diff --git a/rulebook/src/character-options/classes/elementalist/combat_feats.md b/rulebook/src/character-options/classes/elementalist/combat_feats.md new file mode 100644 index 0000000..91c2cda --- /dev/null +++ b/rulebook/src/character-options/classes/elementalist/combat_feats.md @@ -0,0 +1,56 @@ +# Combat Feats + +## Master of the Elements + +**Effects:** Gain access to a second elemental pairing. You gain access to the twists and hybrid Meld spell associated with that pairing, and any features that depend on this . Learn two additional powers. +Detonating only resets the elemental exposure for the pair of elements that was detonated. + +When you gain this combat feat, sacrifice an exploration feat. + +## Shaped Charge + +**Effects:** When you use your Detonation feature, select one of the following shapes for the effect: + +- a 10-foot radius sphere centered on yourself +- a 20-foot cone centered on yourself, in a direction of your choosing +- a 40-foot x 5 foot line, starting at yourself, in a direction of your choosing + +## Power Cycle + +**Effects:** Whenever you would detonate, you may choose to gain 3 essence rather than the effect listed in your elemental pairing. + +## Gentle Touch + +**Effects:** At the start of each of your turns, you may change your exposure by 1 in any direction. + +### Power Siphon + +**Effects:** The first time each turn that you hit a creature with a Shove, Strike or Grapple attack, gain the benefits of the Recover action. + +### Extremism + +**Effects:** Whenever you cast a spell, change your exposure by 2 rather than 1. Whenever you land a critical hit, change it by 3 rather than 2. + +### Hair-Trigger Detonation + +**Effects:** The maximum number of stacks of exposure that you can have is reduced to 5. Any effects (such as your Detonation class feature) that trigger at 7 stacks of exposure now trigger at 5 instead. + +### Perfect Balance + +**Effects:** While you are at 0 stacks of exposure, gain the enhanced version of all spells. Their critical hit threshold is reduced by 4. + +### Paradoxical Effect + +**Effects:** Whenever you gain exposure, you may choose the direction (but not amount) of the exposure gained. + +### Knife's Edge + +**Effects:** At the end of each of your turns, if you are at 4 or more stacks of exposure, gain an additional AP. + +### Alternating Detonation + +**Effects:** Whenever you detonate, if it is not the same element as your last detonation, any attack made is automatically a critical if it hits. + +### Spellblade + +**Effects:** After you hit a creature with a basic attack, reduce the AP cost of your next spell by 1. This effect can stack. diff --git a/rulebook/src/character-options/classes/elementalist/exploration_feats.md b/rulebook/src/character-options/classes/elementalist/exploration_feats.md new file mode 100644 index 0000000..6e90b7d --- /dev/null +++ b/rulebook/src/character-options/classes/elementalist/exploration_feats.md @@ -0,0 +1,7 @@ +# Exploration Feats + +## Feat title + +**Prerequisites:** Prerequisites for feat to be performed. + +**Effects:** Feat effect description diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md new file mode 100644 index 0000000..d930796 --- /dev/null +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -0,0 +1,417 @@ +# Class Name + +## Class Summary + +| Level | Proficiency Bonus | Features | Spells Known | +| :---: | :---------------: | :-------------------------------------------------------: | :----------: | +| 1 | +1 | Feats, Elemental Opposition, Detonation, Element Twisting | 3 | +| 2 | +2 | Elemental Intuition | 4 | +| 3 | +2 | Attribute Improvement, Feats | 4 | +| 4 | +3 | Elemental Warding | 4 | +| 5 | +3 | Elemental Crafting | 5 | +| 6 | +4 | Attribute Improvement, Feats | 5 | +| 7 | +4 | Tranquility | 5 | +| 8 | +5 | Major Twist | 6 | +| 9 | +5 | Attribute Improvement, Feats | 6 | +| 10 | +6 | Currents of Power | 6 | + +## Features + +### Feats + +**Level:** 1 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Elemental Opposition + +**Level:** 1 + +**Effects:** The elementalist is a master of magic, shaping the raw elements into tangible form to blast their foes to smithereens. Elementalist spells always cost 2 AP and 3 essence. + +10 of the elements have a natural opposite, creating the following five pairings: + +- Sandstorm (air and earth) +- Frostfire (fire and water) +- Darklight (radiant and umbral) +- Lifeforce (primal and decay) +- Surgebreaker (electric and corrosive) + +Select a pairing and your initial spells at level 1. The number of spells you know at each level is listed in your class table. +You can only select spells from one of your pariings, and you must always know at least one spell from each of the elements in your pairings. + +In addition, whenever you select a new pairing, you learn a meld spell that combines the power of both elements in your pairing. Meld spells do not count against the number of spells that you know. + +As you cast spells, you build up exposure to the element you are working with. You can limit this exposure by casting spells of the opposing element. As you get stronger, you learn more strategies for controlling your exposure. + +Your exposure ranges from 7 in one element, to 7 in the opposed element, balancing at 0 exposure to either element in the middle. It changes in the following ways: Whenever you cast a spell, your exposure shifts towards that element by 1. If it is a critical hit, the exposure changes by 2 instead. Effects which can hit multiple creatures only change your exposure once for each time they are cast. + +Whenever your exposure to an element is 4 or more, your spells of that element (other than twisting spells) are more powerful but gain a drawback. However, the critical hit threshold for spells of the opposite element is reduced by 4. Meld spells gain both of these benefits, as they count as both elements. Your stacks of exposure reset at the end of each combat. + +When you reach 7 stacks, you explode and your stacks are reset to 0, as described in the Detonate class feature below. + +## Detonation + +**Level:** 1 + +**Effect:** Your elemental energy builds up, exploding in a powerful burst when it overwhelms you. Whenever you reach 7 stacks of exposure, you **detonate**. All creatures within a 2 tile range suffer a harmful effect based on your exposure’s type, listed in the Pairings section below. Reduce your exposure associated with that element to zero. + +## Element Twisting + +**Level:** 1 + +**Effect:** You learn to manipulate the elements around you in ways that help you solve problems outside of combat. The twisting spells associated with each pairing are listed in the Pairings section below. Twisting spells do not count against the number of spells that you know. + +When you reach level 7 and gain access to your second pairing, you also learn the twisting spells associated with those elements. Every twisting spell increases in power at level 10 and 18. + +## Elemental Intuition + +**Level:** 2 + +**Effect:** Your familiarity with the elements allows you to innately sense them around you. You automatically detect any source or usage of your chosen elements within 4 tiles of you, and understand approximately what it is being used for. Additionally, you have advantage on any Arcana checks to understand or modify magic that uses your chosen elements. + +### Attribute Improvement + +**Level:** 3 + +**Effects:** Increase one Attribute of your choice by 1. + +### Feats + +**Level:** 3 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Elemental Warding + +***Level:** 4 + +When you use the Ward action, gain immunity to the damage types in your elemental pairing until the start of your next turn. + +### Elemental Crafting + +***Level:** 5 + +**Effects:** Your knowledge of the push and pull of elemental forces allows you to balance them in the physical objects around you. You have advantage on all skill checks made to Enchant, Disenchant or Invent downtime activities as long as the affix has at least one of the elements in your pairing as a tag. + +### Attribute Improvement + +**Level:** 6 + +**Effects:** Increase one Attribute of your choice by 1. + +### Feats + +**Level:** 6 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Tranquility + +***Level:** 7 + +**Effects:** At the start of each of your turns, if your exposure is less than 4, gain the benefits of the Recover action. + +### Major Twist + +***Level:** 8 + +**Effects:** Your twists become more powerful or longer lasting, as described in their description. + +### Attribute Improvement + +**Level:** 9 + +**Effects:** Increase one Attribute of your choice by 1. + +### Feats + +**Level:** 9 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Currents of Power + +**Level:** 10 + +**Effects:** At the end of each of your turns, gain an effect based on your current exposure: + +- 0: Gain the benefits of the Defend and Ward actions. +- 1-3: Set your exposure to any value of your choice. +- 4-6: Detonate without resetting your Exposure. + +## Elemental Pairings + +### Sandstorm + +#### Sandstorm Meld + +**AP:** 2 + +**Essence:** 3 + +**Category:** Offensive + +**Range:** 4 tiles + +A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d8 + Presence hybrid air-earth damage, and knock the creature struck back 2 tiles. + +If you have at least 4 stacks of air exposure, knock yourself 2 tiles away from your target as well. + +If you have at least 4 stacks of earth exposure, apply two stacks of rooted to yourself. Knock your target prone if you hit. + +#### Sandstorm Detonation + +When you reach 7 stacks of air exposure, you explode with a huge burst of air. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, knock them back 6 tiles. If you miss, knock them back 3 tiles instead. + +When you reach 7 stacks of earth exposure, rocks explode from your body. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 2d6 + 2 * Presence earth damage and knock them prone. + +#### Wind Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +As you twist the wind beneath the feet of your ally, they gain the ability to fly. Until the end of your next turn, a creature of your choice within range can fly. + +If you are level 8 or higher, until the start of your next rest they can fly outside of combat. + +#### Stone Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +Twisting and warping stone, you bend it to your will. Select up to 4 contingent tiles of your choice within range that are made in either whole or part of stone (including brick and so on). They permanently become difficult terrain. You may also use this spell to eliminate difficult terrain if it is caused by uneven stony ground or a similar phenomenon. + +If you are level 8 or higher, you can also slowly create stone, up to three 1 tile by 1 height tier cubes per use of this spell. This might be a barricade, repairing a bridge or creating a small defensive structure as a downtime activity. + +### Frostfire + +#### Frostfire Meld + +**AP:** 2 + +**Essence:** 3 + +**Category:** Offensive + +**Range:** 4 tiles + +A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature or object of your choice within range. If you hit, deal 2d8 + 2 * Presence hybrid fire-water damage. + +If you have at least 4 stacks of fire exposure, add 6 + Presence stacks of aflame to yourself, and 6 + Presence stacks of aflame to your target if you hit. + +If you have at least 4 stacks of cold exposure, add 2 stacks of chilled to yourself, and 2 stacks of chilled to your target if you hit. + +#### Frostfire Detonation + +When you reach 7 stacks of fire exposure, the air itself catches fire. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 3d6 + 3 * Presence fire damage. + +When you reach 7 stacks of water exposure, a terrible burst of cold emanates from you. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presnce stacks of chilled. If you miss, apply 1 stack of chilled instead. Hit or miss, then deal 1d4 + 1/2 Presence water damage to them multiplied by the number of stacks of chilled they have. + +#### Fire Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Offensive + +**Range:** 4 tiles + +With a flick of the wrist, you are able to spread or control fires at will. If there is an open source of flame within range, you can spread it to another object or creature within range. If you select a creature, you must make an Agility attack against them, applying 6 + Presnece stacks of aflame on hit. + +You may also extinguish a small fire of your choice within range that affects up to a 5 foot cube with this spell. If you use this spell on a creature, they are no longer aflame. + +If you are level 8 or higher, you can cause a fire that you target or spread in this way to burn indefinitely, no longer requiring fuel although it can still be deliberately extinguished. + +#### Frost Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow or deep water on them to turn into an ice slick. + +Whenever a creature attempts to spend movement to enter a tile within this ice for the first time on their turn, make an Agility attack against them. If you hit, they are knocked prone. While on this ice, the effects of all forced movement other than teleportation is doubled. +For example, if you were hit by a blast of wind while on this ice that would normally push you back 2 tiles, you travel 4 tiles instead. +This ability has no effect on flying creatures. + +The ice remains frozen until after you complete your next rest. + +If you are level 8 or higher, you can sculpt ice into useful, if temporary objects. Doing so requires a successful Expertise (Craftsmanship) skill check. You may create any mundane object that could plausibly be made of ice when you cast this spell (for example, you cannot create rope, torches, chalk, medicinal herbs or a key that you have no idea what it looks like). +You can only sculpt up to a 5 foot cube of ice per casting of this spell. + +### Darklight + +#### Darklight Meld + +**AP:** 2 + +**Essence:** 3 + +**Category:** Offensive + +**Range:** 4 tiles + +Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature or object of your choice within range. If you hit, deal 1d4 + 1/2 Presence hybrid radiant-umbral damage. Apply stacks of temperance and anguish to them equal to the damage dealt. + +If you have at least 4 stacks of radiant exposure, add 6 + Presence stacks of temperance to yourself, and 6 + Presence stacks of temperance to your target if you hit. + +If you have at least 4 stacks of umbral exposure, add 6 + Presence stacks of anguish to yourself, and 6 + Presence stacks of anguish to your target if you hit. + +#### Darklight Detonation + +When you reach 7 stacks of radiant exposure, you explode in a burst of blinding light. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of blinded. If you miss, apply 1 stack of blinded instead. Hit or miss, then deal 1d4 + 1/2 Presence radiant damage to them, multiplied by the number of stacks of blinded that they have. + +When you reach 7 stacks of umbral exposure, you disappear into the shadows. Become invisible until the end of your next turn. This effect does not break after you make an attack. + +#### Brilliant Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +Twisting and shaping a source of light, you cause it to glow brilliantly. Select a light source of your choice within range. Until you complete a rest, the radius of the bright and dim light cast by this light source is doubled. You can affect the same light source up to three times with this spell, doubling the light radius each time. You can end this effect at any time by casting this spell again. + +If you are level 8 or higher, magical items and effects in the amplified light sparkle and glimmer in an obvious fashion as the light catches on threads of the Weave. + +#### Shadow Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +With a flick of the wrist, you cause shadows to grow and extinguish light sources. When you cast this spell, extinguish a light source of your choice within range. + +If you are level 8 or higher, the light source you extinguish cannot be relit until you complete a rest unless the creature attempting to relight the light source succeeds on a contested Presence (Arcana) skill check against you. You may choose to fail this skill check. + +### Lifeforce + +#### Lifeforce Meld + +**AP:** 2 + +**Essence:** 3 + +**Category:** Offensive + +**Range:** 4 tiles + +You drain the lifeforce from your foe in a strange pulsating beam. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d8 + Presence hybrid primal-decay damage. Heal equal to the damage dealt. + +If you have at least 4 stacks of primal exposure, you and your target gain 6 + Presence absorption after the damage takes effect. + +If you have at least 4 stacks of decay exposure, you and your target lose 6 + Presence absorption before the damage takes effect. + +### Lifeforce Detonation + +When you reach 7 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within a 2 tile range. If you hit, remove all ailments and afflictions from them. +For each stack of afflictions removed in this way, gain 1 absorption and deal 1 primal damage to the creature you removed it from. +For each stack of a ailments removed in this way, gaim 2 asorption and deal 2 primal damage to the creature you removed it. + +When you reach 7 stacks of decay exposure, you drain the energy from those around you. Make a Focus attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of withered to them and transfer all absorption that they have to yourself. + +#### Life Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +Knitting together wounds and lifting ailments, you. When you cast this spell, gain the benefits of the Treat action with advantage affecting a creature of your choice within range. When you use this spell during the Tend downtime activity, gain advantage on the Focus (Medicine) skill check made. + +If you are level 8 or higher, you remove an additional stack of exhaustion when you use this spell during the Tend downtime activity. + +#### Death Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +Gently touching the soul of another creature, you are able to manipulate its connection with the afterlife. When you cast this spell, you may gain the benefits of the Scan minor action with advantage. You automatically determine their current life total and learn any . + +If you are level 8 or higher, you have advantage on the Resurrect downtime activity when you use this spell. + +### Surgebreaker + +#### Surgebreaker Meld + +**AP:** 2 + +**Essence:** 3 + +**Category:** Offensive + +**Range:** 4 tiles + +A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid electric-corrosive damage and trigger their afflictions. + +If you have at least 4 stacks of electric exposure, deal an 1d6 + Presence electric damage to you, your target, and all creatures in a line between you. + +If you have at least 4 stacks of corrosive exposure, add 2 stacks of defenseless to yourself, and 2 stacks of defenseless to your target if you hit. + +#### Surgebreaker Detonation + +When you reach 7 stacks of electric exposure, a disabling pulse of electricity emanates from you. Make an Agility attack against all other creatures within a 2 tile range. If you hit, apply 6 + Presecne stacks of jolted to them and knock them prone. If you miss, apply 3 + 1/2 Presence stacks of jolted to them instead. + +When you reach 7 stacks of corrosive exposure, you explode in a shower of acid. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 2d6 + 2 * Presence corrosive damage. Deal half as much damage if you miss. + +#### Lightning Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +Lightning flows gently into an object of your choice within range, allowing you to move it as it takes on a modicum of life for a moment. You may move the object and perform any straightforward feat of dexterity such as opening doors, setting a table or approximately tossing an object. You may not activate magical items in this fashion and the force exerted by this effect is limited by your own strength. +You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 6 tiles (about 30 feet), although it falls harmlessly to the ground shortly afterwards. + +You may not make attacks or wield weapons in this way. + +If you are level 8 or higher, you may activate consumable items or perform acts that require dexterity while using this spell. + +#### Acid Twisting + +**AP:** 1 + +**Essence:** 1 + +**Category:** Utility + +**Range:** 4 tiles + +Acid drips and bubbles as it reveals weaknesses of all sorts. Select a creature or object within range. When you use this spell against a creature, make an Exertise attack against them. If you hit, they lose 1 life. When you use this spell against an object, you have advantage on the next skill check made in the next ten minutes to break or destroy it. + +If you are level 8 or higher, you can slowly eat away at nonliving material that is not being held or worn by any creature, causing it to sizzle into dust. You can only destroy a single 5-foot cube of solid material per cast. diff --git a/rulebook/src/character-options/classes/elementalist/powers.md b/rulebook/src/character-options/classes/elementalist/powers.md new file mode 100644 index 0000000..7378840 --- /dev/null +++ b/rulebook/src/character-options/classes/elementalist/powers.md @@ -0,0 +1,17 @@ +# Powers + +## Power Title + +**AP:** AP cost (number). + +**Essence:** Essence cost (number). + +**Category:** Offensive/Defensive/Utility + +**Range:** Range (in tiles, number). + +**Type:** Expertise/Focus/None. + +**Target:** ??? + +**Effects:** Description of skill effect.