The Alle in Mannaheim | World Anvil
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The Alle

In Mannaheim, there are those who attempt to match the feats of heroes from days long past by channeling the divinity of their chosen god through them. These warriors, clad in iron and faith, swear oaths that grant them runic powers that both terrify and inspire. These men and women are called the 'alle'.

Sentinels of the Highest Order

Though your Oath is sworn in the name of your god, the Oath itself is sworn to a man or woman who holds the title of Jarl or King. You are sworn to be their bodyguard and to be the living embodiment of your god and their virtues within their court. You may, depending on your rank, be asked to perform ceremonial duties as retainers and acclaimars and perform some tasks that involve the enforcement of laws, especially in cases of treason and conspiracy. Also, perhaps most importantly, you are considered the last line of defense, not only to a Lord's person, but to a Township's survival. If walls, enchantments and mere men of arms fail, all three can be found in you.

The Elite

Perhaps more than any other Class, you are seen as among the highest echelons of society. Slaves and even other Karls are expected to bow when greeting you or when passing you on the street or path. Hospitality is withheld from you at the risk of enraging both your lord and your god. Even a lord on bad terms with your master would be wise to consider the consequences of molesting you. The average person sees you as the valiant slayer of monsters and a classical hero at best and the iron fisted tyranny of a cruel lord at worst.

A Word of Caution

With great powers comes great responsibilities. To be an Alle is to be elevated to the most prominent position in Astari society. You are expected to be a living embodiment of your god and your Oath is considered unbreakable. You are not to undertake any task as a warrior without your Lord's permission and only they can release you from your bond to them. Any disobedience to them can be considered a violation of your Oath and only they can absolve you of your transgressions. Oathbreakers are reviled by every race and an Alle who has broken their Oath is likely to find themself stripped of both clothing and honor and left hanging from the branch of an ash tree.

Class Features

Hit Points

Hit Dice: 1D10 per Alle Level
Hit Points At 1st Level: 10 + your Constitution Modifier
Hit Points At Higher Levels: 1D10 (or 6) + your Constitution modifier per Alle level after 1st

Proficiencies

Armor Proficiencies: All Armor, Shields
Weapon Proficiencies: All Simple and Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a simple melee weapon and a shield or (b) two simple melee weapons
  • (a) five javelins or (b) any simple melee weapon
  • An Alle's pack, a Chainmail Hauberk and a holy symbol
  • Alle Oathes

    Starting at 1st level, you swear the oath that binds you as a Alle forever. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
  • Oath of Ægir
  • Oath of Baldr
  • Oath of Bragi
  • Oath of Freyja
  • Oath of Heimdallr
  • Oath of Óðinn
  • Oath of Thór
  • Oath of Týr
  • The Oathbreaker
  • Spellcasting

    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a Gothi does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Alle spell list.

    Preparing And Casting Spells

    The Alle table shows how many spell slots you have to cast your Alle spells. To cast one of your Alle spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short rest.   You prepare the list of Alle spells that are available for you to cast, choosing from the Alle spell list. When you do so, choose a number of Alle spells equal to your Charisma modifier + half your Alle level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level Alle, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of Alle spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Charisma is your spellcasting ability for your Alle spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Alle spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your Alle spells.

    Divine Sense

    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Asgardian, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (Asgardian, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay On Hands

    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Alle level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on Undead and Constructs.

    Fighting Style

    At 2nd level, you adopt a 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.
  • Blessed Warrior You learn two cantrips of your choice from the Gothi spell list. They count as Alle spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Close Quarters Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Defense While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling 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.
  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
  • Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Oath Spells

    Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the Alle spell list, the spell is nonetheless a Alle spell for you.

    Channel Divinity

    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Alle spell save DC.

    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. Using the feats rule, you can forgo taking this feature to take a feat of your choice instead.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Aura Of Protection

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

    Aura Of Courage

    Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

    Aura Improvements

    At 18th level, the range of your auras increase to 30 feet.

    Alle Spells

    1st-Level

  • Bless
  • Ceremony
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Heroism
  • Protection From Evil And Good
  • Purify Food and Drink
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite
  • 2nd-Level Spell

  • Aid
  • Branding Smite
  • Circle of Truth
  • Find Steed
  • Gentle Repose
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Prayer of Healing
  • Protection from Poison
  • Warding Bond
  • 3rd-Level Spells

  • Aura of Vitality
  • Blinding Smite
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Magic Circle
  • Remove Curse
  • Spirit Shroud
  • Warrior’s Mantle
  • 4th-Level Spells

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Find Greater Steed
  • Locate Creature
  • Staggering Smite
  • Under the Allfather’s Eye
  • 5th-Level Spells

  • Banishing Smite
  • Circle of Power
  • Destructive Wave
  • Dispel Evil and Good
  • Geas
  • Holy Weapon
  • Revivify
  • Summon Asgardian

  • Articles under The Alle


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