fluff quote
(snippets of the class in action, in character)
(brief paragraph describing the class)
section A
describing the source
section B
fluff and relation to abilities
| Level | Prof. Bonus | Special | EX | Arts Known | FP |
| 1 | +2 | | o | x | x |
| 2 | +2 | | o | x | x |
| 3 | +2 | [sub class] | o | x | x |
| 4 | +2 | ASI | o | x | x |
| 5 | +3 | | o | x | x |
| 6 | +3 | [class] | o | x | x |
| 7 | +3 | | o | x | x |
| 8 | +3 | ASI | o | x | x |
| 9 | +4 | [sub class] | o | x | x |
| 10 | +4 | | o | x | x |
| 11 | +4 | | o | x | x |
| 12 | +4 | ASI | o | x | x |
| 13 | +5 | | o | x | x |
| 14 | +5 | [sub class] | o | x | x |
| 15 | +5 | | o | x | x |
| 16 | +5 | ASI | o | x | x |
| 17 | +6 | | o | x | x |
| 18 | +6 | | o | x | x |
| 19 | +6 | ASI | o | x | x |
| 20 | +6 | [capstone] | o | x | x |
Hit Die: d8
Spell Die: d8
Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 5 + constitution modifier
Proficiencies:
Armor: Unarmored Defense (Wisdom)
Weapons: x
Saving Throws: Wisdom, Charisma
Skills: x
Tools: x
Starting Equipment:
- Menu A (Weapons)
- Menu B (Armor or ranged weapon)
- Menu C (kits)
- accessory items
Creating a xxxx
Example Build:
Scourge Dual-Classing
Sacrificed: (subclass)
Dual-Classing Into xxxx
Requirements: 3rd level
3rd Level:
6th Level:
9th Level:
14th Level:
20th Level:
(class features; spellcasting goes here, if any
(selection features go here, like carnage powers, flame powers, dark lores, etc.)
Subclasses
(rituals, if any)
OLD
Health Die: d8
Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 5 + constitution modifier
Spell Die: d8 (Wisdom)
Proficiencies:
Armor: Unarmored Defense (Wisdom)
Weapons: Clubs, Daggers, Splash
Saving Throws: Wisdom, Charisma
Skills: Choose four of Animal Handling, Arcana, Insight, Investigation, Nature, Medicine, Perception, Religion, Survival
Tools: Healer's kit, and choose one of alchemist's supplies, brewer's supplies, cook's supplies, or thieves' tools.
| | Spellcasting |
| Level | Prof. Bonus | Special | Auras | Known | FP |
| 1 | +2 | Light Auras, Rituals, Supply Satchel | 2 | 2 | 4 |
| 2 | +2 | Channel Light (2/rest), Miracles | 2 | 2 | 8 |
| 3 | +3 | Prismatic Affinity | 2 | 3 | 12 |
| 4 | +3 | Dispel Darkness | 3 | 3 | 16 |
| 5 | +4 | Miracle Uses (2/rest) | 3 | 4 | 20 |
| 6 | +4 | Prismatic Affinity | 3 | 4 | 24 |
| 7 | +5 | Channel Light (3/rest) | 4 | 5 | 28 |
| 8 | +5 | Miracle Uses (3/rest) | 4 | 5 | 32 |
| 9 | +6 | Prismatic Mastery | 4 | 6 | 36 |
Spellcasting: (Uses Wisdom; can learn any invocations, white pyromancies, and white necromancy)
Light Auras: (bonus action to activate, unless stated otherwise. Can use each prof/long)
- Alacrity - Activated when initiative is rolled; all allies within 30ft that can see you may roll a d4 and add the result to their initiative roll.
- Comfort – Lasts 24 hours. Allies within 30 feet of you are protected from non-magical severe temperatures, and may roll a d4 when making a saving throw against a non-magical environmental effect, adding the result to their d20 roll.
- Courage – Lasts 1 minute. Allies within 30 feet of you that can see you may roll a d4 when making an attack roll or saving throw, adding the result to their d20 roll.
- Protection – Lasts 1 minute. Allies within 10 feet of you are warded against attacks, and may apply a d4 penalty to any attack made against them while affected by this aura.
- Sanctuary – Lasts 8 hours. The area within a 30 foot radius of you when you activate this aura is warded against entry. A successful charisma saving throw allows a creature to pass through; any number of creatures of your choice may enter this area without requiring a saving throw. A creature that makes its saving throw and that you have not designated to be allowed entry that enters the area triggers a mental alarm that alerts you regardless if you are sleeping.
Rituals:
Supply Satchel:
Channel Light:
Dispel Darkness:
Miracles:
Prismatic Affinity:
Auras