included in the Players Handbook, but includes many additional rules to fit the theme and setting of this book. This campaign setting is a post-apocalyptic future of Earth set a few decades in the future, the exact time is not needed and has been lost by most people anyways. The setting is dark, difficult, and filled with additional rules to challenge the players skills.
Adventures in this setting are meant to be unforgiving, dark, dangerous, and with no end in sight. A traditional campaign where the party meets a villain and tries to stop them could work here, but it is meant for adventures where an entire session may just be walking around and exploring while trying to find food, water and shelter. Villains can be included of course, and they should be, but make sure the focus stays on the survival element.
Feel free to ignore some or other rules written in this book, they are more suggestions than hard set rules.
The Setting of Revelation
Revelation is set in a nightmarish future of Earth, covered in ash and filled with ash and people willing to do anything to survive. In Revelation, the world was set back by a myriad of destructive events like nuclear attacks, natural disasters and sudden temperature shifts all across the globe, although the reason why all of this happened is not known.
Revelation is a dark, and terrifying world, where your greatest enemy is your need of food, water and shelter. Most food has been looted and eaten, while many natural water sources have been dried, frozen or polluted. Shelter is the easiest of the three to find, as most buildings are abandoned, although that doesn't mean they are safe.
Many resort to extreme tactics in order to survive, such as cultists practicing cannibalism cannibalism, large rings of bandits who kill anyone not apart of their oragnizations to steal their things, or even tribes of people that reverted back to animalistic creatures rather than humans.. The Blood Cultists are a perfect example of the lengths humans will go to in order to survive. They are a cult of people who participate in human sacrifice and cannibalism.
Revelation is a dark, grim, and twisted future of Earth where everything is out to kill you. Supplies are rare, everyone is willing, and probably trying to, kill you, and nature has been destroyed and corrupted.
Using This Book
Revelation is divided into 4 parts.
Part 1 (chapters 1-5) is about creating a character, providing the rules and guidance you need to make the character you'll play in the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Some optional rules are in part 1 that are explained in part 2.
Part 2 (chapters _ - _) details the additional rules that are created to add depth, difficulty, realism, and to further fit the setting. You may use whichever rules you would like, and throw out any you dislike. Some of the rules include: bleeding, morale, additional skills, armour weaknesses, along with many more.
Part 3 (chapters _ - _) is all about the lore of Revelation. It details the lay of the land, factions of people, the most important settlements, dangers the party may face, environmental troubles, and more.
Part 4 (chapters _ - _) covers all the creatures you will face along your journey. It has stat blocks for all the tribes of Revelation, mutated beasts, Blood Cultists and other horrifying creatures. Feel free to use monsters from the Monster Manual as well, but make sure that if you want to keep the theme of Revelation, only use very specific monsters that you think would fit.
Adventures
Adventures in Revelation consists of a party of characters each with specific skill sets. Each character is different, and although there is no traditional magic, there are still enough classes to fill each role that there would normally be in a typical game.
Each adventure in Revelation is different, and the recommended style of game can be changed to suit your groups play style or what you envision or want out of the game and setting.
Adventures in Revelation should have heavy focus on exploration and role play between the player characters. Most of the difficulty of Revelation should be from environmental and exploration challenges like the struggle of finding food and water, the harsh temperatures and climate, the constant depressing sights dropping morale. Role playing needs to be encouraged and thought out very thoroughly in a session 0 and. Player character backstories need to come to light and unravel so that more role play and character development is possible. Combat should happen in Revelation, although much less often than in a normal campaign. When combat does happen, it should be a struggle and feel like the
Exploration can be made fun by often making it a challenge. Instead of including a regular house a few morsels of food in it, although that is good to have happen often as well, include a rich description of a rotting and destroyed house with remnants of it's former beauty possibly giving the characters to talk to each other about their past. There could be cans of food inside cupboards, but there is a large stash of cans in a secret room that is collapsing and hard to escape from.
PART 1
Creating a Character
Chapter 1: Races
In Revelation, everyone is a human. Races are more about your choice of the group of person you play as. Instead of playing the race of dwarf or elf, you are a human that was raised as a member of the Black Wolf Tribe or something else. The human race is still an available option if you nothing else interests you. Make sure you still have a reason as to why you are a regular human as opposed to the other races. As with a normal Dungeons and Dragons game, variant human is also an option although make sure you check with your dungeon master to see if it is okay.
Medic
He drops to his knees next to his fallen ally sinking deep in the thick mud and doing his best to avoid incoming enemy fire. He takes out his pack of medical supplies and quickly resuscitates his friend. Due to his quick thinking and medical practices, his ally stands back up and continues the fight.
A old sage brews up a drink made of the best herbs and feeds it to his companions. They are filled with life and vigour and continue a tough day stronger than usual and ready to take on tougher threats than normal.
A woman concocts a mysterious drink made of a thick red liquid and black herbs. She quickly drinks half of it, letting the rest spill down her cloak. The liquid strengths her and she lunges out towards her enemy, sapping their energy.
Medics constantly save the party as they play such a vital role. Without them, most parties wouldn't live through a single fight. Medics heal, buff and save people constantly, and they are greatly skilled at it.
Experts of Medicine
Medics are skilled experts in medical fields. Some of them have different takes on how to heal, maybe through herbs or traditional practices.
These medics must learn their skill through trial and error and sometimes their healing practices don't heal all that much. Many medics learn their practices through passes on tradition, trial and error, or even reading some books they picked up on how to practice this trade.
Medics use their skills to heal fallen allies, to buff and strengthen them through herbs or even to empower themselves or others greatly while sacrificing supplies like food or water.
Scavengers of Supplies
In this time, medical supplies are very low, but many medics are still able to put their abilities to use. How does this happen?
Many medics find and pick up any item along their travels that can have any use for medical supplies. Pins, cloth, herbs, and thread are all useful items for a medic and they aren't too hard to find either. Even when low, or out of, medical supplies, most medics still have the skills necessary to heal a small amount of damage.
Creating a Medic
As you make your medic, think of these two things about your skills as a medic: how did you learn your medical practices, and what are those medical practices? Did you pick up a book in perfect condition that taught you the secrets of modern medicine and surgery? Did you test your medical theories on subjects only to crack the code after many failed attempts? Was an ancient tradition passed down that let you learn which herbs apply which positive effects to the body when consumed? Or maybe you were promised power from Blood Cultists if you were to sacrifice your livestock or water to create powerful potions? Any of these are viable options to answer these questions when making your character.
What is your relationship to civilization or tribes? Are you hated for your wasteful practises of slaughtering animals for special potions? Are you praised highly for saving many soldiers of a town? Or maybe thought of as just strange but ver useful due to your odd knowledge of herbs.
Quick Build
You can make a medic quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Hermit background.
Medic
Level | Proficiency Bonus | Features | Healing Dice |
---|---|---|---|
1st | +2 | Hands of a Healer, Nimble Healing | 3d6 |
2nd | +2 | Status Restoration | 3d6 |
3rd | +2 | Medical Profession | 3d6 |
4th | +2 | Ability Score Improvement | 3d6 |
5th | +3 | Anatomical Understanding | 5d6 |
6th | +3 | Medical Profession Feature | 5d6 |
7th | +3 | Predictive Warning | 7d8 |
8th | +3 | Ability Score Improvement | 7d8 |
9th | +4 | Stave Off | 7d8 |
10th | +4 | Improved Restoration | 10d8 |
11th | +4 | Calming Rests | 10d8 |
12th | +4 | Ability Score Improvement | 10d8 |
13th | +5 | Battle Recovery | 13d8 |
14th | +5 | Medical Profession Feature | 13d8 |
15th | +5 | Blood Control | 13d8 |
16th | +5 | Ability Score Improvement | 16d8 |
17th | +6 | Skillful Breakthrough | 17d10 |
18th | +6 | Supreme Healing | 18d10 |
19th | +6 | Ability Score Improvement | 19d10 |
20th | +6 | Divine Healing | 20d10 |
Class Features
As a medic, you gain the following class features.
Hit Points
Hit Dice: 1d8 per medic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per medic level after first.
Proficiencies
Armour: Light armour
Weapons: Simple Weapons, Light Ammo
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from History, Insight, Medicine, Perception, Persuasion, Religion,
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) padded armour
- (a) three days of rations or (b) a waterskin
- (a) 50ft hempen rope or (b) a bundle of twigs
- (a) herbalism kit or (b) alchemist's supplies
- Common clothes, 2d4 light bullets, Healer's Kit,
Hands of a Healer
Starting at 1st level, you know how to treat wounds with little to no materials. You have a pool of healing tricks and techniques that replenishes when you take a long rest. You have one Healing Die (1d6) per level in the medic class. This die increases to a d8 at level 7, and it increases to a d10 at level 17. You can never spend more Healing Dice than your current maximum amount of Healing Dice.
As an action, you can touch a creature and heal one target within arms reach and spend an amount of Healing Dice up to your proficiency modifier. For each healing die you spend, you roll 1d6 + your wisdom modifier.
Nimble Healing
At 1st level, you are able to quickly stabilize a fallen creature. When you stabilize a creature using a Healer's Kit, it takes a bonus action instead of an action.
Status Restoration
Beginning at 2nd level, you have learned how certain conditions look and how to stop them or cure them. As an action, you touch a creature and can cure them of one of the following conditions: blinded, charmed, deafened, frightened, or paralyzed.
Once you use this feature, you can't use it again until you finish a short or long rest.
Medical Profession
At 3rd level, you have figured out and have had enough practice to develop your preferred style of medicine. The three types of healing you will have learned are: Doctor, Fanatic or Herbalist, all three detailed at the end of the class description. Your choice grants you features at 3rd, 6th and 14th.
Anatomical Understanding
At 5th level, you are able to make your attacks more powerful using your knowledge of the body. When you use the attack action on your turn, you can spend one Healing Die to add to your attack damage. You can add half your Wisdom modifier to the damage.
Predictive Warning
When you reach 7th level, you have memorized many tricks that your enemies may use to attack your allies in an unconventional way. When an ally within 30ft of you that you can see and they can see and hear you is forced to make a saving throw by an enemy creature, you can make them re roll their die. This must be done before you know if they succeeded or failed. You must use the new roll.
Stave Off
At 9th level, you have learned a few tricks to make people control their hunger for longer. You can spend 10 minutes to make a creature survive off no food for one day. The creature does not have to eat anything for one day but it is treated as if it ate. You can use this on as many creatures as you want but each creature can only be affected by this ability once per week.
Improved Restoration
Beginning at 10th level, you know enough about poisons and disease that you are able to cure them. When you use your Status Restoration Ability, you also have the option to cure poison or one disease.
Curing poison takes 10 minutes and curing disease takes 24 hours.
Calming Rests
At 11th level, you are able to massage and carefully de-knot your allies muscles, making their rest much more productive. When a creature is taking a long rest or short rest, you can spend 10 minutes tending to them which makes their rest more productive.
When the rest is over, they gain temporary Hit Points equal to your Wisdom modifier plus your medic level. If it's a short rest, the target can roll an additional amount of Hit Dice for free equal to half your Wisdom modifier (rounded up) minimum of one.
Battle Boosts
When you reach 13th level, you are able to empower your allies in the midst of battle using a few quick quicks. As an action, you can apply one of these effects to a creature within reach. Each creature can only benefit from one of these abilities at a time.
Pain Tolerance. As an action, you apply a small amount of medicine to your target that makes them feel no pain for a short amount of time. The target gains 2d12 temporary Hit Points, in addition, whenever they take damage after the temporary Hit Points are gone, any damage taken does not immediately reduce the targets Hit Points. At the end of their next turn, they take all the damage immediately that they would have suffered.
Adrenaline Rush. As an action, you give your target a boost of adrenaline that lets them sprint extremely quickly. The target can take their reaction to stand up and move half their movement. Their movement speed is doubled until the end of their next turn.
Steroid Strength. As an action, you give your target a little dose of steroids that empower your target for a brief time. If your target hits their next attack, their attack is a critical hit.
Blood Control
Starting at 15th level you are able to tend to grievous wounds that bleed profusely and cure the bleeding. When a creature is bleeding, you can spend 10 minutes tending to that creature to try to make the bleeding end.
Use one use of a Healer's Kit and make a medicine check, DC 10, if you succeed, the bleeding ends, if you fail, the bleeding continues.
Skillful Breakthrough
When you reach 17th level, you are able to increase a creatures natural skills. You can spend 1 minute to use a form of medication on a creature that gives them advantage on one skill check they are proficient in for 4 hours. This feature recharges after a long rest.
Supreme Healing
Beginning at 18th level, you are able to push yourself to heal much more, much quicker than normal. When you use your Hands of a Healer ability, you can make it take only a bonus action and you can spend an amount of Healing Dice up to double your proficiency bonus. This feature recharges after a long rest.
Divine Healing
When you reach 20th level, your abilities to heal are unmatched. Your techniques have been perfected and you can heal horrible wounds in seconds. As an action, you can heal a creature within reach and they regain all lost hit points and can lose one negative condition including one level of exhaustion or bleeding. This feature recharges at the end of a long rest.
Medical Profession
Each medic has a certain specialty, a way of dealing with wounds that is unique to them. Some of them prefer modern medicines and focus on healing wounds, others prefer to use special herbs to buff allies while the rarest few use very strange or odd techniques to create potion like buffs. Every medic buffs or heals as their main ability but the ways they do so is all different. The specialty you choose will determine what way you heal or buff your allies.
Doctor
The doctor focuses their techniques completely on healing your allies. They tend to use modern medicines and procedures. The doctor is extremely good at their job, but does not have much variety. Many people see you as a good, traditional medic whose techniques obviously work, nothing odd. The doctor does what it does very well, healing.
Steady Hands
When you choose this profession at 3rd level, you have a natural gift to heal others much easier and more efficiently. When you use your Hands of a Healer ability, the healing increases by one die. At level 3 your Healing Dice are d8's, at level 7 your Healing Dice are d10's and at level 17 your Healing Dice are d12's. In addition, whenever you roll a 1 or a 2 on a Healing Die, you can reroll it. You must use the new roll. At level 17, you can reroll 3s as well.
Fight off Death
Starting at 3rd level when you choose this profession, you can use your action to perform quick medical procedures to a creature within reach and help their body fight off death. The target has advantage on the next death saving throw it makes. When the target becomes stabilized or returns to consciousness, this ability ends. This feature recharges after a long rest.
Masterful Knowledge
At 6th level, you have memorized many bits of information about creatures or even people. If you spend 1 minute studying a creature, you can recall your knowledge of this creature and you learn the following information
-
The creatures name. If it has a name specific to them, for example, You may know the creature you're studying is a Blood Cultist, but you don't know it's name is Langur Mason.
-
The creatures type.
-
The creatures alignment.
-
A brief summary of the creatures non-mechanical information. Such as personality or how aggressive it is.
Replantation
Beginning at 14th level, you have gained enough skill to let you operate and restore lingering injuries, leaving your patient like nothing happened. When a creature suffers a lingering injury, you can spend 24 hours operating on them to get rid of the injury. Make 3 medicine checks, DC 10, on a fail, the target takes one failed death save. They cannot take any successes or be stabilized. If the target takes 3 failed saves, they die. If they take any damage, they take a failed save as well.
Fanatic
Your medical techniques are considered insane, disgusting or just useless by many, but you and few others know how effective they truly can be. Fanatics are often taught their ways through Blood Cultists and often join Blood Cults. Fanatics use insane methods to accomplish amazing results.
Powerful Poisons
When you choose this profession at 3rd level, you have figured out how to create deadly poisons, although sacrificing supplies. You gain proficiency with Alchemist’s supplies and Poisoner's kit. You can create the following poisons. You can only have a number of Poisons made equal to your Wisdom modifier at a time.
Contact. A creature that touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. A partial dose has a reduced effect, the target has advantage on the saving throw and deals only half damage on a failed save.
Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube.
Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.
Assassin's Blood. Assassin’s Blood (Ingested) A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. The creature can repeat the saving throw every hour at the end of every minute, ending the effect on itself on a success.
Burnt Othur Fumes. (Inhaled) A creature subjected to this poison must succeed on a Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Serpent Venom. (Injury) A creature subjected to this poison must succeed on a Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Tribal Mucus (Contact) A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Your DC equals 8 + your Wisdom modifier + your proficiency bonus.
To make one of these poisons, you must spend one hour, and one pound of meat, blood and water. Make a medicine check using Poisoner's kit to determine how successful you are in your making of these poisons. The DC is 15, if you fail, you do not make the potion and the supplies are lost.
Frightful Madness
When you choose this profession at 3rd level, your presence has become haunting. You gain proficiency in the Intimidation skill and every time you attack a creature you gain advantage on the next Intimidation check you make against that creature within the next minute.
Emotionless
Beginning at 6th level, your emotions have become muted. You are immune to being charmed or frightened.
Blood Rush
Starting at 14th level, you can create vile potions, sacrificing food and water for powerful effects. You can create the following effects. You can only have a number of Blood Rush's made equal to your Wisdom modifier at a time.
Strength. You drink a red, thick slug of a drink and gain immense strength. You can add 1d10 to their damage rolls for the next minute.
Speed. You drink a puss coloured, watery drink that quickens your reflexes and stamina. Your speed is doubled and you have two reactions for the next minute.
Defense. You eat a frozen chunk of fleshy meat that makes your body fend off attacks naturally. Your armour class increases by 1 and you are resistant to either bludgeoning, piercing or slashing damage for the next minute.
To make one of these potions, you must spend one hour, and three pounds of meat, blood and water. Make a medicine check using Alchemist's tools to determine how successful you are in your making of these potions. The DC is 17, if you fail, you do not make the potion and the supplies are lost. If you get a natural 20 on the roll, you can make two potions.
Herbalist
The Herbalist relies on herbs with powerful effects to make medicines that buff targets. Herbalists scavenge around, picking the few plants that remain out of the ground to make into medicines. Many find Herbalists strange or odd but when they try their teas or medications they find their practices much more useful.
Vegetative Awareness
When you choose this profession at 3rd level, you have honed your skill at foraging for herbs. If you spend 1 hour foraging for the herbs listed in the Potent Brew ability, you find double the amount you normally would.
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Potent Brew
When you choose this specialty at 3rd level, you have learned what herbs cause what effects. If you have the following herbs, you can spend one hour to create medication with the following effects. You gain proficiency in the Herbalism kit. It takes an action to consume the medication. You can only have an amount of Potent Brew's made equal to your Wisdom modifier at a time.
Ackidyum Acid: This bitter, sour green moss has long strands of grass like material with hand like appendages from the end which is normally found on the sides of trees, stones or buildings. You gain immunity to acid damage for 1 hour.
Henio Husk. This sweet, flaky, leaf is brown in colour and grows in between rocks. When consumed, this plant grants you 60ft. of darkvision for 1 hour.
Krupea Leaf. This pungent, large, black, spiky leaf is found on long vines tangled around remnants of buildings. Upon consuming, you have advantage on the next 1d4 + 1 melee weapon attack rolls until the next hour.
Thunder Stalk. This sour herb is a tall, yellow celery like stalk that has rigid zig zags darting out of the side that normally grows in grass lands. Upon consuming it, you gain immunity to thunder damage. In addition, your melee weapon attacks deal an additional 1d4 thunder damage.
Yaronis Shroom. This salty and bitter, small blue mushroom is most often found growing in dead trees. When consumed, you gain advantage on all perception, insight and investigation checks for 6 hours.
Zippocress. This bitter white flower only grows in healthy water and is thus hard to find naturally but can often be found in farms. Upon consuming this herb, you gain great speed. Your movement is increased by 15ft. for 8 hours.
Your DC equals 8 + your Wisdom modifier + your proficiency bonus.
Powerful Packets
At 6th level, you learn to use your herbs for offensive purposes. During a short rest, you can prepare up to 5 packets of a deadly concoctions of herbs, using up a small breakable material for a bag, and one of every herb from the Potent Brew feature per packet you make. As an action, you can make a ranged attack with one of the packets at a target within 30 feet of you. You are proficient with your packets. On a hit, the packet does 2d10 poison damage and the target must make a Constitution saving throw. On a failed save, the target is blinded until the end of it's next turn.
Consumable Concoction
At 14th level, you have learnt what additional effects you can create by combining certain herbs together. When you use your Potent Brew ability, you can choose two herbs to combine into one. When consumed, you gain both effects, plus an additional effect.
Ackidyum Acid + Henio Husk Upon consuming this mixture, time slows down whenever a harmful effect could spring upon you. You have advantage on Dexterity saving throws against effects that you can see, such as traps. To gain this benefit, you can't be blinded or incapacitated.
Henio Husk + Krupea Leaf When this mixture is consumed, you have quicker reflexes allowing you to dodge attacks easier. All attacks against you have disadvantage until the Krupea Leaf expired.
Krupea Leaf + Thunder Stalk When consumed, your strength and accuracy is greatly increased. All the attacks you hit are critical hits until the Krupea Leaf expires.
Thunder Stalk + Yarinis Shroom After consuming this concoction, you gain inexplicable knowledge of weather. You can accurately predict the next weeks weather.
Yarinis Shroom + Zippocress Upon consuming this mixture, you have can see clearly even at fast paces. When moving at a fast pace, you have advantage on perception checks for 6 hours.
Zippocress + Ackidyum Acid When you consume this combination, your mouth fills with acidic oils. You can spit this acid as an action at a creature within 15 feet of you. Make a ranged attack roll against one target. On a hit, the target takes 1d8 acid damage, and they must make a Constitution saving throw. On a failure, the creature is under the effects of slow for 1 minute. The creature can repeat the saving throw at the end of each of it's turns.
Nomad
Worn out and tired, a man stalks through the decayed forest, rubbing his hand against the split tree bark, he finds a gash on the tree. He bends down, stooping to the ground, he brushes the dirt and follows the tracks, finally finding the giant boar he has been tracking for months.
After sneaking far ahead of her friends, a woman drops behind a bush after noticing a group of bandits. The woman sprints back towards her friends, taking every shortcut possible. She reaches her party and soon, they attack the bandits, sending them far away riddled with fear.
A man hidden and prone atop a hill, camouflaged within his ghillie suit, looks down the sight of his sniper rifle. He watches his target and waits till he finds himself alone. At this perfect moment, the man pulls the trigger, creating a loud bang as soon as his target drops dead.
The Nomad is a traveling warrior, a protector of the wilderness, and a watchful knight. Nomads are constantly on the move in the hopes of finding good people to protect, or natural life to restore.
Restorers of Nature
Nomads are constantly looking out for dangerous threats to the environment as soon as they possibly can to take them out before they become a problem, hopefully restoring a part of nature to how it was before The Revelation. Most Nomads care deeply about nature and realize how important restoring nature is, which is why they're so skilled and in touch with it.
Some Nomads create organizations and locations to meet and speak of certain events that could make Earths situation worse or even possibly better. They communicate through secret messages and symbols sketched into trees or mushrooms planted in certain patterns to form a word and many other strange methods of communication.
Trackless Wanderers
Nomads continuously wander aimlessly throughout the wilderness, often on their own, having no personal goals besides restoring the natural world. Nomads don't normally focus on others and their plans unless it is the same as their own.
Nomads constantly travel the wilderness with no end in sight, never settling down or living in a settlement for more than a week. They are at home in the wild, wandering aimlessly often brings them peace or fulfillment in a world where such feelings are rare.
Creating a Nomad
While creating a Nomad, think of the path they follow and why they follow it. It doesn't have to be a literal path, and maybe they don't have a clue as to where they are going which is often the case. Are you a hardened mercenary who takes out powerful bandits from rooftops? Do you live a life dedicated to helping nature become how it used to be? Were you abandoned at a young age, forcing you to fend for yourself and treating nature as if it raised you? Did you learn your skills from a mentor? Were they killed while you were young, perhaps by the same creature that became your favoured enemy? Or did you disagree with your teachers ideas only to leave at a young age? Maybe you didn't have a mentor and learned your skills on your own.
Class Name
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Favoured Enemy, Natural Explorer |
2nd | +2 | Fighting Style, Natural Watchfulness |
3rd | +2 | Nomad Path, Primeval Awareness |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Land's Stride |
6th | +3 | Greater Favoured Enemy |
7th | +3 | Nomad Path Feature |
8th | +3 | Ability Score Improvement, Fleet of Foot |
9th | +4 | Trackless Steps |
10th | +4 | Hide in Plain Sigh |
11th | +4 | Nomad Path Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Unflagging |
14th | +5 | Vanish |
15th | +5 | Nomad Path Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Combat Awareness |
18th | +6 | Feral Senses |
19th | +6 | Ability Score Improvement |
20th | +6 | Foe Slayer |
What is the reason behind your favoured enemy and why are you so great at hunting and killing them? Did a monster kill a loved one in your past settlement and so you are driven by rage to defeat them and exact revenge? Or maybe you saw or heard of stories of this monster destroying settlements and so you want to destroy them to protect others, not as a personal vendetta.
Why do you adventure with your party members? Do you have a common goal? Is it for your personal safety and so they can help you achieve your own goals? Maybe you found a special bond with these adventurers.
Quick Build
You can make a Nomad quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some Nomads who focus on melee fighting make Strength higher than Dexterity unless you're using a finesse weapon.) Second, choose the outlander background.
Class Features
As a Nomad, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Nomad level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Nomad level after 1st
Proficiencies
Armour: Light armour, Medium armour, shields
Weapons: Simple weapons, Martial weapons, Light ammo, Medium ammo, Heavy ammo
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) hide armour or (b) leather armour
- (a) two short swords or (b) two simple melee weapons
- (a) three days of rations or (b) a waterskin
- (a) 50ft of hempen rope or (b) a bundle of twigs
- Travelling clothes, hunting rifle, 4d4 medium ammo
Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favoured enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
You gain the following benefits while in your favoured terrain.
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more while in your favoured terrain:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favoured terrain types at 6th and 10th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Crackshot
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Defense
While you are wearing armour, you gain a +1 bonus to AC.
Duelling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Natural Watchfulness
When you reach 2nd level, whether travelling exploring, or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the arctic, coast, desert, forest, grassland, mountain, or swamp, you gain advantage on all perception checks.
In addition, if you are not proficient in the Perception skill, you gain proficiency in it.
Nomad Path
Starting at 3rd level, you choose a path that you begin to travel: Scout, Sniper or Tracker both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action and focus your awareness on the region around you. For 10 minutes, you can sense any creatures presence within 1 mile of you (or within up to 6 miles if you are in your favoured terrain). You learn how many creatures are within you and what type of creature they are along with their whereabouts. You can use this feature a number of times equal to your Wisdom modifier. Once you finish this feature, you must finish a long rest before you can use it again.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 5th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Greater Favoured Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy
Fleet of Foot
When you reach 8th level, you can use the Dash action as a bonus action on your turn.
Trackless Steps
Starting at 9th level, you cease leaving any signs of your passage through the wild. You can no longer be tracked by nonmagical means through the wilderness. Additionally, you can cover the tracks of a number of friendly creatures equal to your Wisdom modifier, with a minimum of 1.
Hide in Plain Sight
When you reach 10th, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Unflagging
Beginning at 13th level, your long journeys through the wild have toughened you against the weariness of travel. You are immune to the first 2 levels of exhaustions effects.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means even when not in wilderness, unless you choose to leave a trail.
Combat Awareness
At 17th level, you can predict a foes attack and react accordingly to their threat. As a reaction when being targeted by an attack, you can give that creature attacking you disadvantage. If it's attack misses, you can make a weapon attack against it and move up to your walking speed away from that creature without triggering opportunity attacks after your attack hits or misses.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Nomad Paths
Each Nomad picks a different path to walk, generally falling within the category of Scout, Sniper or Tracker.
Scout
You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Nomads who embrace this path are at home in the wilderness and among Slayers and Warriors, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.
Mastered Senses
Starting when you choose this path at 3rd level, your senses are able to detect enemies quickly before they can act or others notice them. You gain advantage on initiative rolls and Wisdom (Perception) checks made to detect creatures.
Swift Traveler
When you choose this path at 3rd level, you gain proficiency in the Dexterity (Stealth) skill. Your proficiency bonus is doubled for any ability check you make using the Dexterity (Stealth) skill. climbing doesn't halve your speed and swimming doesn't halve your speed.
When traveling at a fast pace you do not have disadvantage to Wisdom (Perception) checks. When traveling at normal pace you may choose to move stealthily.
Sudden Strike
At 7th level, you are able to attack more times than normal with a quick burst of speed. If you take the Attack action on your turn, you can make one additional weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier. You regain all spent uses after a long rest.
Superior Mobility
Beginning when you choose this path at 11th level, you can sprint at greater speeds and move much quicker than anyone else to travel far distances quickly. Your walking speed increases by 10 feet. At 15th level, your walking speed increases by 10 feet again.
In addition, you can push yourself beyond normal levels to travel great speeds and distances in short time. For up to an hour, you can cover twice the distance while traveling at a fast pace. You immediately gain a level of exhaustion after using this feature.
Defensive Tactics
When you reach 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Sniper
Walking the Snipers path means focusing and waiting patiently for their perfect opportunity. Walking the Snipers path teaches you patience, precision and deadly accuracy all allowing you to take out your strongest opponent with a single shot all while completely out of harms way.
Improved Critical
Starting when you choose this path at 3rd level, you are more skilled than the average shooter and often get a better shot than normal. Your weapon attacks using medium and heavy ammo score a critical hit on a roll of 19 or 20.
Stake Out
When you choose this path at 3rd level, you are able to stake out and wait for the perfect time to strike. Once per turn, when you attack an enemy unseen by you, your damage increase by 1d8.
The damage increases to 2d8 at 7th level, 3d8 at 11th level and 4d8 at 15th level.
Gillie Suit
Beginning at 7th level, you can construct a ghillie suit to hide from danger. At the end of a long or short rest, you can construct or change your ghillie suit to be camouflaged with a specific type of terrain. Pick one type of terrain, you only gain the benefits of your ghillie suit while in the chosen terrain. You must have access to natural items from the chosen terrain.
While wearing your ghillie suit, you gain advantage on all Dexterity (Stealth) checks. When laying prone and not moving, you may count any Dexterity (Stealth) checks of 9 or lower as a 10.
Precisely Ready
Starting at 11th level, you can stay steady and shoot as quick as possible when readying yourself. When you take the ready action to use the Attack action, you can make two attacks using your extra attack ability.
Superior Critical
At 15th level, you have practiced your skills at precise and deadly shots. You are able to instantly take out an enemy, or at least cripple them, far more often than the normal shooter. Your weapon attacks using medium and heavy ammo score a critical hit on a roll of 18, 19 or 20.
Tracker
As a tracker, you specialize in finding creatures, stalking them down and wearing them out, then swiftly taking out their target. Trackers unique skills are unmatched compared to any other adventurers.
Tracking Expertise
When you choose this path at 3rd level, you gain the ability to perfectly track creatures. You gain proficiency in Wisdom (Survival) skill. Choose one skill proficiency along with Wisdom (Survival), your proficiency bonus is doubled for any ability check you make that uses either of those skills.
At 11th level you can choose one of your proficiencies to gain this benefit.
Tracker's Mark
Starting when you choose this path at 3rd level, you can choose a target to focus your efforts on. You can mark a creature as a bonus action which lasts for 1 hour. Whenever you attack your target you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn of yours to mark a new creature. You can use this ability a number of times equal to half your Wisdom modifier (rounded up). You regain all spent uses after a long rest.
Poison Resistance
At 7th level, your long exposure to the poisons and venoms of the creatures and plants of the wilderness have partially injured you to them. You gain resistance to poison damage and advantage on saving throws against poison and disease.
Run to Ground
Beginning at 11th level, you have learned to stalk your prey, exhausting it before attacking. If you spend 8 hours in one day stalking up to 10 creatures without attacking them, they gain a level of exhaustion. To stalk a creature they must be in your sight in those 8 hours and you cannot enter combat with them. A creature can only suffer one point of exhaustion at a time in this way.
Acclaimed Mark
When you reach 15th level, your ability to mark, and focus on wearing down and taking down a single opponent. Your Tracker's Mark ability deals 1d8 damage and lasts 8 hours. Your DC for all the effects equals 8 + your Wisdom modifier + your proficiency bonus.
In addition, when you attack your marked target, you can attempt to poison, stun or prone your target.
Poison. You attack your opponent, hitting them in the perfect spot to make them temporarily feel sick. The target must make a Constitution saving throw or be Poisoned for 1 minute. The creature can repeat the save at the end of each of their turns.
Prone. You attack your enemy with such violent power that you knock them over. The target must make a Strength saving throw or fall prone.
Stunned. You attack your target in a spot that gives them great pain for a brief moment of time. The target must make a Dexterity saving throw or be stunned until the end of their next turn.
Once you use this feature, you must finish a long or short rest before you can use it again.
Technician
The revolver is lifted from it's holster and shot in one swift action, the bullet fires into the enemies chest, as he falls dead.
As the wrench finally twists one last time, the car is ready to drive. A spray of bullets is unleashed as the car drives away after being fixed by the mechanic.
A storm of bullets spraying seemingly from all directions pierces the barbarians skin, as he falls dead, he sees one man standing on a ledge holding a single rifle.
Embracing technology
Technology is the power of this new world we have to deal with. The technicians embrace this, and specialize in the building and repairing of mechanics, or the deadly weaponry of a firearm. A technician will be able to fire off a storm of bullets, or even repair a broken down vehicle you find on the road.
Technicians are extremely important to survival, as some challenges may only be able to be overcome by a technician. Whether it's a gunfight, or fortifying a base, the technician has you covered.
Always For Hire
A technician almost has no problem finding work, and they are almost always willing to do the job, no matter how hard it is. Their skill set is very useful to a specific task, and often that task is extremely important. They are often hired as a mechanic to help fortify bases, or build and repair machinery, or even as an agent sent into a gunfight in place of someone else.
To the common folk, technicians are highly important and are always prized, for when it comes to fixing the water piping, fighting off a hoard of raiders, or fortifying a tank, the technician will have you covered.
Creating a Technician
When you are building your technician, think about their specialty, are they a gunslinging warrior who wanders the wastelands looking for hire, or simply a good hearted person working for a town fixing up their water pipes, defence mechanisms or traps.
How did you learn your skills and why do you do what you do? Is it a family tradition to hunt evil in the wastelands, or have you been fascinated with electricity and work on supplying it to a small settlement? Maybe your skills in guns are self taught, you practiced shooting everyday as a child, stealing bullets from richer people. Maybe your father taught you the art of turret and trap making right before he passed away, and so you carry on his legacy.
Why do you now associate yourself with other adventurers? Do you only wish to make money and practice killing evil, maybe you want to practice, and improve yourself and your guns in whatever way you can. Possibly you were forced to leave, as your town was burned and now you support the party by building and repairing whatever you can.
quick build
You can make a technician by following these suggestions. First, make Dexterity your highest ability score, if you plan on becoming a gunner, or Intelligence if you want to be a mechanic. Both of these skills should be high no matter your subclass. Make Constitution your third highest stat. Second, choose the Builder Background.
Technician
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Simple Construction, Good Shot |
2nd | +2 | Skilled Creation |
3rd | +2 | Technicians Specialty |
4th | +2 | Ability Score Improvement |
5th | +3 | Uncanny Dodge |
6th | +3 | For Hire |
7th | +3 | Technicians Specialty |
8th | +3 | Ability Score Improvement |
9th | +4 | Computer Studies |
10th | +4 | Ability Score Improvement |
11th | +4 | Technicians Specialty |
12th | +4 | Ability Score Improvement |
13th | +5 | Ammunition Production |
14th | +5 | Reactive Shooter |
15th | +5 | Technicians Specialty |
16th | +5 | Ability Score Improvement |
17th | +6 | Advanced Construction |
18th | +6 | Improved Ammunition Production |
19th | +6 | Ability Score Improvement |
20th | +6 | Technicians Specialty feature |
Class Features
As a Technician, you have the following class features.
Hit Points
Hit Dice: 1d8 per Technician level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per technician level after first.
Proficiencies
Armour: Light armour
**Weapons.**Simple, Martial, Light Ammo, Medium Ammo, Heavy Ammo, Special Ammo
Tools: Smith's Tools, Tinkers' Tools
Saving Throws. Dexterity, Intelligence
Skills. Choose three from Athletics, Acrobatics, Sleight of Hand, History, Investigation, Mechanics, Science, Perception
Equipment
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(a) two daggers or (b) padded armour
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(a) A matchbox with 1d4 + 1 matches or (b) a bedroll
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(a) three days of rations or (b) a water skin
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(a) 50ft of hempen rope or (b) a bundle of twigs
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Common clothes, 10d4 light ammo, an automatic pistol
Good Shot
Starting at 1st level, your ability to shoot and aim is much better than the average person. Once per turn, you can use your bonus action to give yourself advantage on the next ranged attack roll you make with a firearm. You can use this a number of times equal to your dexterity modifier. You regain all expended uses after a long rest.
Simple Construction
At 1st level, you know how to create a small object, provided you have the materials and time necessary. Pick two of the following options, you know how to create them.
Simple Trap: you know how to create any simple trap, to do a wide variety of things. The traps you can build are here:
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Tripwire. You can tie a thin tripwire causing anyone to fall over it, landing prone. You can spend 10 minutes, a thin rope or string and two small hooks, or nails to tie the rope to. If anyone passes through the tripwires space, they fall prone.
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Noose. You tie a noose knot in a rope and place it on the ground, waiting for your prey to step into it. This trap takes 1 minute to make, and at least 20ft of rope to make. If anyone medium size or smaller, steps into the noose, the knot tightens and they fall prone. It takes a DC 12 sleight of hand (Dexterity) check for them to break out. With every extra 5ft of rope over 20ft the size of the creature that can fit into it increases by 1.
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Bear trap. You create a small, simple bear trap, that clamps shut on a surprised victim. You need a hinge, 10 nails, or any small sharp object, and 2 metal plates. It takes 20 minutes to make this trap. If anyone, size large or smaller, steps into the trap, they make a DC 16 Dexterity saving throw or take 1d6 piercing damage initially and at the beginning of each of their turns, and have their speed halved, on a failure, or initial damage on a success but no other effects. It takes a DC 14 Athletics (Strength) check, to pry the bear trap off your leg, regaining your speed and stopping the damage.
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Pitfall trap. You dig a large pit in the ground and cover it with leaves and sticks, causing anyone to step onto it to fall deep down. It takes 1 hour, a shovel, a 15x15ft cloth and dirt or leaves. Every 10ft feet deeper you dig past 10ft takes 1 extra hour. Every extra person, besides yourself, reduces the time by 10 minutes, minimum of 20 minutes. The trap statistics are the same as the Simple Pit trap in the DMG page 122.
Improvised Weapon: You are quite skilled with simple weapons and you understand how to build them quite quickly. You can build any simple weapon in the weapons list in the players handbook. The statistics of your weapon is the same as in the players handbook. The materials depend on the weapon you wish to craft, a dagger may just be stone and string, a club may be just stone and a stick. Generally, most weapons will at least require rope or string, a sharpened rock or sharp object, wood or sticks, and cloth. It takes ten minutes to craft this option. The weapon has 1d4 + 1 uses, after expending the last uses, the weapon brakes. If you roll a natural 1, the weapon immediately brakes.
Gun Mount: You have learned to use your surroundings to your advantage, using sticks and rope to create a mount for your firearm. You create a small tripod or mount for your firearm. The mount takes up a single square, or a 5ft cube. It takes an action to place a firearm on the mount, and an action to remove it, attacks made with firearms on the mount ignore 1/2 cover. Moving the tripod will take double your movement as it is big, clunky and mildly heavy. The materials needed to create this are three large stick like objects like metal or wood, 20ft of rope and a metal hinge of some kind. The contraption takes fifteen minutes to build. If you roll a natural 1 on an attack roll with a firearm attached to the mount, the mount is destroyed.
Skilled Creation
Beginning at 2nd level, you can pick one type of mechanics some will be listed here, but if you have any other ideas, ask your DM about it. Some different types of mechanics could be firearms, land vehicles, electrical, or housing.
You gain the following benefits regarding your chosen mechanical type:
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You gain advantage on any skill checks related to your chosen mechanical type.
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It takes half the amount of time to complete any task using the mechanical type (repairing a gun, fixing a water pipe, armouring a car).
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It takes half the amount of materials to create or repair anything with your weapon, this does not include bullets.
Technician Specialty
At 3rd level, you choose to either focus your training and abilities on gunslinging, or mechanic work: Gunner or Mechanic, all detailed at the end of the class description. Your specialty grants you features at 3rd level, and then again at 7th, 11th, 15th, and at 20th level.
Ability Score Improvement
When you reach 4th level, and a again at 8th, 10th, 12th, 16th and 19th level, you can increase 1 ability score of your choice by 2, or you can increase 2 of your ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage against you.
For Hire
When you reach 6th level, your reputation as a deadly shot or a trusted mechanic has gained you the ability to easily find work. Whenever you look for work, you have advantage on charisma checks made to get the job, as long as it applies to the this class.
Computer Studies
Beginning at 9th level, you have learned the inner workings of computers. If you find some sort of computer, then you can take one week of time, one hour a day, of working on the computer. At the end of the week, you have learned everything that is saved on the computer, and you can produce a computer chip with anything saved onto it.
Ammunition Production
Starting at 13th level, you have learned the ins and outs of bullets, giving you the ability to craft them. You can spend ten minutes to create one light ammo, fifteen minutes to create one medium ammo or twenty minutes to create one heavy ammo. This ammo work as normal but cannot be used as currency, as the casing is made of many different types of metal. You need to supply the materials for this ammo. One light ammo takes one gram of explosives and twelve grams of metal, one medium ammo takes two grams of explosives and twenty four grams of metal, and one heavy ammo takes three grams of explosive and thirty six grams of metal.
Reactive Shooter
When you reach 14th level, When a foe provokes you, your instincts kick in and you immediately fire a storm of bullets towards your enemy. On the first round of initiative, you can take a reaction to make one ranged attack with a firearm.
Advanced Construction
Starting at 17th level, you have improved on your construction abilities to the point of knowing how to create quite complex constructions. You can pick two of the following options to learn how to craft them.
Revolver: You have learned how to create a revolver through your constant exposure to them. It takes one week, one hour a day, to create a revolver, 250 grams of metal, 50 grams of another metal, 50 grams of a different metal, and smith's and tinker's tools.
Sentry Gun: After study of firearms and sentry turrets, you understand how to create one yourself. It takes one month, one hour each day to make the sentry. The materials required to make the sentry are, a mount for the gun, a computer chip with a program designed to shoot, a camera or infrared sensor, any medium gun, and smith and tinker's tools. The sentry has the statistics of whatever medium gun you chose. The Sentry has 25 hit points, a damage threshold of 5, and an armour class of 18. It is also immune to psychic and poison damage. You can take one minute to choose a setting for the sentry: fire at the closest, fire at the furthest, fire at the most injured, fire at the least injured, fire at the strongest, fire at the weakest. The setting determines what the sentry shoots at. The sentry is controlled by the DM, the rolls are made by them as well. The DM will roll a percentile, and if they get 80 or above, the sentry does not operate this turn. The sentry can take one attack on your turn. You can verbally command it to shoot or not to and when to turn it on or turn it off. You can spend one hour and one pound of metal to heal the sentry to full hit points as long as it has at least one left. If the sentry drops to 0 hit points, it is destroyed and is not repairable. The sentry has a +5 to attack rolls.
Fragmentation Grenade: You have learned how to build a fragmentation grenade after study with it. You can spend one week, one hour a day, to create a fragmentation grenade. You need 5 pounds of metal, a small pin, flammable oil like gasoline, and an explosive like gunpowder. At the end of the week, you create one fragmentation grenade.
Improved Ammunition Production
Beginning at 18th level, your knowledge of bullets has so greatly expanded, you can create them much more efficiently. You can now make double the amount of ammo in the same time.
Technician Specialties
A Technician often specializes in a certain skill set, more often than not, that skill is either shooting, or construction. The two types of technician you'll find are wildly different, one is easily capable of killing a large number of men, while the other could only fend off a few. On the other hand, one technician may be able to armour a jeep and place a mounted gun on it, turning it into a tank, while the other merely can create a few small contraptions.
Gunner
You train in the art of firearms, improving them, building them, and of course, firing them. Hitmen, soldiers, waste travelers and anyone looking to ruff up some blood cultists would often pick this specialty. Your accuracy, attacks per round, and firearms will all improve with the choosing of this archetype.
Rapid Reload
Starting at 3rd level, your hands have already gained the muscle memory required to swiftly reload your firearm. When your firearm runs out of ammo, instead of spending a bonus action or an action, you can do it as a free action.
Firing Specialties
When you choose this specialty at 3rd level, you know how to shoot certain body parts to deal more damage even if it's harder to hit, and vice versa. You can select one option before you know if you hit or miss an attack with a firearm.
Options for light ammo
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+1 to hit but -2 to damage
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+2 to damage but -1 to hit
Options for medium ammo
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The options for light ammo
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+2 to hit but -4 to damage
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+4 to damage but -2 to hit
Options for heavy ammo
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The options for light and medium ammo
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+3 to hit but -6 to damage
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+6 to damage but -3 to hit
You can use this ability a number of times equal to your dexterity modifier. You regain all spent uses after a long rest.
Extra Attack
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Targeted Shot
Starting at 11th level, you know where to hit different parts of the body and what effects they have on your target. Before you roll for attack with a firearm, you can declare you will be using this ability and what part of the body you will be aiming at.
Head. The target has disadvantage on attack rolls until the end of their next turn and must make a blood save with disadvantage or take one level of the bleeding condition.
Torso. The target is pushed 15ft directly away from you and must make a blood save with disadvantage or take one level of the bleeding condition.
Arms. The target immediately drops one held item of your choice and must make a blood save with disadvantage or take one level of the bleeding condition.
**Legs/Wings.**The target drops prone and must make a blood save with disadvantage or take one level of the bleeding condition.
You can use this ability a number of times equal to half your dexterity modifier (rounded up). You regain all expended uses after a long rest.
Quick Shot
Starting at 15th level, you can take two extra shots with a firearm due to your practise and muscle memory. Once per turn, you can take two extra attacks with a firearm as a bonus action. You regain the use of this ability after a long rest.
Improved Firearm
When you reach 20th level, you have improved your gun, equipping it with better ammo, sights and more. You do not need materials as it is assumed you collected them earlier. You can spend one week, 8 hours a day, to gain all these benefits.
Greater Scope. You have equipped your firearm with a sight, drastically increasing your accuracy. You can take a bonus action to look down the sight of your firearm and gain advantage on the next ranged attack you make with it. You also do not suffer the penalties of 1/2 or 3/4 cover.
Stronger Ammo. Your bullets can pierce even tank armour. Your firearm deals 1d6 extra damage.
Larger Magazine. You have luckily found, or put together, an efficient and much larger magazine. Your firearm can hold 10 more ammo before needing to reload it.
You apply these effects to a firearm of your choice, it takes 1 hour to transfer them onto a different ones. You can apply an effect to different firearms, even ones you don't use yourself, but you only get one use of that upgrade. For example, you may put the Larger Magazine onto someone else’s firearm, that means you can't have that effect on your own or any other firearm. You can apply multiple effects on a single firearm.
Mechanic
You are the definition of a handy man, but you are much more than that. You can create complex traps to destroy tanks or disable enemies quickly and easily. You can create a fortified base to survive years in, or a tank to get through rough terrain. Any sort of handyman or engineer would pick this specialty.
Better Simple Constructions
When you choose this specialty at 3rd level, you gain the blueprints for the third option of your Simple Construction ability that you didn't choose. Your options improve as well.
Complicated Trap. You can now create much more complicated traps. You can now create three more traps from the DMG and learn the third option you didn't pick from Simple Construction.
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Falling Net. You create a net rigged to fall after someone passes by a tripwire. The materials needed are rope, a net, and tripwire. The statistics are in page 122 of the DMG. It takes one hour to create this trap.
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Hidden Pit. You create a very hidden and camouflaged pitfall trap. You need a large 10x10ft sheet of metal, and a hinge. The statistics are in page 122 of the DMG. The time is the same as the Pitfall trap from the Limited Construction ability.
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Poison Needle. You create a needle rigged to shoot out when a lock is opened, pricking their finger and poisoning them. You need a lock, a spring, a needle, and a small vial of poison. The statistics are in page 123 of the DMG. It takes 1 hour to make this trap.
Powerful Weapons. Your quick thinking has improved as you can now create much stronger weapons using materials form your surroundings. You can now build martial weapons along with simple ones. The weapon also has 1d6 + 1 uses.
Stable Gun Mount. The tripod you create to mount your firearms has been made much more efficient. You now negate the effects of 3/4 cover as well as 1/2 when using the mount. The materials are relatively the same, but requires more of them. The time is the same as the Simple Constructions Gun Mount.
Reverse Engineering
Starting at 3rd level, you have advantage on Intelligence (mechanics) check made to reverse engineer mechanical contraptions or objects.
Expertise
At 7th level, choose two of you of your skill proficiencies, or choose smith's tools or tinker's tools. Your proficiency is doubled for any skill check made with the chosen proficiency.
Explosive Mines
Starting at 11th level, when you create a bullet using your Ammunition Production ability, you can spend triple the time, and materials to create an explosive mine instead.
As an action you can place a mine 5ft in front of you. When the mine is stepped on, each creature within 20 feet of the mine must make a DC 15 Dexterity saving throw, taking full damage on a failed save, or half as much on a successful one.
It takes a passive perception or a perception check equal to 8 + your mechanics modifier to notice a mine. You have disadvantage on the check from 30ft or further away, and cannot notice past 50ft.
A mine made from the materials and time of light ammo deals 3d6 piercing damage, medium ammo deals 4d6 piercing damage, and heavy ammo deals 5d6 piercing damage. Other than damage, the statistics are the same as a fragmentation grenade in the DMG.
Powerful Mind
Starting at 15th level, your intelligence is past genius levels and your creativity is far past even most mechanics. Whenever you make an ability check that lets you add your proficiency bonus, including any ability checks involving smith's or tinker's tools, you can treat a d20 roll of 9 or lower as a 10.
Master of the Trades
When you reach 20th level, you have gained complete and total mastery of all mechanical trades. You can fix vehicles in seconds, get a malfunctioning gun working again in record times, and have beyond mortal amounts of inventiveness and creativity.
Your time and materials to create anything are halved. You gain advantage on all mechanics checks. You gain the third Advanced Construction option you didn't choose before.
The Blessed One
Level | Proficiency Bonus | Features | Bless Points | Innate's |
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1st | +2 | Bless Points, Blessed Mark | 4 | — |
2nd | +2 | — | 6 | 2 |
3rd | +2 | Quick Escape | 8 | 2 |
4th | +2 | Ability Score Improvement | 10 | 2 |
5th | +3 | Blessed Mark Feature | 14 | 2 |
6th | +3 | — | 16 | 3 |
7th | +3 | Blessed Rest | 19 | 3 |
8th | +3 | Ability Score Improvement | 22 | 3 |
9th | +4 | Blessed Mark Feature | 29 | 3 |
10th | +4 | — | 32 | 4 |
11th | +4 | Call of Power | 36 | 4 |
12th | +4 | Ability Score Improvement | 37 | 4 |
13th | +5 | — | 40 | 5 |
14th | +5 | Blessed Mark Feature | 42 | 5 |
15th | +5 | Blessed Soul | 46 | 5 |
16th | +5 | Ability Score Improvement | 47 | 5 |
17th | +6 | — | 54 | 6 |
18th | +6 | Alter Existence | 57 | 6 |
19th | +6 | Ability Score Improvement | 62 | 6 |
20th | +6 | Blessed Mark Feature | 68 | 6 |
The Blessed One
A woman wearing but only clothes and a brown robe over it, walks the long road. As battle continues around her, she concentrates on harnessing the power within her, as her chanting ends, a finger waves. Pointing at a wild man a blue streak of energy blasts out burning the man.
A man walks out into the dangerous streets of a blood cultist village. As the cultists run their daggers through their hand, they charge at the robed man. His eyes closed, as a shield appears around him, and a magnificent light grows on his hand. He leans over, and touches a man struck with great pain from the cultists blades. The man stands and helps the robed man fight off the cultists.
As a dark shadow curls around the abandoned building, a laughing man turns the corner. His body covered in silky robes. He smiles, his head cocks. He laughs. He pulls off the cloth covering his face, revealing a decrepit and skeletal face. The people run with fear. The robed man grabs one of them, and his mere touch causes the victim to recoil in pain.
Natural Power
The power of The Blessed One is strange, and mystical, it is not fully explained or understood. Some lucky people are born with natural powers to do great deeds, although this happening is very very rare.. They develop their powers soon after puberty, and are often prized in communities for it. Most Blessed Ones will leave their parents and adventure out themselves, gaining more power and learning their potential as they go.
With their great power, comes people who want to take it, experiment, or understand it. People fear what they don't understand. Due to this, a wandering Blessed One will often be targeted by Wild Men or Blood Cultists. They try to capture them to understand them, to gain their power, or to kill them out of fear.
Always Adventuring
The vast majority of Blessed Ones adventure. Most find that they can survive on their own instead of in a settlement or a tribe. Some adventure to better themselves, some to better others, and some to better themselves by harming others.
A Blessed One is rarely seen in a settlement or tribe, and if they are, they will be gone once they do what they were there for. A Blessed One living in a settlement could also be young, and too nervous to leave, or still experimenting with their powers.
Creating a Blessed One
When you create a Blessed One, think about what powers you wish to have. Do you create magic like shields and heal your allies? Do you scorch an enemy with a streak of energy? Or do you wear dark robes to hide yourself while subtly charming a nearby guard. Do your powers influence your morales? Or do you rebel against what birth gave you. You could have been born with powers well suited for evil, but your parents taught you to serve others before yourselves, and now you struggle internally about this.
What was your parents reaction upon finding out about your abilities? Did they kick you out from fear, did they hide you keeping you tucked away while trying to suppress your abilities? Maybe they embraced you, encouraging you to help others and strengthen yourself.
Why do you adventure? Is it the sweet temptation of power at the expense of others, or are you simply trying to survive? Are you trying your best to help others by finding food and water for them, or do you want to end the blood cults and their brutal practices you've heard so many stories of.
Quick Build
You can make a Blessed One quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, Choose the Sage background.
Class Features
As a Blessed One, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Blessed One level
Hit Points at 1st Level 6 + your Constitution modifier
Hit Points at Higher Levels 1d6 (or 4) + your Constitution modifier per Blessed One level after 1st
Proficiencies
Armour: None
Weapons: Simple
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
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(a) 3 days of rations or (b) a water skin
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(a) 1d4 + 1 matches or (b) a bedroll
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(a) 3 sheets of paper or (b) a black pen
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Brown or Black Robes, Common Clothes, Green, A Dagger, 50ft of Hempen Rope, 1d4 Light Bullets
Bless Points
Starting at 1st level, You have 4 Bless Points, and you gain more as you reach higher levels, as shown in the Bless Points column of The Blessed One table. You can never have more Bless Points than shown on the table for your level. You regain all spent Bless Points when you finish a long rest. At first level, you have two options to spend your Bless Points on. Those two options are determined by the Mark you choose.
Blessed Mark
At first level, your special Mark of who you are starts to show itself in one of three groups: The Cursed One, The Divine One or The Fated One, all three are detailed at the end of the class description. Your choice grants you features at 1st level, 5th level, 9th level, 14th level, and 20th level.
Innate's
You can teach your body to learn these hidden abilities inside you, they just need to be unlocked. These abilities can be improvements on other abilities, or whole new ones you never knew you had.
At 2nd level, you gain two Innate's of your choice. Your Innate options are detailed at the end of the class description. When you gain certain Blessed One levels, you gain additional Innate's of your choice, as shown in The Blessed One class table.
Additionally, when you gain a level in this class, you can choose one of the Innate's you know and replace it with another Innate that you could learn at that level.
Quick Escape
Beginning at 3rd level, you have learned how to make yourself disappear or escape from trouble quite quickly. You gain the 3 following options. Each option costs 3 Bless Points.
Invisibility. As an action, a creature you touch becomes invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The effect ends for a target that attacks or spends any amount of Bless Points.
Misty Step. As a bonus action you are briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Rope Trick. As an action, you touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and effects from other Blessed Ones can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the effect ends.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using thise feature.
Blessed Rest
When you reach 7th level, You have learned to regain some of your inner power after a short rest. Once per day, when you finish a short rest, you can regain a number of expended Bless Points up to your level.
In addition, whenever you finish a long rest, you ward yourself against attack. Until the effect ends, any creature who targets you with an attack must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack. This effect doesn’t protect you from area effects, such as the blast of a shotgun.
If you make an attack or spend any amount of Bless Points that affects an enemy creature, this effect ends.
The effect lasts until the end of your next long rest (the effect can end early as normal).
Call of Power
Starting when you reach 11th level, you have learnt to use your powers to concentrate high damaging effects. You gain the 3 following options. Each option costs 9 Bless points takes an action.
Dimension Door. As an action, you Teleport yourself from your current location to any other spot within 500ft. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along Objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this effect.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the effect fails to Teleport you.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the effect fails to Teleport you.
Evard's Black Tentacles. As an action, you make squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.
Fireball. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
The 20 foot area is now heated up, anyone within the space takes 4d6 fire damage at the end of their turn. This scorched earth effect lasts for 1 minute.
Blessed Soul
When you reach 15th level, the magic that flows through you has perfected your body. You are immune to poison and disease and you do not suffer the frailty of old age, however, you can still die of old age.
Alter Existence
When you reach 18th level, you have grown so powerful you can alter time itself. You gain the following two options. Each option costs 18 Bless Points and takes an action. You can use the Alter Existence ability once per day.
Foresight. You touch a willing creature and bestow a limited ability to see into the immediate future. For 8 hours, the target can't be surprised and has advantage on Attack rolls, Ability Checks, and saving throws. Additionally, other creatures have disadvantage on Attack rolls against the target for the Duration.
This effect immediately ends if you cast it again before its Duration ends.
Time Stop. As an action, you briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.
In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.
Saving throws and Spell Attack Rolls
When an ability mentions someone making a saving throw, the DC equals 8 + your proficiency + your charisma modifier. Your spell attack bonus is your proficiency bonus + your charisma modifier.
Blessed Mark
At first level, your special abilities have shone through. You will be naturally skilled at one of three things, manipulation, protection, or destruction. Depending on your choice, you are called either The Cursed One, The Divine One or The Fated One. Your choice grants you features at 1st level, and again at 5th, 9th, 14th, and 20th level. Bless Points are the fuel for almost all of your abilities.
The Cursed One
Cursed One's are mysterious and often dangerous and revered by people. They use magic to manipulate their way out of situations, or to quickly escape a situation. Cursed One's are often selfish, cunning and manipulative.
Dark Redirection
When you choose this mark, you are able to quickly confuse an attacker and redirect them. When someone hits you with a melee attack that you can see, you can spend 2 Bless Points and take a reaction to try to make them attack a new target. The target must make a Wisdom saving throw against your spell save DC, on a failure, the target must choose a new target to hit, or lose the attack, on a success, the target continues their attack.
Deceptive Friendship
When you choose this mark, your manipulative abilities allow you to quickly ally yourself with someone and have your commands seem like reasonable requests that they may follow. You can spend 2 Bless Points and force one creature within 30ft of you to make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. On a fail, the target is charmed by you for 1 hour, or until you or your companions attack it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.
Frightening Image
Starting at 5th level, you can spend 4 Bless Points to create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Additionally, if you spend two extra Bless Points you can cause the illusory image to become horrifyingly frightening. Each creature in a 30-foot cone from the illusion must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the Duration.
While Frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature. If the creature knows it is an illusion, it is immune to this effect.
Vampiric Touch
Beginning at 9th, you can place your hand on a target and suck their energy out of them, into you. You can take an action to spend 7 Bless Points to make a melee spell attack roll against a creature within your reach. On a hit, the target takes 6d6 necrotic damage, and you regain hit points equal to half the damage dealt.
Power Word Stun
When you reach 14th level, you can spend 10 Bless Points and take an action to speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the effect doesn't do anything.
The stunned target must make a Constitution saving throw at the end of each of it's turns. On a successful save, this stunning effect ends.
Charming Manipulation
Starting at 20th level, you can spend 20 Bless points and attempt to sway enemies to your side. As an action, pick 5 humanoids within 90ft of you, they must make a Wisdom saving throw. If they fail the saving throw, they regard you as a trusted friend that has known you for all their life. This effect lasts 1 day and it ends early if you or your allies attack them.
The Divine One
Your powers are seemingly holy, and manifest as healing and protective powers. You protect and heal the weak, making them stronger and capable to defeat evil threats. The Blessed Ones with this mark often put others before them.
Sacred Healing
Starting when you choose this mark, your touch is blessed, and you can heal grievous wounds in seconds with merely your hands. As an action, you can touch a creature within reach of you and spend Bless Points to heal them. One Bless Point heals 2 Hit Points.
Divine Shield
When you choose this mark, you can produce a mystical light enveloping someone and protecting them from attacks. As an action, you can spend 2 Bless Points to shield one willing creature within 30ft of you. The shield lasts for 1 minute and gives them a +2 to AC.
Cleansing Hands
Beginning at 5th level, your touch can cure disease. As an action, you can spend 9 Bless Points and touch a creature within reach of you and cure them of one disease or poison.
Holy Blade
Starting at 9th level, you can take an action to spend 8 Bless Points and touch a weapon within reach of you. The weapon is imbued with divine like power and energy. The weapon becomes a weapon of +2 and deals 1d8 extra radiant damage for 1 minute. If the weapon uses ammunition of any kind, you can bless 10 pieces of ammunition. You can't use this ability on a weapon that already has this effect on it. This lasts for 1 hour.
Godly Healing
Starting at 20th level, you can spend 20 Bless Points and speak a word of healing. Touch a target and they regain all their lost Hit Points. If the creature is charmed, frightened, paralyzed, stunned, or has any level of bleeding, the condition ends. If the creature is prone, it can use its reaction to stand up. This effect has no effect over undead or constructs.
The Fated One
Your natural abilities have manifested themselves in such a powerful way that they are released in the form of condensed and deadly energy that can take different forms. Blessed Ones of this mark are often revered for their great power.
Concentrated Energy
When you choose this mark, you are able to concentrate your energy into a painful blast. You can spend 2 Bless Points to shoot out a beam of concentrated energy up to 120ft. Make a ranged spell attack against a target within range. On a hit, the target takes 2d12 damage.
You can choose between the following damage types every time you make an attack with this ability: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, or Thunder.
Striking Charge
Starting when you choose this mark, you can rub your hands together and point them outwards, blasting out a charge of powerful energy. You can take an action and spend 2 Bless Points and each creature within a 20ft cone, must make a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much on a successful one.
Temperate Channeling
Beginning at 5th level, your abilities have strengthened and you can now create much stronger effects. You can spend 4 Bless Points and take an action to create one of the following effects.
Flaming Shield You create a shield of thin wispy flames that surround and protect your body. The flames shed bright light in a 10ft radius, and dim light for an additional 10ft. The effect lasts 10 minutes. You can end it early if you take an action to dismiss it. The flames give you resistance to fire and cold damage.
In addition, whenever a creature within 5ft of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage.
Frostbite Armour Your body rapidly cools and you create a set of armour made of ice. The effect lasts 10 minutes. You can end it early if you take an action to dismiss it. Your armour class equals 13 + your dexterity modifier while the set of armour is active. You cannot take the armour off.
In addition, whenever a creature within 5ft of you hits you with a melee attack, the ice cools even more. The attacker takes 2d6 cold damage.
Controlled Chaos
When you reach 9th level, your power has grown greatly, but it is too powerful to be fully controlled. You can spend 8 Bless points and make a ranged spell attack roll against a target within 150ft, dealing 6d12 damage on a hit. Roll a d10 and consult the chart to determine the damage type and additional effect. The additional effect only applies if the attack hit. If you roll a natural 20 on your attack roll, you can pick the additional effect instead of rolling for it.
| Roll || Damage type and effect | |:----:|:-------------| | 1 | Acid | Deals 4d6 acid damage at the end of the targets next turn| | 2 | Cold | The targets speed drops to 0 until the end of their next turn | 3 | Fire | Anyone within 5ft of the target takes 1d6 fire damage | 4 | Force | Deals 2d12 extra force damage to the target | 5 | Lightning | The target is now stunned until the end of their next turn | 6 | Necrotic | The target is now frightened of you until the end of their next turn | 7 | Poison | The target is poisoned for 1 minute | 8 | Psychic | The target is charmed by you for 1 minute | 9 | Radiant | The target is now blinded until the end of their next turn | 10| Thunder | The target is pushed 30ft away from you and is deafened until the end of their next turn
Explosive Outburst
Starting at 14th level, you can unleash a devastating blast of magical energy out of your body, creating horrible effects on anyone around you. You can take an action to spend 10 Bless Points and each creature within a 30ft cube centred on you must make a Constitution saving throw. On a failed save, the target takes 10d8 force damage and is pushed 15ft away from you. On a success, the targets take half damage and is not pushed back.
Deadly Aura
When you reach 20th level, you can slowly release your powerful abilities to damage enemies around you. You can take a bonus action to spend 20 Bless Points and anyone within a 30ft cube centred on yourself that enters the area for the first time, or starts their turn there, takes 4d6 force damage. The effect lasts 1 minute, but you can take an action to end it early. When you first create the effect, you can choose any number of creatures to be immune to this effect. You cannot use this ability again while it is still active.
Innate's
If an Innate has prerequisite's, you must meet them to learn it. You can learn the Innate at the same time that you meet it's prerequisite’s. A level prerequisite refers to your level in this class. When an Innate says you can cast a spell, and that spell requires concentration or requires componenets, you can ignore the concentration and components and cast it as if it didn't have that requirement in the first place.
Beguiling Influence
Prerequisite: The Cursed One Archetype
You gain proficiency in the Deception and Persuasion skills.
Blessed Armour
Your armour class equals 12 + your dexterity modifier.
Concentrated Blast
Prerequisite: The Fated One Archetype
When you use Concentrated Energy, add your Charisma modifier to the damage it deals on a hit.
Concentrated Spear
Prerequisite: The Fated One Archetype
When you use Concentrated Energy, its range is 300ft.
Dark sight
You can see normally in darkness up to 120ft.
Divine Stability
Prerequisite: The Divine One Archetype
You can cast the Spare the Dying cantrip.
Dual Image
Prerequisite: 6th level
Once per day, you can spend 2 Bless Points to cast the Blur spell.
Empowered Blasts
Prerequisites: 13th level, The Fated One Archetype
Once per day, when you use Destructive Potential, Concentrated Energy, Forceful Shock, Temperate Channeling, Controlled Chaos, Explosive Outburst or Deadly Aura, you can spend 3 Bless Points to reroll a number of damage dice equal to your Charisma modifier (minimum of 1). You must use the new roll. You cannot reroll the same die twice.
Evasive Maneuvers
Prerequisite: 6th level
You can spend 2 Bless Points to take the Hide, Disengage or Dash actions as a bonus action on your turn.
Fated Strikes
Prerequisites: 6th level, The Fated One Archetype
You can add your Charisma modifier to damage rolls you make with weapon attacks.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any Special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.
Hardened Shield
Prerequisite: The Divine One Archetype
Your Divine Shield adds +3 to AC instead of +2.
Hastened Energy
Prerequisites: 10th level, The Fated One Archetype
Once per day When you use your Concentrated Energy, you can choose to also make one weapon attack or take the Dash, Disengage, Dodge, Help, or Hide action as a bonus action on the same turn. You can choose to perform the bonus action before or after you use your Concentrated Energy.
Hellish Flames
Prerequisite: The Cursed One Archetype
Once per day, when you use the Dark Redirection ability, you can choose for the attacker to take 3d10 fire damage if they fail the Wisdom saving throw. You can choose to use this ability after you know if they fail or succeed their saving throw.
Innate Healing
Prerequisite: 6th level, The Divine One Archetype
Once per day, you can spend 4 Bless Points to take an action to spend a number of healing hit dice equal to half your Charisma modifier (rounded up) to heal anyone within 30ft of you.
Knowledgeable Eyes
You can read all writing.
Mire the Mind
Prerequisite: 10th level
Once per day, you can spend 3 Bless Points to cast the Slow spell.
Necrotic Rejuvination
Prerequisite: 6th level, The Cursed One Archetype
You can spend 3 Bless Points to cast the false life spell in the second level slot.
Physical Sacrifice
Prerequisite: 13th level
As an action, you can roll a d4 and subtract the number from your current hit points. You regain back a number of Bless Points equal to half of the amount you subtracted from your Hit Points (rounded up). If your Hit Point total reaches 0 because of this feature, you cannot use it again until you finish a long rest.
Quickened Movements
Prerequisite 10th level
Once per day, you can spend 2 Bless Points to cast the Haste spell targeting yourself only.
Senses of the Snake
Prerequisite: 13th level
You gain blindsight up to 20ft.
Fantastical Defense
You can spend 2 Bless Points to cast the Shield spell.
Smiting Light
Prerequisite: 10th level, The Divine One Archetype
When you bless a weapon with Holy Blade, it becomes a weapon of +3 instead of +2.
Strengthened Healing
Prerequisite: 13th level, The Divine One Archetype
Your sacred healing ability heals an additional Hit Point for every Bless Point you spend.
Vampiric Drain
Prerequisite: 10th level, The Cursed One Archetype
Once per day, when you hit with the Vampiric Touch ability, you regain Hit Points equal to the damage dealt instead of half the damage dealt. You must decide to do this before you see your damage rolls.