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Merge pull request #9 from stevenjonescgm/base-sub
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More of Steve Jones' Good Work: Base sub
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storskaeg authored Aug 21, 2017
2 parents 2f944bb + 6a2db0e commit ce38954
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10 changes: 5 additions & 5 deletions Character/Classes/Artificer/Artificer (Alchemist).xml
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<feature optional="YES">
<name>Alchemist: Alchemical Formula</name>
<text>At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.</text>
<text>To use any of these options, your Alchemist’s Satchel must be within reach.
If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.</text>
<text> To use any of these options, your Alchemist’s Satchel must be within reach.</text>
<text> If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.</text>
</feature>
<feature optional="YES">
<name>Alchemical Formula: Alchemical Fire</name>
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<feature optional="YES">
<name>Alchemical Formula: Alchemical Acid</name>
<text>Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.</text>
<text>This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).</text>
<text> This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).</text>
</feature>
<feature optional="YES">
<name>Alchemical Formula: Healing Draught</name>
<text>As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.</text>
<text>This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
<text> This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).</text>
</feature>
<feature optional="YES">
<name>Alchemical Formula: Smoke Stick</name>
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<feature optional="YES">
<name>Alchemical Formula: Tanglefoot Bag</name>
<text>As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). </text>
<text>The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.</text>
<text> The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.</text>
</feature>
<feature optional="YES">
<name>Alchemical Formula: Thunderstone</name>
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18 changes: 17 additions & 1 deletion Character/Classes/Artificer/Artificer.xml
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<baseclass>
<name>Artificer</name>
<hd>8</hd>
<proficiency>Intelligence, Constitution</proficiency>
<proficiency>Constitution, Intelligence</proficiency>
<spellAbility>Intelligence</spellAbility>
<autolevel level="1"> <slots>0,0,0,0,0,0</slots></autolevel>
<autolevel level="2"> <slots>0,0,0,0,0,0</slots></autolevel>
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</feature>
<!-- Archetype features -->
</autolevel>

<autolevel level="4">
<feature optional="YES">
<name>Ability Score Improvement</name>
<text>When you reach 4th 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.</text>
<text />
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
<feature>
<name>Infuse Magic</name>
<text>Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effect's occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.</text>
<text>Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.</text>
<text>When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.</text>
</feature>
</autolevel>

<autolevel level="5">
<feature>
<name>Superior Attunement</name>
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<text>5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets</text>
</feature>
</autolevel>

<autolevel level="6">
<feature>
<name>Mechanical Servant</name>
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<text>If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.</text>
</feature>
</autolevel>

<autolevel level="8">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 8th 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.</text>
<text>If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>

<autolevel level="9">
<!-- Archetype features -->
</autolevel>

<autolevel level="10">
<feature>
<name>Wondrous Invention</name>
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<text>15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing</text>
</feature>
</autolevel>

<autolevel level="16">
<feature>
<name>Ability Score Improvement</name>
<text>When you reach 16th 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.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>

<autolevel level="17">
<!-- Archetype features -->
</autolevel>

<autolevel level="18">
<feature>
<name>Ability Score Improvement </name>
<text>When you reach 18th 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.</text>
<text> If your DM allows the use of feats, you may instead take a feat.</text>
</feature>
</autolevel>

<autolevel level="20">
<feature>
<name>Wondrous Invention</name>
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23 changes: 13 additions & 10 deletions Character/Classes/Barbarian/Barbarian (Ancestral Guardian).xml
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@@ -1,41 +1,44 @@
<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5">
<subclass baseclass="Barbarian" UA="Barbarian Primal Paths">
<subclass baseclass="Barbarian" UA="Revised Subclasses">
<name>Barbarian (Ancestral Guardian)</name>

<autolevel level="3">
<feature optional="YES">
<name>Primal Path: Path of the Ancestral Guardian (UA)</name>
<text>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.</text>
<text> Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them.</text>
<text> In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.</text>
<text>Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need.</text>
<text> Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies.</text>
<text> In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.</text>
<text />
<text>This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option.</text>
<text>This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option.</text>
<text> This had an earlier version included in Unearthed Arcana: Barbarian Primal Paths</text>
</feature>
<feature optional="YES">
<name>Path of the Ancestral Guardian: Ancestral Protectors</name>
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.</text>
<text>Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While youre raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks.</text>
</feature>
</autolevel>

<autolevel level="6">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Ancestral Shield</name>
<text>Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage.</text>
<name>Path of the Ancestral Guardian: Spirit Shield</name>
<text>Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.</text>
<text> When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.</text>
</feature>
</autolevel>

<autolevel level="10">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Consult the Spirits</name>
<text>At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.</text>
<text>At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.</text>
<text> After you cast the spell in this way, you can’t do so again until you finish a short or long rest.</text>
</feature>
</autolevel>

<autolevel level="14">
<feature optional="YES">
<name>Path of the Ancestral Guardian: Vengeful Ancestors</name>
<text>At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits.</text>
<text>At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.</text>
</feature>
</autolevel>

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4 changes: 2 additions & 2 deletions Character/Classes/Barbarian/Barbarian (Battlerager).xml
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<autolevel level="6">
<feature optional="YES">
<name>Path of the Battlerager: Reckless Abandon</name>
<text>Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). THey vanish if any of them are left when your rage ends.</text>
<text>Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.</text>
</feature>
</autolevel>

<autolevel level="10">
<feature optional="YES">
<name>Path of the Battlerager: Battlerager Charge</name>
<text>Beginning at 10th level, you can take the DAsh action as a bonus action while you are raging.</text>
<text>Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.</text>
</feature>
</autolevel>

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