Grayscale Sword & Sorcery
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Core Class Master Table
Warrior Archetypes
Warriors are martial characters who excel in combat. In battle their role is to fight directly and draw hostile attention away from weaker or more vulnerable characters. There are five core warrior archetypes.
Bonus. At 1st level, the warrior gains a +1 bonus to might, agility, or endurance (player's choice).
Styles. As they gain experience, all warriors learn fighting styles that allow them to get the most out of their weapons. Each fighting style confers a series of abilities and advantages which only apply under certain conditions. It is possible to gain the benefits of multiple fighting styles at once if a warrior meets the criteria for each style. For example, a ranger wielding two daggers could benefit from the brawler and double fighting styles simultaneously.
Duelist. While unarmored and unsurprised, a warrior may add their PROF to their defense score. This bonus stacks with the benefits of a shield.
Extra Attack. When a high-level warrior takes a basic attack action they roll for attack and damage more than once. At 7th level the warrior makes two attacks, and at 15th level the warrior makes three attacks. Warriors can move between attacks if they wish, up to their maximum speed.
Barbarians
Barbarians are primal warriors defined by feral rage and raw combat prowess. They are fast, brutal, and can withstand tremendous amounts of punishment. Most come from primitive cultures or backgrounds where a lack of civilization forces people to become exceedingly tough. High level barbarians often go on to form their own warbands or join berserker lodges. Characters like Conan the Barbarian, Tarzan King of the Jungle, Fafhrd of Cold Corner, Red Sonja, John Carter of Mars, and Khal Drogo of Westeros are all good examples of this class.
Barbarians gain the following traits.
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Hit Dice: d12
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Slayer. Melee critical hits on a natural 19-20.
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Swiftness. +10 speed and advantage on initiative rolls.
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Tantivity. +2 to athletics, intimidate, and defense while unarmored.
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Belligerent. As a reaction, barbarians can gain resistance to a single source of incoming damage.
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Intervention. As a reaction, barbarians can force a melee or missile attack against an ally within 10 feet to target them instead.
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Berserker. Once per combat a barbarian can go berserk as a bonus action. This adds their PROF to damage, soak, and saves. While berserk a barbarian can only move and/or make melee or throwing attacks. Barbarians must use an action to end their rage any round they are unable or unwilling to move or attack.
Authors Note. Barbarians are supposed to feel fast, deadly, and uncomplicated. They have a simple and direct playstyle that revolves around the berserker mechanic, which is self-explanatory. Their unarmored defense bonus stacks with the Duellist ability all warriors possess, offering extra protection for players who wish to play a character thematically similar to Conan or Red Sonja.
Fighters
Fighters are disciplined soldiers with a professional understanding of war. In addition to their combat prowess, they are commanders and tacticians who protect their allies from aggression. Most come from armies or cultures with a tradition of military service. Characters like Achilles, Sir Lancelot, Charlamagne, and Eowyn of Rohan are all good examples of this class.
Fighters gain the following traits.
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Hit Dice: d10
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Fortified. Proficiency in heavy armor and one additional save.
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Valorous. +2 to initiative, weapon damage, athletics, and strategy.
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Counter. As a reaction, fighters can counter a single melee attack made against themselves or one ally within reach. The protected individual gains defense equal to the fighter's PROF against that attack, potentially causing it to miss. If it hits anyway, the fighter can immediately counterattack the attacker. If this counterattack hits, it deals an additional graduating die of damage.
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Officer. As a bonus action, fighters can allow an ally within 60 feet who has not acted yet to take their initiative immediately after theirs. This does not alter the ally’s initiative score in the following rounds.
Authors Note. Fighters are supposed to feel savvy, resilient, and tactical. Getting the most out of this class requires good initiative and a firm grasp of the officer ability, which can be used to allow tactics that an unfavorable initiative roll might otherwise make impossible. The counter ability is extremely useful in battle, because wherever it fails to protect allies it dishes out heavy punishment to end fights faster. This gives the fighter a strong "weapon master" feel that is satisfying to play.
Magi
Magi are elite mystical warriors with arcane training. They are commonly called eldritch knights, arcane archers, war mages, and similar. Most come from advanced cultures with a strong tradition of wizardry, or planar realms where military knowledge and magical training go hand in hand. Magi are partially affected by arcane rigor, and roll d8’s for health.
Magi gain the following traits.
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Hit Dice: d8
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Dabbler. Magi cast spells as a wizard of half their Magi level rounded down.
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Armament. Magi gain a single focus item, just as arcanists do. It must be a weapon. This means every Magi has a magical weapon that only works for them.
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Virtuoso. +2 to athletics and arcana skills.
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Spellshield. As a reaction, a Magi can reduce the damage of an effect they can see originating within 60 feet by half. This ability cannot be used to mitigate slashing, piercing, crushing, or poison damage. Please note that this power does not confer resistance to one creature; it reduces the damage of the targeted effect. This reduces the damage sustained by ALL targets of the effect.
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Fade. Once per round as a movement OR bonus action, a Magi can teleport up to 20 feet to a spot they can see. This ability is quiet and does not cause a manifestation.
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Spellstrike. As a bonus action, a Magi can charge their next weapon attack with arcane power. This effect persists until the charged weapon successfully strikes a target or the magi charges a new weapon. The weapon deals an extra graduating die of elemental damage. The magi can choose what type of elemental damage this is: fire, lightning, sonic, cold, or acid.
Authors Note. Magi are supposed to feel bombastic and cool. Magic is normally a limited resource, but the abilities of a Magi can be used every round. Teleporting around the battlefield, dampening incoming energy damage, and dishing out powerful blows charged with seething energy give the impression of a truly magical fighting style. But players of this class must beware. They cannot mitigate basic melee damage, and their reduced health makes them vulnerable. The fade ability can be used judiciously to get in and out of trouble, but it isn't perfect.
Paladins
Rangers
Rangers are elite warriors trained in an ancient druidic tradition emphasizing guerilla warfare and primal magic. They are stealthy hunters with an almost supernatural aptitude for finding and eliminating targets. Most come from cultures near dangerous wilderness, where monsters and fey are common. Much like druids, they must be grandfathered into ancient pacts with nature spirits or chosen directly by such spirits and granted their power in dream visions. Characters like Legolas, Geralt of Rivia, Hiawatha and Orion are all good examples of this class.
Rangers gain the following traits.
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Hit Dice: d10
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Dabbler. Rangers cast spells as a druid of half their ranger level rounded down.
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Camouflage. Rangers can use stealth in any situation as long as they remain motionless. They can also hide, dash, or disengage as a bonus action.
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Beastmaster. Rangers can speak with animals at will, and socially influence them using the survival skill. Just like Doctor Do Little.
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Swiftness. Rangers gain +10 speed.
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Survivalist. +2 to stealth, nature, and survival skills.
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Predator. As a reaction, a Ranger can make a single melee or missile attack against an enemy within 60 feet when an ally successfully strikes it with a critical hit.
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Quarry. As a bonus action, Rangers can mark one creature within 60 feet as their quarry. This mark lasts until the target dies or the ranger marks a new quarry. They add +1d6 to skill checks made to influence, hunt, or evade this quarry (tracking, stealth, social rolls, etc.), and deal one graduating die of bonus damage on every successful attack against the quarry.
Authors Note. Rangers are supposed to feel like Batman. The ability to vanish, hunt targets, and burn through individual quarries quickly give them a predator vibe. Players who enjoy stealth but still want to play a warrior will enjoy them. Getting the most out of a ranger requires a firm grasp of primal spells, because rangers have no damage mitigation mechanic. Their abilities favor ambush and overwhelming opponents quickly, so they thrive in parties with good teamwork.
Fighting Styles
Fighting styles in GSS represent the specialized techniques and approaches characters use in combat. Whether you prefer the brute force of two-handed weapons, the precision of archery, the finesse of dual-wielding, or the defensive prowess of sword and shield, your chosen fighting style influences your tactics and effectiveness in battle. By mastering a specific fighting style, characters gain unique advantages and bonuses, allowing them to excel in their chosen role as frontline warriors, ranged attackers, or versatile combatants. Understanding and harnessing the nuances of different fighting styles is essential for maximizing your character's potential on the battlefield.
Brawler. While wearing light or no armor and using your bare hands, fist weapons, or daggers you gain the following benefits.
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+10 speed
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Make one attack as a bonus action.
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Your attacks deal d8 damage plus your might or agility modifier.
Cavalier. While mounted, you gain the following benefits.
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Your speed becomes equal to your mount's speed.
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Melee attacks you make against medium size unmounted enemies have advantage.
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If you charge with a polearm and hit, it is automatically a critical hit.
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You can redirect spells or attacks made against your mount to you instead.
Double. While wielding a weapon in each hand, you gain the following benefits.
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+1 defense
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Make one attack with either weapon as a bonus action.
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If you land a critical hit, you deal extra damage equal to your PROF modifier.
Guardian. You gain the following benefits while fighting within 10 feet of your allies.
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You can use a reaction to give one attack made against an ally within 10 feet disadvantage.
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You can use a reaction to grant one ally within 10 feet advantage on a saving throw.
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You can use a bonus action to instantly trade places with one ally within 10 feet.
Heavy. While wielding a weapon with the heavy or versatile trait in both hands you gain the following benefits.
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You deal extra damage equal to your PROF modifier.
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If you land a critical hit, you deal extra damage equal to twice your PROF modifier.
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Once per round when you kill an opponent with a melee attack you can move up to 10 feet and make another melee attack with the same weapon for free.
Marksman. While wielding a weapon with the shooting trait you gain the following benefits.
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+2 initiative
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You can make one shooting attack as a bonus action.
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Your weapon damage dice is one size higher to a maximum of d12.
Mixed. You have mastered the art of seamlessly switching between weapons in combat.
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Weapons you carry encumber you half as much.
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You may switch weapons between attacks once a round for free. This does not use an action.
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If you are carrying a shield on your back but it is not equipped, you can still use a reaction to apply its bonus to your defense score against one incoming attack.
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You can attune to one magical weapon without it counting against your attunement maximum.
Pikeman. While wielding weapons with the polearm trait you gain the following benefits.
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+1 defense
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+5 additional reach
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You can make one attack against a creature moving into your reach as a reaction.
Shieldman. While using a shield you gain the following benefits.
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+1 defense
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Missile attacks against you have disadvantage.
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Damage you take from area effects is reduced by twice your PROF modifier. This replaces (does not stack with) any soak you may already have against the effect.
Spellblade. While using a magical weapon you are attuned to, you gain the following benefits.
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You can use INTELLECT, SPIRIT, or CHARISMA in lieu of MIGHT or AGILITY when calculating attack and damage bonuses.
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You do not need a free hand to cast spells, instead using your weapon as an arcane focus.
Thrower. When wielding weapons with the thrown trait you gain the following benefits.
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+10 foot missile range
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Catch one missile thrown at you as a reaction.
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You can make two thrown weapon attacks as a bonus action.
Zealot Archetypes
Zealots are religious characters who channel divine magic. In battle they can adopt several possible roles, and they are the main providers of enhancement and healing magic. There are three core zealot archetypes.
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Bonus. At 1st level the zealot gains a +1 bonus to might, spirit, or charisma (players choice).
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Divinity. Once per combat a Zealot can choose to gain advantage on a saving throw before it is rolled.
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Attunement. The Zealot gains resistance to one form of damage, determined by their faith.
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Embodiment. The Zealot gains the ability to cast divine spells that only target themselves as a bonus action.
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Exaltation. The damage resistance granted by the Attunement ability becomes immunity.
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Ascension. Zealots no longer keep a list of prepared spells. They count as having ALL divine spells they are capable of casting prepared. Oracles do not gain this ability; instead, they gain a third domain.
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Favored. The Zealot can call upon higher powers they serve for divine intervention when their need is great. This uses an action, and the zealot must describe the type of assistance they seek before rolling percentile dice. There is a 50% chance the deity hears and responds. If this ability is used successfully, the zealot cannot petition for divine intervention again for 10 days. If it fails, the petition may be attempted again after a full rest. Oracles using this ability do not gain the intercession of a divine being: they attempt to perform the miracle on the basis of their own divine authority. They do not have conscious control over this manifestation, however. The narrator does. The listed chance of failure represents the vagaries of fate and opening themselves up to cosmic forces they do not fully understand, much like the granting of a wish. The effect of the should remain beneficial and conform to the spirit of the request, however. This limitation is non-negotiable. An oracle can never fully dictate the exact nature of divine intervention they invoke with perfect precision.
Druids
Druids are shamans empowered by a primordial covenant with ancient nature spirits dwelling in the ethereal plane. This covenant grants them formidable mystic powers and shapeshifting abilities in exchange for their agreement to prevent substantial (not minor) imbalances to the natural order. Apart from their obligation to uphold this covenant, and maintain a neutral element in their moral alignment, druids are free to use their powers as they choose. Some are grandfathered into their spiritual pacts by old hierophants, while others are chosen by nature spirits and offered this covenant in dream visions. Their primary magic statistic is Spirit.
Druids gain the following traits.
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Hit Dice: d8
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Shaman. Druids cast primal spells. They can prepare up to 5+ half their class-level (rounding up) spells after a full rest.
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Vitality. Druids are immune to poison and do not physically age unless they choose to do so. They still die normally at the end of their natural lifespan, and during their last year they can feel it approaching.
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Naturalist. +2 to nature and survival skills.
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Resistant. Proficiency in one additional save.
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Shapeshifter. As a bonus action druids can transform into beast shapes (and back) ranging from tiny to large size. Any equipment they carry merges into their new form, reappearing only when they revert to their natural form. There is no limit to the amount of time a druid can remain shapeshifted. Druids can speak regardless of whether their assumed form would be able to do so, but they can only cast spells in humanoid form. In beast shape, the druid gains the physical stats (might, agility, endurance, attacks) of a typical animal of its type. Their base health, mental statistics, and PROF modifier remain the same. This means that if the druid assumes the form of a very small animal, they seem supernaturally tough. If the druid assumes the form of a very large and fierce animal that would normally have more health than they possess, they seem supernaturally fragile. A druid cannot assume a beast form with a higher tier than their PROF modifier.
Authors Note. Druids are supposed to feel mysterious and versatile. Their shapeshifting ability is tremendously powerful, but only in the hands of a creative player who knows animals and has done their homework. Druids have no damage mitigation mechanic, but their magic does allow for some healing and utility. Shapeshifting makes them both stealthy and combat capable, but they are not as resilient as warriors and must exercise good judgment. Please note that there are additional animals in the bestiary that have no analog on Earth (including dinosaurs), and these forms are fair game as long as the druid has had the chance to study the animals in question for at least a week. Animals the druid has never encountered or only seen in passing do NOT QUALIFY. For druids, researching new animal forms is akin to wizards researching new spells or warriors practicing new weapon techniques.
Clerics
Clerics are emissaries of a deity’s power in the mortal world. Their covenant infuses them with a piece of their god’s vast soul, allowing them to draw magic directly from the outer planes. Failure to remain faithful to their ethos causes them to fall out of sync with their alignment plane until they atone. Clerics come from a wide range of backgrounds. Some are educated and ordained in organized religions, while others are privately mentored or even chosen by the gods themselves in dream visions. Their primary magic statistic is Spirit.
Clerics gain the following traits.
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Hit Dice: d8
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Emissary. Clerics cast divine spells using a holy symbol and words of power spoken in a planar language. They can prepare up to 3+ their class-level spells after a full rest.
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Theologist. +2 to theology and one other intellect-based skill of choice.
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Domain. Select one domain from the Domains table and gain its associated powers.
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Invocation. As an action a cleric can brandish their holy symbol to unleash a blast of divine power in a 30-foot radius. All undead, fiends, fey, and/or spirits antithetical to the cleric's deity must make a will save or take PROF d12’s of damage (save for half). The damage type is determined by the cleric’s deity. Alternatively, all allies sympathetic to the clerics’ deity may receive a comparable amount of healing. Clerics must choose whether to harm enemies or heal allies every time they use this ability (it cannot simultaneously do both). Clerics may do this a # of times equal to half their PROF rounded up. This ability recharges after a full rest.
Authors Note. Playing a cleric is supposed to invoke feelings of potency and abundance. A clerics domain defines how they are played, and invocation has the power to end fights quickly or lavish massive healing onto the entire party.
Paladins are elite soldiers who combine military training with divine magic. They are also champions who use blessings to empower themselves and destroy otherworldly beings. They must remain faithful to their ethos to regain spells. Failure to do so causes them to fall out of sync with their alignment plane, losing access to divine magic until they atone. Most are trained by religious sects, but they may also be chosen by otherworldly powers or elevated in dream visions. Characters like Sir Galahad, Rostam, Momotaro, and Lemminkainen are all good examples of this class.
Paladins gain the following traits.
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Hit Dice: d10
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Dabbler. Paladins cast spells as a cleric of half their paladin level rounded down.
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Bulwark. Proficiency in heavy armor. The paladin and allies within 10 feet gain advantage on saves against magic.
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Inquisition. +2 to empathy and theology skills.
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Cheirotonia. Paladins have a pool of healing energy equal to 5x their class level. They can distribute it by touch in any quantity as a bonus action or heal themselves as a reaction to taking damage. For 5 pts they can cure diseases or poisoning. This pool replenishes after a full rest.
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Salvation. As a reaction, a paladin can allow one ally within 20 feet to reroll a failed save. The target must use the second roll.
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Smiting. As a bonus action a paladin can charge their weapon with divine magic. This effect persists until the charged weapon successfully strikes a target or the paladin charges a new weapon. The weapon deals an extra graduating die of radiant or necrotic damage. Fey, fiends, qlippoth and undead suffer two dice of bonus damage from this ability.
Authors Note. Paladins are supposed to feel like bastions of strength. Their ability to wear heavy armor and self-heal as a reaction make them obnoxiously difficult to kill, and they wreck "supernatural evil" beings with extra radiant damage. Although they can heal and bolster quite well, paladins have no damage mitigation mechanic. Every paladin player must choose how much healing energy they wish to dole out to others and how much they want to keep in reserve for personal use to "offset" a potential killing blow in combat.
Oracles
Oracles are individuals who are born, cursed, or infused with innate divine power. Because their magic comes from within, they do not lose access to it if they commit ethos violations. Most oracles are imbued with divine power at birth, descended from a deity, or born in the shadow of destiny under rare or prophesied conditions. The divine power that suffuses an oracle makes them charismatic and attuned to the feelings of others, though this does not always manifest in an obvious fashion. Their primary magic statistic is Spirit or Charisma.
Clerics gain the following traits.
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Hit Dice: d8
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Demiurgic. Oracles cast divine and primal spells using words of power spoken in a planar language, and intuitively understand the planar language of whatever realm their power derives from. They can prepare up to 4+ half their class-level (rounded up) spells after a full rest.
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Luminous. +2 to diplomacy and empathy skills.
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Portfolio. Oracles gain two divine domains, but they cannot use invocation. If an Oracle takes a domain that influences invocation, they instead gain 2 points to add to statistics of their choice. Please note that at 15th level oracles gain a third domain.
Authors Note. Oracles are supposed to feel a bit janky because they are people who have had power thrust upon them. More than any other class, oracle players must be deliberate about their domain and spell selection. Having access to both the divine and primal lists is great, but the number of spells they can prepare is limited. Two domains provide a lot of special abilities, some of which synergize very well, but you must read carefully.
Divine Domains
In GSS, domains represent the divine powers and spheres of influence granted to clerics and oracles. Each domain embodies a specific aspect of the divine, and grants unique spells, abilities, and blessings. Your chosen domain shapes your character's role within the party and their relationship with their deity. By aligning with a domain, clerics dedicate themselves to serving their god's will and spreading their influence.
Life
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Cast healing spells as a bonus action, and your healing spells have a minimum range of 30 feet. When using this ability it is legal to cast two spells that would normally require a standard action simultaneously, as long as the second spell cast as a bonus action is a healing spell.
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Add +1d6 to medicine rolls and the health you restore with spells.
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Immunity to poisons and diseases.
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Cast triage and diagnosis at will.
Light
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Gain 1 additional use of invocation. Your invocations also create true sunlight for 1 round.
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Add +1d6 to the radiant damage you deal with spells.
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Gain resistance to radiant damage.
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Imbue one weapon within 60 feet with holy fire as a bonus action, causing it to deal +1d6 radiant damage until your next turn.
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Can cast light and smite at will.
Knowledge
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Gain divine proficiency in one intellect skill of your choice. You may change this to a different intellect skill after each full rest.
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Learn 2 additional spells from the arcane list that do not count against your total and are always prepared. You can change them once a year on your deity's holy day.
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Cast guidance and identify at will.
Protection
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Gain +1 defense and soak. Your defense is never less than your Arete +8. You are proficient with all shields.
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As a reaction, you can grant one creature within 30 feet resistance to a single source of damage.
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Cast deflection and apotropaism at will.
Justice
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Creatures must make a will save to intentionally answer any question you ask them with a lie. The difficulty is this save is equal to your spell DC.
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Add +1d6 to empathy and intimidate rolls.
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Cast aurasight and command at will.
Trickery
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Gain the backstab ability of a rogue your level.
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Add +1d6 to stealth and subterfuge rolls.
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Cast beguile and disguise at will.
War
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Your invocation can harm any creature you wish.
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You are proficient in all weapons, armor, and shields.
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You can make an attack as a bonus action.
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You can cast scythe and courage at will.
Death
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Your invocation can charm undead for 1 hour on a failed will save instead of dealing damage.
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Add +1d6 to necrotic damage you deal with spells.
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Most undead are neutral toward you unless antagonized.
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Gain resistance to necrotic damage.
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You can cast decompose and preservation at will.
Rogue Archetypes
Rogues are agile skill-oriented heroes who emphasize precision over brute force when solving problems. In battle their role is to exploit opportunities to deal burst damage while avoiding direct attack. Outside of battle they rely on trickery and mundane skills to contribute, particularly in matters of stealth. All possess the following core abilities.
Bonus. At 1st level the rogue gains a +1 bonus to agility, intellect, or charisma.
Trickery. At 1st level, the rogue can dash, disengage, hide, aim, use an item, or pickpocket as a bonus action.
Expert. At 1st level and 7th level the rogue gains a +2 bonus to two skills or toolsets they are proficient in.
Backstab. Once per round, an attack the rogue makes with advantage deals PROF extra d6's in bonus damage.
Ambush. The rogue scores a critical hit on a natural 18+ when attacking from stealth.
Elusive. At 7th level the rogue can gain resistance to a single source of incoming damage as a reaction.
Reactive. At 3rd, 11th, 15th, and 19th level the maximum number of reactions a rogue can take in a round increases by 1.
Assassins
Assassins are killers who use stealth and subterfuge to defeat their enemies with great precision. Most are trained by an order of some sort: crime syndicates, dark cults, government or military agencies, etc. Occasionally an assassin will use their skills for adventuring activities.
Assassins gain the following traits.
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Hit Dice: d8
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Quietus. An assassin's backstab deals d10’s of damage.
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Stalker. +2 to stealth and subterfuge skills.
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Hitman. +2 to initiative and alertness, proficiency in martial weapons, and 1 fighting style.
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Tolerance. Resistance to poison.
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Swiftness. Assassins gain +10 speed.
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Reflexes. As a reaction, an Assassin can apply the results of a reflex save they have just rolled to one willing target within 10 feet. Alternately, when using the elusive ability they may apply its effects to a willing target within 10 feet suffering damage from the same effect.
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Vanish. As a bonus action, Assassins can use stealth to hide by breaking the line of sight (even in combat). Creatures attempting to locate an assassin never count as being on high alert.
Authors Note. Assassins are supposed to feel invisible and deadly. Their mechanics are satisfyingly simple, centering around the use of vanish to hide and quietus to dish out lots of backstab damage. They benefit from teamwork in situations where allies can distract their targets and take attention away from them. They are also vulnerable, so they must be selective in their actions. Assassins with multiple reactions a round have nothing to use them on but the elusive ability, and this is intentional. Given their violent skillset, they will need it.
Bards
Bards are charismatic rogues with social skills and magical training, grounded in the ancient words of power used to sing the universe into being at the dawn of time. Some come from bardic colleges, while others are trained in dream visions by spiritual entities called “muses” or “lillendi” who choose them via divination. Their primary magic statistic is Charisma.
Bards gain the following traits.
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Hit Dice: d8
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Dabbler. Bards cast spells as a sorcerer of half their class level rounded down.
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Resistant. Proficiency in one additional save.
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Storyteller. +2 to history and performance skills.
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Ambassador. Bards learn bonus languages equal to their PROF. With 10 minutes of effort, they can also reliably communicate with any creature with a language and an intelligence of 8 or higher.
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Muse. As a reaction, bards can grant one ally within 60 feet a bonus graduating die to a single failed attack, save, or non-intellect skill check. The roll succeeds if this bonus allows the ally to meet or exceed the target difficulty.
Authors Note. Bards are supposed to feel supremely versatile. They get a handful of spells from any class, they can bolster allies with muse, they have the backstab ability, and they are good in social situations. As long as they are built correctly, bards can do just about anything somewhat well. Playing a satisfying bard requires a firm grasp of spells and an opportunistic mindset. They rarely win the day alone, but everyone benefits greatly from their presence.
Monks
Monks practice a monastic tradition of unarmed combat emphasizing trickery and quickness. They cultivate a form of inner spiritual power (which has many names) that can be tapped to perform magical feats of martial arts prowess. Most come from remote monasteries, assassin orders, gangs, families, or villages with a long history of martial arts practice.
Monks gain the following traits.
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Hit Dice: d8
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Drifting. Monks gain the Duelist ability of a warrior and +2 defense while unarmored and not using a shield.
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Acrobatics. +2 to acrobatics and athletics skills.
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Swiftness. Monks gain +10 speed.
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Tranquil. Attacks against a monk suffer disadvantage on any round where they do not attack. The player must declare this at the start of the round.
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Khimorii. The monk gains a # of techniques from the list below equal to their PROF. Each requires a reaction to use while taking the related action.
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Wuxia. Monks can attack twice as a bonus action while fighting unarmed or with simple finesse weapons, and they do not require advantage or the presence of a nearby ally to sneak attack a target. Their unarmed and weapon attacks deal a graduating die of damage.
Techniques.
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Bolt. Unarmed attacks gain a range of 60 for the round and deal force damage.
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Charge. Gain +20 speed for the round.
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Deflect. Negate one missile attack (of manageable size) against a creature within 5 feet by deflecting or catching it.
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Infuse. Unarmed attacks deal +1d6 radiant or necrotic damage for the round. Weapon attacks cannot gain this benefit.
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Leap. Leap their PROF*10 feet as a move action and always land on non-damaging surfaces safely.
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Resist. Gain advantage on one saving throw before rolling it.
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Stun. Force a target they strike to make a fortitude save or be stunned for 1 round. The difficulty is 8 plus PROF modifier plus spirit modifier.
Authors Note. Monks are great fun to play, but their abilities require reactions to use. Because they are rogues, this means every round they must decide whether to forego potential damage mitigation or trickery actions to get extra attacks or perform pseudo-magical feats. Monks have the backstab ability, but it is simply a bonus they can add to one attack they make each round. Combined with flurry, they can potentially dish out three attacks on their turn. Their tranquil ability is there to help them avoid trouble and act with precision.
Arcanist Archetypes
Arcanists are mystics who channel arcane magic. In battle their role is to unleash spells that cause devastation or tip the tide in their ally’s favor while avoiding direct attack. Outside of battle they have a wide variety of utility spells and knowledge skills they use to contribute. All arcanists develop the following abilities as they level up.
Bonus. At 1st level the arcanist gains a +1 bonus to agility, intellect, or charisma.
Focus. At 1st level the arcanist gains a magic item that only works in their possession. This item does not count against the characters’ attunement maximum, and cannot be of a higher tier than their PROF. The arcanist can change their focus into a new magical item every time they level up. Doing so requires a lengthy period of ritecraft lasting 1 month and costing a variable amount of silver (game masters discretion).
Warding. The arcanist can alter the duration of one self-affecting spell of 1st or 2nd level. The altered spell ends once the spell discharges or the arcanist takes a full rest.
Mastery. At 7th, 15th, and 19th level the arcanist can pick one spell they know of the given level. They can cast this spell at its base level without using s.
Alacrity. At 11th level an arcanist can cast cantrips that normally require an action as a bonus action.
Wizards
Wizards learn magic academically after many long years of frustrating study. They are intellectuals who steep themselves in arcane lore, seeking out ancient grimoires and libraries to improve their knowledge. They pay the price for this power in the form of arcane rigor. Many take up adventuring to sharpen their skills and acquire the funds needed to fuel their research. Their primary magic statistic is Intellect.
Wizards gain the following traits.
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Hit Dice: d6
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Wizardry. Wizards cast arcane spells using mudras (or an arcane focus) and words of power spoken in a magical language. They can prepare up to 3+ their class-level spells after a full rest.
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Disciplined. +2 to arcana, occult, and will saves.
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Grammarie. To prepare new spells, a wizard must study a personal grimoire of arcane formulae. Transcribing a new spell into this grimoire takes 2 days and 100 silver per level. No arcane formulae is completely uniform: the mental process of each must be personalized and practiced using noetic techniques before it can be used. Because of this, copying down and personalizing magic spells written by others is a lengthy research process. While it remains in their possession, a wizard can cast any spell written in their grimoire once for free. This ability recharges after a full rest.
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Thesis. Every wizard has a single field of specialized study known as a thesis. Within their specialization, they gain additional special abilities listed below.
Thesis
Abjurer
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+1 defense and soak
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Resistance to one form of damage, changeable after each full rest. This damage may be of any sort.
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You gain temporary health equal to triple your wizard level. This health pool refreshes after each full rest.
Conjurer
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You can give one charm spell you cast on a creature you have summoned an indefinite duration. If you prolong a new charm spell this way, the last one ends.
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You can create one non-magical object as an action. The object must be worth 100 silver or less, it cannot be made of special or magical materials, and it can weigh no more than five times your wizard level in lbs. If you create a new object, the last one vanishes.
Diviner
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Cast identify at will.
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You can remotely tap into the senses of any creature under the effects of a spell you cast. Doing so is a standard action and requires concentration. While doing this, your own senses are suppressed.
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As a reaction, you can add or subtract 1d4 from a single attack, save, or skill check made by a creature you can see within 60 feet.
Enchanter
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Add +1d6 to psychic spell damage.
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Cast command at will.
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You have advantage on Will saves.
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You can give one charm spell you cast an indefinite duration. If you prolong a new charm spell, the last one ends.
Evoker
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Add +1d6 to elemental spell damage.
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Creatures you choose are immune to the damaging effects of your spells.
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Your spells deal any type of elemental damage you choose.
Illusionist
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Cast disguise and phantasm at will as their base level of ability.
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Your spells have the Subtle Metamagic quality.
Necromancer
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Add +1d6 to necrotic spell damage.
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You are immune to necrotic damage.
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You can cast undeath as an action without components. You can exert indefinite control over a # of undead you create equal to your PROF+1.
Transmuter
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After each full rest you can alter your features and gender. You can also alter your height and weight by up to 50%. Your abilities and statistics do not change.
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After each full rest you gain three potions of Tier 1-2. You can only administer these potions by hand, and they denature if you take a full rest, or they leave your possession.
Sorcerers
Sorcerers are individuals naturally gifted with arcane powers. Each one is a walking nexus connected directly to the astral sea, making them innately charismatic and afflicting them with arcane rigor. They are figures of awe and envy, often joining adventuring parties to fulfill their destinies. Their primary magic statistic is Intellect or Charisma.
Sorcerers gain the following traits.
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Hit Dice: d6
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Sorcery. Sorcerers cast arcane, divine, and primal spells. They can prepare up to 5+ half their class-level (rounding up) spells after a full rest.
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Dynamic. +2 to diplomacy and arcana skills.
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Bloodline. Select one bloodline from the bloodline list and gain its associated powers.
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Metamagic. The sorcerer gains a # of Metamagic talents from the Metamagic list equal to their PROF. These talents are usable a # of times equal to their PROF+1. They recharge after a full rest.
Bloodlines.
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Aberration. +1 to intellect, telepathy to a range of 60 feet, and resistance to acid and psychic damage.
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Celestial. +1 to spirit, knowledge of the heal spell, and resistance to fire and radiant damage.
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Chaos. +1 to one statistic, +1 spell known, and advantage on saves against magic.
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Djinn. +1 to spirit, resistance to one element, and add PROF to spell damage dealt with that element.
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Dragon. +1 endurance, resistance to one element, and scales granting soak equal to PROF.
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Fated. +1 to one statistic, +1 spell known, and three rerolls per day.
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Fiendish. +1 to spirit, and resistance to fire, necrotic, and poison damage.
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Titan. +1 endurance, and proficiency in all saves.
Metamagic.
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Bolster. Increase spell damage by 2x PROF modifier.
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Empower. Increase save DC by 1/2 PROF modifier.
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Fork. The spell affects a second target.
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Project. Double the range or area of the spell.
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Prolong. Double the duration of the spell.
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Quicken. Cast the spell as a bonus action.
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Substitute. Change the damage type to fire, lightning, cold, acid, thunder, radiant, or necrotic.
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Subtle. The spell requires no components or reagents (worth less than 5 silver) and has no manifestation.
Warlocks
Warlocks forge pacts with otherworldly beings for power. They are shamans, genie-binders, infernalists, occultists, and more. Some warlocks extort their patrons for power using goetia, bribery, or sacrifice. Once a pact is made, the warlock’s soul is permanently endowed with investments, supplementing their arcane dabbling with unnatural powers. Unlike sorcerers and wizards, they do not suffer the effects of arcane rigor. Their primary magic statistic can be Intellect, Spirit, or Charisma.
Warlocks gain the following traits.
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Hit Dice: d8
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Dabbler. Warlocks cast spells as a wizard of half their warlock level rounded up.
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Investments. Warlocks gain a number of investments from their patron equal to their PROF+1.
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Resistant. Proficiency in one additional save.
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Mysticism. +2 to occult and theology skills.
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Servitor. Warlocks gain the service of an otherworldly minion that advises and obeys them unerringly. This servitor is resummoned at full strength after each full rest, even if it was previously destroyed.
Investments.
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Armor. The warlock's defense score is never less than 10+ Arete, and their soak is never less than PROF.
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Blast. The warlock can shoot blasts of energy up to 100 feet as an action and/or a bonus action, using their Arete bonus for the attack roll. These bolts take whatever appearance the warlock chooses and deal 1d10+Arete force damage on a hit.
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Council. One per full rest, a warlock can meditate for 1 minute to solicit advice from spirits in service to their patron for 10 minutes.
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Enhancement. The warlock gains 2 points to distribute to their statistics. This investment cannot raise any statistic above 22. This investment can be taken multiple times.
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Flight. The warlock gains a fly speed equal to their foot speed while lightly encumbered or less. Flying causes a manifestation of supernatural power.
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Militancy. The warlock gains proficiency in martial weapons, medium armor, shields, the spellblade fighting style, and one extra attack at 7th level (as a warrior).
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Relic. The warlock gains a second focus. If this focus is a weapon, the warlock gains proficiency with it and the ability to make an attack with the weapon as a bonus action.
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Sorcery. The warlock gains knowledge of two spells of a level they can cast from any class's spell list. This investment can be taken multiple times.
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Sight. The warlock gains darkvision, infravision, and the ability to cast aurasight at will.
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Thorns. Creatures striking the warlock in melee take piercing damage equal to the warlock’s PROF.
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Tongues. The warlock gains the ability to speak the language of any creature in their immediate presence. This fluency fades if no such target is available.
Servitors.
Servitors act on the warlock’s initiative. They use the warlocks' saving throw values and cannot take bonus actions in combat. If a servitor must make an ability check, its bonus is equal to the warlocks CHARISMA modifier. A servitor’s base stats are given below, but each type of servitor has additional traits. Please note that very small servitors also use these stats: they are deceptively potent for their size.
*Health = 7 times the warlock’s level. Defense = 13 plus the warlock’s PROF. Soak = 0 Speed = 30. Attack = The warlocks Arete bonus. Damage = d8 plus the warlocks Arete bonus.
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Artifact. The warlocks’ primary focus becomes a sentient magical item. This item is always helpful. The Tier of the item cannot be higher than the warlocks PROF.
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Djinn. The servitor is a medium humanoid of some sort with an otherworldly appearance. The djinn can use humanoid equipment and attune up to 3 of its own magical items.
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Elemental. The servitor is a tiny or small elemental spirit with mutable form. The elemental can manipulate or reshape matter of its own type in a 5’ cube as an action.
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Familiar. The servitor is a tiny or fine flying creature of some sort. The familiar can cast any of your level 1-2 spells utilizing your mana pool.
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Hound. The servitor is an otherworldly quadruped. The hound has the scent ability, resistance to all elements, and a ranged attack up to 60 feet.
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Steed. The servitor is a mount with the mass and strength of a warhorse. It grants the warlock the cavalier fighting style while mounted. It has 3 soak, it never tires, and its saddlebags are equal to a bag of holding.
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Thug. The servitor is a robust medium humanoid with exotic arms and armor. The thug has martial weapon proficiency, +3 defense, and 3 soak. It gains the extra attack ability (as a warrior) when its master hits 7th level.