ClassName Description filled with actual Flowery Text
Playing a(n) ClassName
Roleplay
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Name them all.
Class Level |
Class Features |
1 |
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
Class Features Here
|
2 |
X (Subclass), |
3 |
Class Feature, Subclass Feature |
4 |
+Y: Y, 1st Class Mastery Choices |
5 |
Token Class Feature (PS, AA, etc), Class Features |
6 |
Subclass Feature |
7 |
+Y: Y, 2nd Class Mastery Choices |
8 |
Class Feature |
9 |
Subclass Feature |
10 |
+Y:Y, 3rd Class Mastery Choices |
11 |
Class Feature/td]
|
12 |
Subclass Feature |
13 |
+Y: Y, 4th Class Mastery Choices |
14 |
Build on Class Feature |
15 |
Subclass Feature |
16 |
+Y: Y, 5th ClassMastery Choices |
17 |
Named Class Feature |
18 |
Subclass Feature |
19 |
+Y: Y, Last Class Mastery Choices |
20 |
Class Capstone |
Initial Character Additions
If the CLASSNAME is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
You gain two Attribute Boosts. One of which must be used on Wisdom. The other can be whatever you wish.
Starting / Leveled Health: 6 (4 or 1d6 )
Gear Profs
Armor:
Light and
Medium Armors, All shields except
Tower Shields
Weapons: All
Simple Weapons and weapons from the
Mace and
Wand weapon groups
Saving Throws: Reflex (Str/Dex) or Will (Int/Wis)
Skill Profs
Choice of 2 primary skills from the following list:
Choice of 1 secondary skill from the following list:
Note A: For each additional
Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain
Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the
Origin Customization Rule.
Starting Gear
You gain either
2d6 times 10 sp (or 70 sp / 7 g) as starting gold to spend on gear, OR gear from any one of the following starter packs:
Druid Class,
Channeler Group,
Mage Group,
Explorer's Pack or
Parson's Pack.
Minimum Requirements: Wisdom +2 or more
If you are multiclassing into the Druid, you gain the following proficiencies:
Proficiencies
None
Class Hit Die: D6
Class Group(s): Channeler, Mage
Favorite Class Bonus: WIP.
As a Druid, you gain Class Features associated with your class at certain class levels.
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
(1st) Spellcasting, Druid |
The Druid is a spell caster who draws their power from the environment and the worlds beyond. This includes landscapes understood and simple, like forests, foreign, living worlds capable of fostering even the most harsh of life, like the heavens and the hells. Druids tap into the primal nature of all things. As a result, you gain the following features pertaining to your ability to cast spells.
- The Druid is a Full Caster, whose Druid level equates and builds into their Spellcaster Level Table and uses Spell Slots.
- You gain the Spell Library / Prepared Spells and the Spell List Understanding common features. The spell lists available to the Druid draws from the Primal Spell List and the Druid's Class Spell List. They also gain access to other spell lists via their access to Domains, acting as druidic orders they can tap into that divulge secrets. As Full Casters, the tier of spell ranks they can learn will increase at class levels 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th.
- You gain the Cantrips, Prepared common feature.
- You gain the Spell Complexity: Complex common feature, making you capable of casting almost any spell they can obtain, and giving you the ability to ⤴/Augment Up or ⤵/Augment Down any spell.
The Druid's spellcasting Attribute is Wisdom, and you may add your proficiency bonus to your spell's attacks or Save DC (your default spell save DC is 10 + your proficiency bonus + your spellcasting modifier + other modifiers, should they exist).
You can use generic casting focuses to cast spells.
(1st) Initiate of the Old Ways |
You are introduced to the tenets of your Druidic Order, coming in the form of a Domain, giving you with a glimpse into the broader scope of your ability and communing with a facet of your world.
From the Domain, you gain its Domain Initiate feature, and all of it's 1st level features.
Additionally, you learn the Druidic and Wildsong secret languages.
Becoming a Druid often opens people up to differing perspectives on man's relationship with nature. In doing so, some how avowed never to wear metal again, gaining a great boon. It is not for everyone, but the option is open to you, too.
You gain a unique Ritual from this featured, called the "Vow of the Land". You can only use this ritual once per day, but it can be done during your daily preparations and/or when you finish a Long Rest. Using this ritual allows you to embrace or exclude the following Boon and Anathema.
Boon: Vow of the Land
By embracing the traditions of the Land, you've embraced the cycles of life, nature, and/or the very being of the universes. It grants you great magic prowess and even greater strengths.
While have this Boon, your Power Points recover on a Swift, you gain +1 health per character level, and you gain an extra spell slot per Spell Rank tier you posses.
Anathema: Vow of the Land
Although natural, Metal is an entropic end point in many grand cycles. To this end, you are penalized for wearing it in fabrics and armor, though you may freely wield it or have it woven into trinkets. While you have this Anathema, you cannot cast spells or use Power Points while wearing any Armor or Shields made of Metal. If you don any armor or clothing made of metal (even when Compelled), you cannot cast spells or use abilities tied to Power Points until you do this ritual again.
(2nd) Druidic Circles (Subclass Choice) |
At class lvl 2, all Druids join a Circle their home provides or provided for. This is their subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
(2nd) Charge of the Wilds |
All Druids of even the smallest repute supernatural abilities that only they can access. You gain the Power Point Pool common feature, and the Unique Abilities Wild Shape and Wild Shift to use them with.
Additionally, you gain the Wild Empathy common feature and the Animal Handling Skill Talent, if you didn't have it already
.
Your connection to the land strengthens.
You gain the 2nd and 3rd level features from your Domain. Going forward, you will gain those features at the appropriate levels (6th, 9th, 12th, 15th, and 18th), in addition to your Circle subclass features.
Additionally, you can use your Power Points as a resource on any abilities you gain from your Domain and Subclasses (including spells).
(4th) MF: Feature Name, Y |
Your Y feature improves with your mastery. does one or two ribbons. Like a feat.
You also gain your choice of the following below.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
Potent Casting](article:1dd33ce3-aed2-4ca6-9c64-a57b93b5c959) |
At this class level, you gain the Potent Casting common feature, improving your abilities' healing and damage by it's action cost (action usage * usage modifier).[/quote
[quote]Your attunement to nature grows ever stronger, granting you various boons.
You gain the Assurance skill talents for Adventuring and Knowledge: Nature, and the Spell Recovery common feature. Additionally, you resist the hardships of nature at it's worst, automatically passing any saves and/or ignoring any effects that come from severe weather conditions.
Finally, You leave no trail in natural surroundings, and cannot be tracked. You may choose to leave a trail or be able to be tracked, if so desired.
Your X feature improves with your mastery.
:y
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
Your ability to change shape and/or alter your features has grown stronger.
The Trick of the Chameleon spell is always prepared for you, and you may use it with ◈◈◈ instead of paying it's resource cost at it's lowest level. You may still pay resources to augment or heighten it.
Additionally, your mercurial nature has given you a innate defenses against familiar woes. You have advantage against saves made to give you the Affliction, Compelled or Frightened conditions.
(10th) MF: Nature's Grace, Walk of the Ancients |
Your Nature's Grace feature improves with your mastery. The budding seeds of your legend finally taking root, and beginning a long path others have taken (and will take) on their journey to becoming one with the greater mysteries of the universe.
You gain immunity to Poison. Additionally, you can’t be forcefully manipulated by abilities that would change your shape or your age. Additionally, you gain +1 health for each druid class level you possess.
Improves a prior ability that defined the class, and welcomes the class into a new tier of content.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
[(11th) Greater Spell Complexity |
Your ability to cast spells has reached a new tier.
If you have the Spell Complexity: Simple common feature when you gain this one, you gain the Spell Complexity: Complex common feature, giving you a wider variety of spells to cast, and allowing you to ⤵/Augment Down your spells.
If you already had the Spell Complexity: Complex feature, you gain the Spell Complexity: Exotic common feature, allowing you to cast virtually any spell.
Your X feature improves with your mastery.
Builds on something, etc.
- A:.
- B: :.
- C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
The primal magic that you wield causes you to age more slowly.
For every 10 years that pass, your body ages only 1 year. Aging effects and spells also do not work on you, as they clash with the primal magics within.
Your X feature improves with your mastery.
:y
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(17th) As Within, So Without |
You've reached an echelon most other Druids have never even seen. Your journey has become less about you, and more about all the things you've done, and all the things you will do.
You gain the following boons.
- Your Power Point Pool is now unlimited. Instead, you can cast every ability you could with Power Points a number of times per Long Rest equal to your WIS + your Proficiency Bonus.
- You can cast spells while wildshaped and polymorphed. Additionally, you don't need to perform the somatic and verbal components of a druid spell, but you aren’t able to provide material components
- While polymorphed, you still retain your class features and all feats/talents you have, as well as your mental scores, proficiencies, and saving throws.
(19th) MF: Y, Last Class Enhancement |
Your X feature improves with your mastery.
Something Big, and usually something that does something cool or pinnacle-like.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
Capstone 1
X
Capstone 2 / Class Group
X
Class Level |
Feature Enhanced |
Choice A |
Choice B |
Choice C |
4th |
+4: 4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
7th |
+4:4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
10th |
+10: 10 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
13th |
+13: 13 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
16th |
+16: 16 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
19th |
+19: 19 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclass, manually color |
Short Description |
Good At |
Mechanically Grants |
X (Classic Subclass) |
|
|
|
Variant Subclass 1 |
|
|
|
Variant Subclass 2 |
|
|
|
Weird Subclass (if applicable) |
|
|
|
Archetypes |
Short Description |
Good At |
Mechanically Grants/Replaces |
TBD |
TBD |
|
|
|
|
|
|
To come.