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Warqueen

Game information

Hit Die: d12, average 6
Armor and Weapon Proficiencies: Up to medium armor, all simple and martial weapons, and exotic weapons associated with schools.
Skill Proficiencies: Four good proficiencies; must have diplomacy, intimidate, and martial lore at at least low.
Combat Proficiencies: All (melee, ranged, spell, concentration) average; one good.

LevelSpecialTechs KnownStances KnownMaximum Tech LevelInspiration PoolInspiration Limit
1Queen's Pride (Lore), Warrior's Inspirations (3)511st32
2Queen's Pride (Armor, Defenses)621st42
3Warrior's Inspiration (+1)722nd62
4Dominion 1/day722nd73
5Extra Attack, Queen's Pride (Saves)832nd83
6Warrior's Inspiration (+1)833rd103
7Dominion 2/day933rd114
8Queen's Pride (Criticals, Movement)933rd124
9Warrior's Inspiration (+1)1044th144
10Dominion 3/day1044th155
11Queen's Pride (Power, Tactics)1144th165
12Warrior's Inspiration (+1)1145th185
13Dominion 4/day1255th196
14Queen's Pride (Saves 2/rest)1255th206
15Warrior's Inspiration (+1)1356th226
16Dominion 5/day1356th237
17Queen's Pride (Tactics 2/combat)1466th257
18Warrior's Inspiration (+1)1466th277
19Dominion 6/day1566th298
20Queen's Pride (Omnicompetence)1566th328

Queen's Pride: A warqueen's pride is not unfounded; her competence in physical and mental areas typically exceed those of others as she innately uses her own force of will to enhance herself.

  • Lore – At 1st level, a warqueen may apply her charisma in place of her intelligence when making skill checks. Once per long rest, she may treat herself as having good proficiency in an intelligence based skill.
  • Armor – Beginning at 2nd level, a warqueen gains the unarmored defense ability, applying her charisma to her armor class if she is not wearing armor. She also applies her low proficiency bonus to her armor if she is in light or no armor.
  • Defenses – When making a save against a combat maneuver or to avoid forced movement, a warqueen may use her charisma save instead of the normal save.
  • Saves – Beginning at 5th level, a warqueen gains expertise in charisma saves. In addition, a warqueen may use her charisma save in place of any other save. She must complete a short rest before using this ability again. From 14th level onward, a warqueen may use this ability twice in between rests.
  • Criticals – Beginning at 8th level, a warqueen scores a critical hit on a natural 19 or 20. She also applies her charisma modifier to damage with a critical strike.
  • Movement – All of the warqueen's movement speeds increase by 10 feet, and she applies her charisma modifier to her strength score for jumping. She also halves the additional costs of moving through rough terrain, as well as when climbing and swimming.
  • Power – Beginning at 11th level, a warqueen applies her charisma modifier to all damage she deals (applying it twice on damage with critical strikes).
  • Tactics – Whenever a warqueen grants advantage to an ally, that ally gains a bonus to their roll equal to her charisma modifier. Whenever a warqueen grants movement to an ally, they may move an additional 5 feet with that movement. Whenever a warqueen heals an ally, that ally heals additional damage equal to her low proficiency bonus. A warqueen may only use this ability once per combat, and twice per combat starting at 17th level.
  • Omnicompetence – At 20th level, a warqueen gains a bonus to skill checks equal to her low proficiency bonus plus her charisma modifier.

Warrior's Inspiration: A warqueen has a pool of inspiration points as shown on the table above. These points are spent on using her inspirations, as well as her techniques, and are recovered after a long rest. A warqueen may not spend more inspiration points than the limit shown on the table, based on her level, and counts the technique's level against this limit.
A warqueen also regains 1 point of inspiration from felling a foe of comparable level to herself, or when scoring a critical hit. These situations stack.
A warqueen begins with three inspirations, listed below, gaining an additional inspiration at 3rd level, and every three level afterwards.

  • Battle Roar – 1 inspiration point. As a bonus action, the warqueen releases a wave of vitality, healing allies within 30 that can hear her. The healing provided is equal to her low proficiency bonus plus her charisma modifier (minimum 1). The healing provided increases by +2 per additional inspiration point spent, and upgrades to using her average proficiency bonus if 3 points are spent, and to her high proficiency bonus if 5 points are spent.
  • Bestow – 2 inspiration points. As an action, you grant an ally within 30 feet the benefits of one of your Queen's Pride abilities. These benefits last for 3 round, or until used, whichever is first. The ally must otherwise obey all usage limitations of that ability.
  • Combat Mastery – Passive. Once per combat, you may use a technique without expending it.
  • Critical Edge – 2 inspiration points. When you make a critical strike, you may spend inspiration to roll additional damage dice equal to half the number of inspiration spent. You must be at least 9th level to select this inspiration.
  • Extra Dominion – Passive. You may use Dominion an additional time between long rests.
  • Forceful Edge – 1 inspiration point. When making an attack action or performing a combat maneuver, you gain expertise, applying double your proficiency bonus, on that roll.
  • Increased Inspiration – Passive. Your pool of inspiration points increases by 3 plus your low proficiency bonus.
  • Inspiring Shout – 1 inspiration point. You may cast bless as a spell without expending any material components, treating the inspiration points spent as the spell level.
  • Knowledge – Passive. You gain an additional technique or stance known, in addition to the normal amount granted to you. You must be at least 3rd level to select this inspiration, and may select it multiple times, each time gaining an additional technique or stance known.
  • Lightning Recovery – 2 inspiration points. As a bonus action, you recover a number of techniques with a total level equal to the number of inspiration points spent. Example: If you spend 3 inspiration points, you may recover a 3rd level technique, or a 2nd level technique and a 1st level technique, or three 1st level techniques. You may use this ability once per combat.
  • Martial Prowess – 3 inspiration points. As an action, you gain expertise in your combat proficiencies, and all of your abilities that deal damage have that damage increased by +1d8. This effect lasts for 3 rounds. You must be at least 6th level to select this inspiration.
  • Rallying Cry – 3 inspiration points. You use this inspiration as a bonus action before you move; you cannot move this turn without taking the dash action. Allies within 30 feet of you may take a reaction to move up to half their speed toward you or an enemy. Their movement does not count against their normal movement. By expending 5 inspiration points on this inspiration, allies may also make a single attack after their movement, counting movement made as normal. You must be at least 6th level to select this inspiration.
  • Terrify – 1 inspiration point. You may take an action to attempt an intimidation check to demoralize all foes within 30 feet of you for 3 rounds. You may spend additional inspiration points on this inspiration, increasing the range by 15 feet per additional inspiration point. If you spend 3 inspiration points, you gain advantage to this check.
  • Vital Recovery – Passive. Whenever you regain inspiration, you may choose to regain hit points equal to your level multiplied by the number of inspiration points recovered. You must complete a long rest to use this ability again.

Dominion: At 4th level, a warqueen's influence expands, allowing her to tap deep into her power for incredible effects. She may use any one of the following effects. A warqueen must complete a long rest to regain uses of dominion, and may use it once at 4th level, plus an additional time every three levels afterward.
Some dominion effects require a target to be a "vassal", one who has sworn to the warqueen as a liege; a creature that is not a vassal is unaffected by these effects. A warqueen may have vassals with a total number of hit dice equal to her level plus her good proficiency bonus, and no single vassal may have more than her level in hit dice.

  • Arena – The warqueen may cast zone of truth as a spell without spending any material components, using her average proficiency bonus as the spell level. The zone of truth cast this way also has an additional effect; any number of creatures within the zone may willingly fail their save against the spell to agree to a duel. Participants in such a duel will only take nonlethal damage from other duelists, and are immune to effects from non-duelists outside of the warqueen herself. Willingly attacking a non-duelist or leaving the arena before the duel is concluded converts all damage taken from the duel into lethal damage, and deals an additional 3d6 points of force damage. If a duel is concluded properly, the participants are healed of all damage taken in the course of the duel, and the victor gains an aura clearly marking them as such.
  • Breath of Life – As a full-round action, the warqueen sacrifices some of her own life force to revive a fallen ally; a creature that has been dead no more than 3 minutes is revived with HP burn equal to their maximum HP. The warqueen may take some of this HP burn in the target creature's place. If a vassal is targeted, the warqueen automatically reduces the HP burn by half.
  • Grant Healing – The warqueen may cast prayer of healing as a spell without spending any material components, using her average proficiency bonus as the spell level. Her vassals may be affected by this healing without counting against the total number of creatures.
  • Power of the Faithful – The warqueen may cast enhance ability as a spell without spending any material components, using her average proficiency bonus as the spell level. If used on a vassal, she does not need to maintain concentration on the effect, and the vassal only counts as half of a creature towards the spell's limit.
  • Smite Foe – The warqueen selects one foe; the target must be a threat and of comparable or greater power than herself. Until the foe is dead, or 1 day has passed, the warqueen gains advantage on all attack rolls made against that foe, and treats all 1s and 2s rolled on damage rolls as if they were 3s. She also ignores damage resistances if the foe is a dragon, outsider, or undead. A warqueen's vassals gain the benefits of her smite.

Techniques

Techniques are expended on use and recovered after a short rest. A warqueen may regain maneuvers equal to her good proficiency bonus as an action once between long rests. At 4th level, and every even level afterward, a warqueen may forget an older technique and learn a new technique in its place, so long as she qualifies for learning it.
The save DC of a technique is equal to 8 + the school's ability score + the warqueen's proficiency bonus.

Only one stance may be active at one time, and a stance may not be changed more than once per round.
Strikes typically require an action unless noted. Boosts are made as a bonus action. Counters only consume your reaction if noted.

Darknaught

Embrace the darkness within, and fear not any evil without. Weapons associated with the Darknaught school are greatswords, spiked gauntlets, spiked shields, and warhammers. Kicking and biting are also entirely acceptable. Darknaught's primary ability score is strength, and its skill is intimidation.

1st
  • Dark Mind – Counter – When attempting an intelligence, wisdom, or charisma save, you may instead make a concentration check. The source of the triggering effect takes 1d8 points of psychic damage, increasing to 2d8 points of psychic damage if you succeed on your save. You may spend inspiration on this technique, increasing the psychic damage by +1d8 for every point; if you spend at least 3 points, you gain advantage on the concentration check.
  • Dread Glare – Stance – An enemy attacking an allied creature within 60 feet other than yourself takes psychic damage equal to your average proficiency bonus. You gain advantage on intidimation checks.
  • Fiery Spite – Stance – Foes that strike you take fire damage equal to your good proficiency bonus, or fire damage equal to your low proficiency bonus if attacking one of your allies within 20 feet.
  • Spiked Shield – Counter, Reaction – Your armor increases by +2 against the triggering attack, and your attacker must make a dexterity save or take 1d8 points of damage. If you are struck by the attack, your attacker takes an additional 1d8 points of damage. You may spend inspiration on this technique, increasing your armor bonus by +1 and the base and bonus damage by +1d8 each per point of inspiration spent.
    2nd
  • Black Flame – Counter, Reaction – Deal 3d8 points of fire damage to a foe that struck you.
  • Cornered Rat – Strike – You may make an additional attack as part of your attack action; if you are flanked and attack at least two separate foes, you gain advantage on the attack rolls made. If you spend at least 2 inspiration points when using this technique, it is not expended.
  • Shield of Steel – Counter, Reaction – You may reduce any incoming damage by 1d12+your charisma+your level; if the triggering damage is reduced to zero or less, you gain temporary hit points equal to your average proficiency bonus for 3 rounds. May be augmented with inspiration; the damage reduction is increased by +1d12 per point of inspiration spent.
    3rd
  • Dread Blade – Strike – Make an attack against a foe; if that foe has struck you or an ally within the last round, you gain advantage to the attack roll and deal +3d8 damage. If that foe dealt a critical strike to you or an ally within the last round, the damage is instead +5d8. You may spend inspiration on this technique, increasing the damage bonuses by +1d8 and +2d8 respectively per point of inspiration spent.
  • Ki Purge – Counter – When affected by a negative condition, such as disease, poison, or a spell, negate that condition on yourself.
  • Shadow Tag – Stance – Foes within 10 feet of you take cold damage equal to 1d8 + your level and provoke an attack of opportunity from you when attempting to move away from you, and must succeed on a strength save or have their movement reduced to 5 feet.
  • Spiteful Bluff – Boost – As a bonus action, you incite nearby foes to attack you, triggering an attack of opportunity from all foes that can reach you in melee. The foes that attack you take 3d8 points of psychic damage, and you gain advantage on your next attack roll against them if it is within 3 rounds. You may spend inspiration on this technique, increasing the psychic damage by +2d8 per point of inspiration spent.
    4th
  • Evil Eye – Counter – When you are attacked, you impose disadvantage to the triggering attack, and the source of the triggering effect has disadvantage on all rolls for 3 rounds.
  • Pinned Hare – Strike – As a bonus action, you may make an attack against all foes currently threatening you within reach. You gain advantage on attack rolls against foes that are flanking you.
    5th
  • Black Spot – Strike – Make a spell attack against one foe within 30 feet of you. If successful, foe gains vulnerability to psychic damage and must make a charisma save or take 3d8 points of psychic damage each round for 3 rounds. You may spend inspiration on this technique, increasing the damage by +1d8 and duration by 1 round per point of inspiration spent.
  • Dark Mirror – Boost – You gain the benefits of mirror image, and may expend one image to flank a foe with yourself and make an attack roll with advantage. After the attack resolves, you may choose either flanking square to be your true position.
    6th
  • Darknaught – Stance – If take damage less than half your level plus 5, and it would reduce you to 0 hit points, you are instead reduced to 1 HP. You gain immunity to psychic damage, and resistance to bludgeoning, piercing, and slashing damage. You take 3 points of damage at the end of your turn while in this stance which ignores the effects of this stance.
  • Dread Path – Strike – You deal 8d8 points of damage in a 30 foot line, and 4d8 points of damage to all foes adjacent to that line. This damage is half psychic and half divine, and a successful dexterity save halves this damage. You may spend inspiration on this technique, increasing the primary line's damage by +2d8 per point spent, and the secondary damage by +1d8 per point spent.

Holy Sword

The sword is the embodiment of war, and its soul is combat itself. The magic of the sword is more elegant than any wizard's spell in its ability to destroy flesh, fortification, or morale. All swords are associated with the Holy Sword school. Holy Sword's primary ability score is charisma, and its skill is martial lore.

1st
  • Holy Shrapnel – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, you deal your weapon's damage plus your charisma modifier. Regardless of success, a 10ft burst emanates from the target, dealing 1d6 radiant damage to it and all foes within range, and the affected area is treated as if caltrops were spread. These caltrops deal 1d6 points of radiant damage instead of their normal damage. You may spend inspiration on this technique, increasing the radiant damage by +1d6 per point spent, and the area of effect by 5 feet per 2 inspiration points spent.
  • Martial Furor – Stance – Whenever you strike a foe, you may heal yourself or an ally within 10 feet for HP equal to your average proficiency bonus.
  • Nightblade – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, you deal necrotic damage equal to 1d8 plus your charisma modifier, and you heal that amount in return. You may spend inspiration on this technique, increasing the necrotic damage by +1d8 per point of inspiration spent.
  • Stasis Sword – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, the foe and creatures within 5 feet take lightning damage equal to 2d8 plus your charisma modifier, and must make a wisdom save or have their speed reduced to 0 for 1 round. You may spend inspiration on this technique, increasing the lightning damage by +1d8 per point of inspiration spent.
    2nd
  • Shield Cracker – Strike – If your foe is using a shield, you deal +2d8 points of damage on a successful attack, and the foe must make a dexterity save or lose any armor bonus from their shield for 3 rounds.
  • Wind Blade – Strike – You deal slashing damage equal to 2d6 + the higher of your charisma, dexterity, or strength modifier in a 20 foot line. Creatures within this line must make a dexterity save or take an additional +2d8 points of force damage. You may spend inspiration on this technique, increasing the line's length by 10 feet, the slashing damage by +1d6, and the force damage by +1d8.
    3rd
  • Lightning Blade – Strike – Make a spell attack against a foe within 30 feet. On a success, the foe takes 3d8 points of electricity damage, plus additional damage equal to your charisma modifier. Regardless of success, a clap of thunder is released in a 10 foot burst centered on the target, dealing 3d8 points of sonic damage to all creatures within the area; a successful constitution save halves the sonic damage. You may spend inspiration on this technique, increasing the electricity and sonic damage by +1d8 each per point of inspiration spent.
  • Shellburst Stab – Strike – If your foe is wearing armor when you make your attack, you gain advantage to your attack roll, deal +3d8 points of damage on a successful attack, and the foe's armor bonus is reduced by 1 (up to a maximum reduction equal to the bonus granted by the armor).
  • Twilight Slash – Boost – Your next attack deals an additional +2d8 necrotic damage and heals you for half that amount.
  • Zealous Resolve – Stance – Each round, you gain temporary hit points equal to your charisma modifier. You are immune to fear effects, and gain advantage on saves against charm, death, and sleep.
    4th
  • Holy Explosion – Strike – You deal radiant damage equal to 5d6 + your charisma modifier in a 30 foot line, afterward, affected creatures gain vulnerability to radiant damage. A successful wisdom save halves this damage, and negates the vulnerability effect.
  • Shatterblade – Boost – All foes you successfully attack with a weapon or spell attack until the start of your next turn take disadvantage to all attack rolls for 3 rounds.
  • 'White Nova – Strike – You deal radiant damage equal to 2d6 + your charisma modifier in a 15 foot burst centered on yourself. Foes within the burst are pushed back 5 feet, and must make a charisma save or take an additional 4d8 points of force damage.
    5th
  • Champion's Presence – Stance – Allies within 30 feet of you deal bonus radiant damage on attack rolls whenever you use a strike technique, equal to the highest level technique used. This bonus persists for 1 round. Allies other than yourself within range also gain advantage on saves against charm.
  • Dawn's Arrival – Boost – Your next attack deals +3d8 radiant damage, and heals you and allies within 30 feet of the target for half that amount.
  • Rulebreaker – Strike – You attempt to dispel a magical effect on the target, as if using dispel magic as a 5th level spell. If successful, you may choose to deal 3d8 points of electricity damage to the target. You may spend inspiration on this technique, increasing the spell level of dispel magic by 1 per point of inspiration, and the electricity damage by +2d8 per point of inspiration spent.
    6th
  • Holy Sword – Stance – All of your attacks deal +2d6 points of electricity damage, and all of your strikes are automatically enhanced as if by +1 point of inspiration (including over your normal limit).
  • Radiant Orb – Strike – You cast flaming sphere as if it were a 6th level spell, but its damage is half electricity and half radiant instead of fire.

Netherblade

I am the overlord, and all will tremble before my might. Weapons associated with the Netherblade school are axes, maces, and all heavy weapons. Netherblade's ability score is constitution, and its skill is athletics.

1st
  • Burning Hate – Stance – Your melee attacks deal +1d6 damage, but foes have advantage to strike you in melee.
  • Come and Get Me – Boost – Foe within 30 feet that can see or hear you must make an intelligence save. On a failure, they must spend their next turn trying to reach you and attack you in melee.
  • Fiery Impact – Strike – Spell attack launches a ball of flame up to 60 feet that deals fire damage equal to 2d6 + strength. Creatures within 10 feet of target must make a dexterity save or take 1d8 points of fire damage. May be augmented with inspiration; Fire damage increases by +2d6 and the splash damage by +1d8 per point of inspiration spent.
  • To Victory! – Whenever you fell a foe, allies within 30 feet gain temporary hit points equal to the number of hit dice that foe had. These temporary hit points stack, up twice your level (if you would grant more temporary hit points than this limit in total, it overlaps instead).
    2nd
  • Blood Sacrifice – Boost – You may take hit point burn in place of spending inspiration, at a rate of 3 HP per point of inspiration.
  • Hurricane Slash – Strike – You may attack a single foe twice with the same attack action. If at least one attack is successful, the foe must make a strength save or be knocked prone. If both are successful, the target takes disadvantage to its strength save against this technique.
  • Impact Crusher – Strike – You may only make this strike after moving at least 20 feet in a straight line at your target. You gain advantage on your attack, ignore any resistance or immunity to damage and deal +2d8 points of damage to your target. You may spend inspiration on this technique, increasing the bonus damage of this technique by +1d8 per point of inspiration spent.
    3rd
  • Blade of Destruction – Strike – You may make a single attack roll and apply it against all foes in a 15 foot cone, dealing +2d6 damage with your attack. You may spend inspiration on this technique, increasing the cone length by 5 feet and the damage by +1d6 per point of inspiration spent.
  • Larger than Life – Stance – You gain the benefits of both powerful build and the enlarge option of enlarge/reduce, except your actual size does not change.
  • Overdrive Crash – Strike – You may only make this strike after moving at least 20 feet in a straight line. At the end of your movement, you create a line with a length equal to the distance you moved; this line must be in the same direction you moved. Creatures within this line take 3d8 points of bludgeoning damage, and creatures adjacent to the line take 1d8 points of bludgeoning damage, both sets are also knocked prone. A successful constitution save halves the damage taken, and negates the prone condition. You may spend inspiration on this technique, increasing the damage dealt by +2d8 in the primary line and +1d8 to adjacent.
  • Vassal's Aid – Boost – You move an ally's initiative to directly after your own, potentially allowing a second action in the same round.
    4th
  • Nightsever – Strike – You may make up to four attacks against a single foe with the same attack action. Against each attack, the target must make a constitution save or take 1d8 points of force damage. You may spend inspiration on this technique, imposing disadvantage to the constitution saves by spending 2 points of inspiration.
  • Overlord's Wrath – Strike – Creates a 10 foot burst of flame within 30 feet. Creatures within the burst take 4d8 points of fire damage and are thrown to the edge of the burst, landing prone. A successful constitution save halves the damage and prevents the movement. You may spend inspiration on this technique, increasing the fire damage by +2d8 per point of inspiration spent.
    5th
  • Lifedrinker – Stance – You take 2 points of HP burn each round. All of your attacks deal +2d6 points of damage, and you gain temporary hit points equal to half this bonus damage on a successful attack.
  • Moon Cutter – Strike – You make a spell attack against one foe within 300 feet. If successful, you deal 5d8 points of slashing damage, adding your strength modifier, to the target. You also deal damage in a line from the target, to both sides and perpendicular to a line between you and the target. Creatures within this line take the same damage as the original target, but are allowed a dexterity save for half damage. You may spend inspiration in this technique, increasing the slashing damage by +2 per point of inspiration spent.
    6th
  • Netherblade – Boost – You grant one of your weapons the vorpal quality, regardless if it could actually have that quality or not, and you treat any roll of 1 on its weapon damage as a 2. This benefit lasts until the end of your next turn.

Steel Crown

A royal of war, the battlefield is my kingdom. My sword is my scepter, and my helm is my crown; by divine mandate I will rule this fight. Weapons associated with Steel Crown are all polearms, two-handed and versatile swords, hammers, and maces. Its key ability score is intelligence, and its skill is insight.

1st
  • Coiled Spring – Boost – You may jump your full distance without need of a running start nor consuming your movement.
  • Ironwall – Stance – Whenever you successfully strike a foe, you may deal damage equal to your average proficiency bonus to an adjacent foe. This damage is based on your weapon's damage.
  • Slicing Gale – Strike – You make one attack and apply it against two foes within reach. You may spend inspiration on this technique, applying your attack against an additional foe for each point of inspiration spent.
  • Wallbreakr – Boost – Until the end of your next turn, your movement does not provoke attacks of opportunity, and you gain resistance against piercing damage.
    2nd
  • Armor Cleave – Strike – You deal +1d6 damage with your attack and creatures gain advantage to attack the target until the start of your next turn.
  • Piercing Blow – Strike – You deal +2d6 damage and ignore any hardness or resistance to damage the target possesses.
    3rd
  • Armored Agility – Stance – Your movement speed increases by +5 feet and you gain a bonus to armor class based on the type of armor you are wearing. +1 if light, +2 if medium, and +3 if heavy. You also ignore the negative effects of your armor based on its category.
  • Dancing Edge – Stance – You may make an additional attack whenever you make a normal attack action.
  • Graceful Steel – Strike – You may make at acrobatics check in place of your attack roll, dealing piercing damage equal to Xd8 plus your dexterity modifier, where X is the proficiency bonus to your acrobatics skill (ignoring expertise).
  • Iron Guard – Boost – Until the start of your next turn, foes you threaten provoke attacks of opportunity from you if they attack anyone other than you or if they move through our out of your threatened area. You may make an additional number of attacks of opportunity equal to your average proficiency bonus while this boost is active.
    4th
  • Flourishing Strike – Boost – You may deal half damage with a missed attack, and gain advantage on your next attack if it is made before the end of your current turn.
  • Hamstring – Strike – You gain advantage on your attack roll. On a successful attack, the foe must make a constitution save or take an additional 3d8 points of damage and have its speed reduced to 0 for 3 rounds.
    5th
  • Iron Shattering Blow – Strike – On a successful attack, the target takes +4d8 points of damage and gains vulnerability to bludgeoning, piercing, and slashing damage for 3 rounds.
  • Steel Wall – Stance – At the start of your turn, you gain temporary hit points equal to your good proficiency bonus, plus the armor bonus of your current armor.
  • Turbulence – Boost – You may make two attacks against creatures within reach when you activate this boost.
    6th
  • Lord of Battle – Boost – Until the start of your next turn, you may make an attack against any foe with half or fewer hit dice than your level without taking an action. If the target of your attack has fewer hit dice than one fifth your level, you may kill them instantly without need of an attack roll.
  • Steel Crown – Counter, reaction – You reduce the damage from the triggering attack by 4d8 + your level + your intelligence modifier. If this reduces the incoming damage to 0 or less, you gain expertise on all melee attack rolls for 3 rounds.

White Serpent

In plain sight I stand for all to see, but tread on me not, for my venom allows me to move without fear. Weapons associated with the White Serpent school are daggers, short swords, spears, whips, and throwing knives. Its key ability score is dexterity, and its skill is perception.

1st
  • Serpent's Poise – Stance – You gain advantage on attacks against one foe, all others gain advantage against you.
  • Snakebite – Strike – Make a melee spell attack against the foe, on a success it takes 1d4+1 points of poison damage each round for 6 rounds.
  • Snake's Coils – Strike – Allies gain advantage against the foe you strike with this technique.
  • Venemous Guard – Counter, reaction – When a foe makes an attack against you, you can make a melee spell attack against it, dealing poison damage equal to 1d12 plus your dexterity modifier. You may spend inspiration in this technique, increasing the poison damage dealt by +1d12.
    2nd
  • Perceptive Dodge – Counter, reaction – Against an attack or when making a dexterity save, you may make a perception check and use the result in place of your armor class (against an attack), or your dexterity save.
  • Sidewinder's Charge – Boost – You may move over rough terrain at no penalty until the end of your turn. In addition, you may make up to one 90° turn and still count the movement as a straight line.
  • Toxic Blade – Strike – On a successful attack, the target takes +2d6 poison damage, and cannot apply their strength or dexterity to damage rolls for 3 rounds. You may spend inspiration on this technique, increasing the poison damage by +1d6 and the duration by 1 round per point of inspiration spent.
    3rd
  • Fell the Giant – Strike – You make this attack at disadvantage; if successful, the target takes normal damage, plus HP burn equal to twice its hit dice. If you attack would succeed without the disadvantage, you hit and deal normal damage.
  • Hunter's Eyes – Stance – You gain expertise to perception, as well as the sneak attack ability with +2d6 damage.
  • Rapid Biting – Stance – You gain threaten an area 5 feet greater than normal, and can make two additional attacks of opportunity each round.
  • Viper's Fangs – Strike – You may make up to two melee spell attacks, these attacks deal 2d6 points of piercing damage and 1d8 points of poison damage. Affected targets must make a constitution save or take 1d8 points of poison damage each round for 6 rounds.
    4th
  • Lunging Cobra – Boost – You may make a white serpent strikes and normal attacks as if your reach were 5 feet longer than normal.
  • Shedding Skin – Counter, Reaction – Upon failing any save, you may immediately reroll that save.
    5th
  • Constrictor's Grip – Stance – You gain advantage when making an attack against a foe you struck within the previous round, and reduce the movement speed of foes you strike by 5 feet for 3 rounds.
  • Deadly Bite – Strike – You make a melee spell attack, dealing 2d8 points of piercing damage on a success, and the target takes an extra +1d8 points of necrotic damage from any attack for the next hour.
  • Under the Brush – Stance – You gain advantage to all stealth checks and ignore the effects of rough terrain. You also gain light concealment if you move at least 20 feet in one round.
    6th
  • White Serpent – Stance – You apply your intelligence modifier to your armor class and gain resistance to slashing damage. In addition, all of your attacks inflict +1d4 points of poison damage, which lasts for 3 rounds.
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Page last modified on January 05, 2018, at 10:37 PM