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Fantasy ground 5e homebrew classes
Fantasy ground 5e homebrew classes












  1. #FANTASY GROUND 5E HOMEBREW CLASSES HOW TO#
  2. #FANTASY GROUND 5E HOMEBREW CLASSES SERIES#

Also I haven't told my players yet but of the 6 of them 4 can't get enough Dragon Age so I'm probably going to reveal the possibility of becoming a Grey Warden to them through an NPC just to get the perfect reactions.ĥe_Prestige Class_Grey Warden.pdf (86.61 KB)ĭrive.google.

#FANTASY GROUND 5E HOMEBREW CLASSES HOW TO#

Aside from that I tried to stay true to the source material, and I'd like to know what you guys think about it so far and if you have ideas on how to improve it.

fantasy ground 5e homebrew classes

She draws in her breath sharply as an incorporeal spirit billows forth from the depths, and envelopes the. lets fall the blood into the steaming maw of the cauldron. I altered it slightly to demon slaying rather than darkspawn slaying, in part due to how awesome an order of demon slaying knights would fit into the OotA campaign if I decide to run it. Bending low over a cauldron, a Human dressed in dark robes. Obviously playing these games has altered what I want my world to be like, and I was definitely going to work in Grey Wardens in the future, but then WoC was all, "here have a Prestige Class that can serve as a template!" So I took that and ran with it. They're like the most awesome collection of knights, mages, and rogues that the world has to offer.

fantasy ground 5e homebrew classes

#FANTASY GROUND 5E HOMEBREW CLASSES SERIES#

One of my favorite parts about the series is how freaking cool the Grey Wardens are. Bioware is awesome, and Dragon Age is now on my "shortlist" of favorite game series'. Each enemy creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw and a DC 15 Strength saving throw.Over the summer I played all three Dragon Age games: Origins, II, and Inquisition. The chocobo chooses a point it can see within 90 feet. A Strong, warm, merciful fighter imbued with powers generated from their own good energies. Languages: understands Common and Ignan but can't speakĬhoco Meteor: (1/day) The chocobo causes a firey meteor to fall out of the sky and smash into the ground, harming only its enemies. The binder hosts otherworldly beings through the pacts they form, sharing their body in exchange for potent supernatural abilities. Woodlands Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in heavily wooded terrain.ĭesert Born: The chocobo is naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.ĭesert Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in desert terrain.ġ8 (+4) 14(+2) 18 (+4) 8 (-1) 12(+1) 18 (+4) Senses darkvision 60 ft., passive Perception 13 Hit: 2d8+4 bludgeoning damage.Ĭhocobo Kick?: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. It's also naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.Ĭhocobo Kick: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Magic Resistance: The chocobo has advantage on saving throws against spells and other magical effects.Īdaptable: The chocobo is acclimated to high altitude, including elevations above 20,000 feet. Languages: understands Auran, Celestial, Common, and Sylvan but can't speak Senses darkvision 60 ft., passive Perception 18 Skills: Acrobatics (+8), Animal Handling (+8), Athletics (+8), Perception (+8), Performance (+8), Persuasion (+8) It's also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Mountain Born: The chocobo is acclimated to high altitude, including elevations above 20,000 feet. Hold Breath: The chocobo can hold its breath for 30 minutes. Languages: understands Common but can't speak The chocobo's AC includes its Dexterity modifier, where applicable. Hit: 0d0+0 bludgeoning damage.Īn armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding).

fantasy ground 5e homebrew classes

Hit: 2d6+4 bludgeoning damage.Ĭhocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.Ĭhocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing. de 2017 So I am wondering if you guys have found good home brew classes that are. Night Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in darkness. See more ideas about d&d, dungeons and dragons homebrew, dnd 5e homebrew. Languages: understands Auran and Common but can't speakĪir Born: The chocobo is acclimated to high altitude, including elevations above 20,000 feet. Senses darkvision 60 ft., passive Perception 17 Skills: Intimidation (+6), Perception (+7), Stealth (+7)














Fantasy ground 5e homebrew classes