diff --git a/Talents/Barbarian/Barbed/index.md b/Talents/Barbarian/Barbed/index.md index 287256175..fdf683755 100644 --- a/Talents/Barbarian/Barbed/index.md +++ b/Talents/Barbarian/Barbed/index.md @@ -12,39 +12,39 @@ In most settings, only dwarves can become barbed barbarians. They fill a particu ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:---------------------:| -| Barbed Armour | 5 | - | - | -| Reckless Abandon | 10 | Barbed Armour and 4 other Barbarian Talents | 5 | -| Bristling Charge | 25 | Reckless Abandon and 7 other Barbarian Talents | 8 | -| Spiked Retribution | 50 | Bristling Charge and 10 other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Barbed Armour | 15 | Rage | +| Reckless Abandon | 20 | Barbed Armour, Reckless Attack and 50 CP of Barbarian Talents | +| Bristling Charge | 30 | Reckless Abandon and 125 CP of Barbarian Talents | +| Spiked Retribution | 50 | Bristling Charge and 225 CP of Barbarian Talents | ### Barbed Armour
-#### **Cost:** 5 Character Points -While you are wearing spiked armour and are raging, you can use a bonus action to make one unarmed strike against a target within 5 feet of you. If the attack hits, the spikes deal piercing damage equal to your martial feat die. You use your Strength modifier for the attack and damage rolls. +#### **Cost:** 15 Character Points
**Prerequisite:** Rage +While you are wearing armour with the [armour spikes](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Armour/Tables/#extras) extra and are raging, you can make one unarmed strike against a target within 5 feet of you as an action. If the attack hits, the spikes deal 1dM piercing damage. You use your Strength modifier for the attack and damage rolls. -Additionally, when you use the Attack action to grapple a creature, if your grapple check succeeds, then the target takes piercing damage equal to your martial feat die. This damage roll recurs on each round that you maintain the grapple. +Additionally, when you successfully [grapple]((https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/)) a creature, the target takes 1dM piercing damage. This damage roll recurs on each round that you maintain the grapple. ### Reckless Abandon
-#### **Cost:** 10 Character Points
**Prerequisite:** Barbed Armour and 4 Barbarian Talents -When you use Reckless Attack while raging, you also gain temporary stamina equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. +#### **Cost:** 20 Character Points
**Prerequisite:** Barbed Armour, Reckless Attack and 50 CP of Barbarian Talents +When you use [Reckless Attack](https://github.com/stormchaserroleplaying/stormchaserRPG/blob/Clarifications/Formatting/Talents/Barbarian/index.md#reckless-attack) while raging, you also gain 1dR temporary stamina. You lose any temporary stamina gained in this way when your rage ends. -#### ### Bristling Charge +### Bristling Charge
-#### **Cost:** 25 Character Points
**Prerequisite:** Reckless Abandon and 7 Barbarian Talents -You can take the Dash action as a bonus action while you are raging. +#### **Cost:** 30 Character Points
**Prerequisite:** Reckless Abandon and 125 CP of Barbarian Talents +While raging, you can [Overrun](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Overrun/) using only 1 action instead of 2. Additionally, you can [Charge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Charge/) (Slam and Tackle only) using only 2 actions instead of 3. ### Spiked Retribution
-#### **Cost:** 50 Character Points
**Prerequisite:** Bristling Charge and 10 Barbarian Talents -When a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your martial feat die if you are raging, aren’t incapacitated, and are wearing spiked armor. +#### **Cost:** 50 Character Points
**Prerequisite:** Bristling Charge and 225 CP of Barbarian Talents +When a creature within 5 feet of you hits you with a melee attack, the attacker takes 1dM piercing damage if you are raging, aren’t incapacitated and are wearing armour with the [armour spikes](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Armour/Tables/#extras) extra. diff --git a/Talents/Barbarian/Bloodrager/index.md b/Talents/Barbarian/Bloodrager/index.md index 6a66450d8..21b61e5c1 100644 --- a/Talents/Barbarian/Bloodrager/index.md +++ b/Talents/Barbarian/Bloodrager/index.md @@ -14,22 +14,22 @@ While many ferocious combatants can tap into a deep reservoir of buried rage, bl
#### **Prerequisite:** Rage and Spellcasting -You gain the ability to concentrate on spells, even while raging, as long as your spellcasting ability is Constitution or Charisma. You can use a simple or martial melee weapon as a spellcasting focus for your spells. +You gain the ability to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) spells, even while raging, as long as your spellcasting ability is Constitution or Charisma. You can use a simple or martial melee weapon as a spellcasting focus for your spells. ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:--------------------------:| -| Bloodline | 5 | - | - | -| Blood Sanctuary | 10 | Bloodline and 4 other Barbarian Talents | 5 | -| Bloodrage | 25 | Blood Sanctuary and 7 other Barbarian Talents | 8 | -| Greater Bloodline | 50 | Bloodrage and 10 other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Bloodline | 15 | Rage, Arcane Spellcasting | +| Blood Sanctuary | 20 | Bloodline and 50 CP of Barbarian Talents | +| Bloodrage | 30 | Blood Sanctuary and 125 CP of Barbarian Talents | +| Greater Bloodline | 50 | Bloodrage and 225 CP of Barbarian Talents | ### Bloodline
-#### **Cost:** 5 Character Points +#### **Cost:** 15 Character Points
**Prerequisite:** Rage, Arcane Spellcasting The power that lies dormant in your blood awakens. Each bloodrager has a source of magic somewhere in their heritage that empowers their rage. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in their family's past. Regardless of the source, this influence manifests in a number of ways. @@ -43,14 +43,14 @@ You can speak, read, and write Abyssal. Furthermore, you grow claws while raging. These count as two light finesse weapons that each deal 1d6 points of slashing damage. Once you have learned the Blood Sanctuary talent, these claws are considered magic weapons for the purpose of overcoming damage resistance. Once you have learned the Bloodrage talent, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit. -Additionally, when you rage you can choose to grow one size category larger than your base size, as Enlarge/Reduce. +Additionally, when you rage you can choose to grow one size category larger than your base size, as [Enlarge/Reduce](https://stormchaserroleplaying.com/stormchaserRPG/Spells/2/Transmutation/#enlargereduce). #### Divine Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Your link to the divine allows you to learn spells from the divine spell list. When your Spellcasting feature lets you learn or replace an arcane cantrip or arcane spell of 1st level or higher, you can choose the new spell from the arcane spell list or the diving spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes an arcane spell for you. -In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is an arcane spell for you and does not count against your number of spells known. You may not replace this spell when you level up. +In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is an arcane spell for you and does not count against your number of spells known. This spell cannot be replaced. You can also speak, read and write either celestial or infernal. @@ -83,68 +83,68 @@ Furthermore, choose one element. | Fire | Fire | | Water | Cold | -You gain resistance to damage of the associated type. In addition, whenever you start casting a spell of 1st level or higher that deals this kind of damage, magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take elemental damage equal to half your barbarian level. +You gain resistance to damage of the associated type. In addition, whenever you start casting a spell of 1st level or higher that deals this kind of damage, magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take 1dM of the same damage type. #### Giant You discover innate magical abilities within yourself that are based on your giant heritage. You can speak, read, and write Giant. -Select one of the giant types from the table below. If you have the spellcasting feature, you learn a cantrip and a 1st level spell. If you can case 2nd level spells, you also learn a 2nd level spell. If you later gain such abilities, then you learn these spells at that time. The specific spells that you learn are associated with your choice, as shown in the table. These spells count as arcane spells for you, but they don't count against your number of spells known. +Select one of the giant types from the table below. If you have the spellcasting feature, you learn a cantrip and a 1st level spell. If you can cast 2nd level spells, you also learn a 2nd level spell. If you later gain such abilities, then you learn these spells at that time. The specific spells that you learn are associated with your choice, as shown in the table. These spells count as arcane spells for you, but they don't count against your number of spells known. | Giant | Cantrips | 1st Level Spell | 2nd Level Spell | |:-----:|:--------:|:---------------:|:---------------:| -| Cloud | *Minor Illusion* | *Fog Cloud* | *Invisibility* | -| Fire | *Firebolt* | *Burning Hands* | *Flaming Sphere* | -| Frost | *Ray of Frost* | *Armour of Agathys* | *Hold Person* | -| Hill | *Shillelagh* | *Heroism* | *Enlarge/Reduce* | -| Stone | *Resistance* | *Entangle* | *Spike Growth* | -| Storm | *Shocking Grasp* | *Thunderwave* | *Gust of Wind* | +| Cloud | [Minor Illusion](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Illusion/#minor-illusion) | [Fog Cloud](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#fog-cloud) | [Invisibility](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Arcane/) | +| Fire | [Firebolt](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#fire-boltd) | [Burning Hands](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#burning-hands) | [Flaming Sphere](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Arcane/) | +| Frost | [Ray of Frost](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#ray-of-frost) | [Winter's Ward](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#winters-ward) | [Hold Person](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Arcane/) | +| Hill | [Shillelagh](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Transmutation/#shillelagh) | [Heroism](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Charms/#heroism) | [Enlarge/Reduce](https://stormchaserroleplaying.com/stormchaserRPG/Spells/2/Transmutation/#enlargereduce) | +| Stone | [Resistance](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Warding/#resistance) | [Entangle](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#entangle) | [Spike Growth](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/) | +| Storm | [Shocking Grasp](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Evocation/#shocking-grasp) | [Thunderwave](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#thunderwave) | [Gust of Wind](https://stormchaserroleplaying.com/stormchaserRPG/Spells/2/Evocation/#gust-of-wind) | #### Shadow -You are a creature of shadow. Your innate magic comes from the Shadowfell itself. Perhaps you trace your lineage to an entity from that place, or were exposed to its fell energy and transformed by it. The power of shadow magic casts a strangepall over your physical presence. The spark of life that sustains you struggles against the dark energy of your soul. +You are a creature of shadow. Your innate magic comes from the Shadowfell itself. Perhaps you trace your lineage to an entity from that place, or were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you struggles against the dark energy of your soul. You have darkvision with a range of 60 feet even when not raging. If you already have darkvision, its range extends to 120 feet. Whenever you enter a rage, the light level within 30 feet of you decreases by one step. If you can cast 2nd level spells, then you learn the darkness spell, which doesn't count against your number of spells known. You can see through the darkness created by the spell. -In addition, you have resistance to cold damage and your melee attacks deal an additional martial feat die of cold damage. +In addition, you have resistance to cold damage and your melee attacks deal an extra 1dM cold damage. ### Blood Sanctuary
-#### **Cost:** 10 Character Points
**Prerequisite:** Bloodline and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Bloodline and 50 CP of Barbarian Talents Due to the power of your blood, you can stand confidently amid the effects of spells cast by you or your allies. You have +1d to your defences against spells that you or an ally casts. ### Bloodrage
-#### **Cost:** 25 Character Points
**Prerequisite:** Blood Sanctuary and 7 Other Barbarian Talents -Upon entering a rage, you can apply the effects of a spell that you know to yourself. The spell must have a range of touch or self. If the spell's duration is greater than 1 round, it instead lasts for the duration of the rage. This use consumes mana as if you had cast the spell; you must have mana available to take advantage of this effect. +#### **Cost:** 30 Character Points
**Prerequisite:** Blood Sanctuary and 125 CP of Barbarian Talents +Upon entering a rage, you can apply the effects of a spell that you know to yourself. The spell must have a range of touch or self. If the spell's duration is greater than 1 round, it instead lasts for the duration of the rage. This use consumes mana as if you had cast the spell. ### Greater Bloodline
-#### **Cost:** 50 Character Points
**Prerequisite:** Bloodrage and 10 Other Barbarian Talents +#### **Cost:** 50 Character Points
**Prerequisite:** Bloodrage and 225 CP of Barbarian Talents Your connection to your bloodline is strengthened. You gain additional abilities when raging. #### Abyssal -Once per round, when you hit in melee, you can choose to exude a burst of hellish flames in a 10-foot radius centered on you. Make a spellcasting attack roll vs all creatures within 10 feet of you. On a hit, each creatures takes 2d10 + your spellcasting attributy modifier in fire damage, or half as much damage on a miss. +Once per round, when you hit in melee, you can choose to exude a burst of hellish flames in a 10-foot radius centered on you. Make a spellcasting attack roll vs all creatures within 10 feet of you. On a hit, each creature takes 2dM + your spellcasting attribute modifier in fire damage, or half as much damage on a miss. #### Divine When you rage, you manifest a pair of spectral wings on your back, gaining a flying speed equal to your walking speed. The affinity that you chose for the source of your divine power determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. -Additionally, as a bonus action you can emit a pulse of divine energy, casting your affinity bonus spell on all creatures adjacent to you, at the cost of a single point of mana. +Additionally, once per turn as an action, you can cast your bonus affinity spell on all creatures within 10 feet of you. The mana cost for casting a spell in this way is 1. #### Draconic When you rage, you sprout a pair of dragon wings from your back, gaining a flying speed equal to your walking speed. You can't manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. -As a bonus action, you can beat your wings. Make an unarmed strike vs each creature adjacent to you. On a hit, they suffer your unarmed damage and are knocked prone. +Once per turn as an action, you can beat your wings to create a great burst of wind. Make an unarmed strike vs. the STR defense of each creature within 10 feet of you. On a hit, they suffer 1dM bludgeoning damage and are knocked [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). #### Elemental When you rage, you gain special movement based on your element. @@ -161,9 +161,9 @@ Additionally, you can briefly transform your body and any possessions you are ca #### Giant You gain the ability to channel the souls of your ancestors into your physical form. -When you rage you can increase your size by one category as Enlarge/Reduce. Additionally, each round you receive 1d12 + your Constitution modifier in temporary stamina. When you shove a smaller creature, you push it 10 ft away from you, and when you grapple a smaller creature you can use it as an improvised melee or thrown weapon, dealing bludgeoning damage equal to the creature's recovery die, plus your Strength modifier. Both the creature you are using as a weapon and any creature you hit with them take this damage. +When you rage you can increase your size by one category as [Enlarge/Reduce](https://stormchaserroleplaying.com/stormchaserRPG/Spells/2/Transmutation/#enlargereduce). Additionally, each round you receive 1dR + your Constitution modifier in temporary stamina. When you [shove](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Shove/) a smaller creature, you push it 10 ft away from you, and when you [grapple](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/) a smaller creature you can use it as an improvised melee or thrown weapon, dealing bludgeoning damage equal to the creature's recovery die, plus your Strength modifier. Both the creature you are using as a weapon and any creature you hit with them take this damage. #### Shadow You see normally in dim light and darkness, both magical and non-magical, as though it were brightly lit. -Furthermore, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport to an unoccupied space you can see that is also in dim light or darkness. You cannot use this ability if your bloodrage is the only source of dim light or darkness. +Furthermore, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can magically teleport as an action to an unoccupied space you can see that is also in dim light or darkness. You cannot use this ability if your bloodrage is the only source of dim light or darkness. diff --git a/Talents/Barbarian/Bruiser/index.md b/Talents/Barbarian/Bruiser/index.md index 2f85c33c8..f1e416a94 100644 --- a/Talents/Barbarian/Bruiser/index.md +++ b/Talents/Barbarian/Bruiser/index.md @@ -5,64 +5,60 @@ grand_parent: Talents --- # Bruiser -Most barbarians require weapons. However, for Bruiser barbarians everything is their weapon, including people. - -## Branch Features -You gain the following features when you take your first talent in this branch. - -### Improved Unarmed Strike -Your unarmed strikes deal base damage equal to your martial feat die. +Most barbarians require weapons. However, for Bruiser barbarians everything is their weapon, including other people. ## Talents | Talent | CP | Prerequisites | |:------:|:--:|:-------------:| -| Reckless Strikes | 5 | - | -| Shattering Strikes | 10 | Reckless Strikes and 4 other Barbarian Talents | -| Stop Hitting Each Other | 25 | Shattering Strikes and 7 other Barbarian Talents | -| Hulking Smash | 50 | Stop Hitting Each Other and 10 other Barbarian Talents | +| Reckless Strikes | 15 | Rage | +| Shattering Strikes | 20 | Reckless Strikes and 50 CP of Barbarian Talents | +| Stop Hitting Each Other | 30 | Shattering Strikes and 125 CP of Barbarian Talents | +| Hulking Smash | 50 | Stop Hitting Each Other and 225 CP of Barbarian Talents | ### Reckless Strikes
-#### **Cost:** 5 Character Points +#### **Cost:** 15 Character Points**Prerequisite:** Rage +The base damage of your unarmed strikes is now 1dM. + While you are raging and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to suffer -1d on the attack roll to make the attack a reckless strike. You can use these feature a number of times equal to your Constitution modifier. You regain all expended uses when you complete a short or long rest. #### Bracing Strike -You gain temporary hit points equal to your recovery die plus your Constitution modifier. If the target is grappled by you, then you instead gain temporary hit points equal to two recovery dice plus your Constitution modifier. +You gain temporary stamina equal to 1dR + your Constitution modifier. If the target is [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) by you, then you instead gain temporary stamina equal to 2dR + your Constitution modifier. #### Punishing Strike -Make a melee weapon attack vs the Constitution defence of your target. On a hit, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn. +On a hit, if your attack roll also hits the target's Constitution defence, then the creature is [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/) until the start of its next turn. If the target is [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) by you, it is instead [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/) until the start of its next turn. #### Staggering Strike -Make a melee weapon attack vs your target. On a hit, the target is pushed back 5 feet. If the target is grappled by you, it is instead knocked prone. +Tthe target is pushed back 10 feet. If the target is [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) by you, it is instead knocked [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). If the target hits an object before the end of this forced movement, it takes bludgeoning damage equal to your Strength modifier. ### Shattering Strikes
-#### **Cost:** 10 Character Points
**Prerequisite:** Reckless Strikes and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Reckless Strikes and 50 CP of Barbarian talents *Your rage causes your strikes to overcome the hardest of materials.* While raging, you gain the following benefits: -- Your unarmed strikes and improved weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. -- Your unarmed strikes and improved weapons deal double damage against structures and objects. +- Your unarmed strikes and improvised weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. +- Your unarmed strikes and improvised weapons deal double damage to structures and objects. ### Stop Hitting Each Other
-#### **Cost:** 25 Character Points
**Prerequisite:** Shattering Strikes and 7 Barbarian Talents -You can grapple creatures up to two sizes larger than you, instead of one size larger than you. +#### **Cost:** 30 Character Points
**Prerequisite:** Shattering Strikes and 125 CP of Barbarian talents +You can [grapple](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/) creatures up to two sizes larger than you, instead of one size larger than you. -Additionally, you can use creatures that you have grappled that are at least one size smaller than you as improvised weapons. When you do so and you hit with an attack using a creature as a weapon, the grappled creature takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons. +Additionally, you can use creatures that you have [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/) that are at least one size smaller than you as improvised weapons. When you do so and you hit with an attack using a creature as a weapon, the [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) creature takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons. ### Hulking Smash
-#### **Cost:** 50 Character Points
**Prerequisite:** Stop Hitting Each Other and 10 Barbarian Talents -When you would make an unarmed strike or attack with an improvised weapon with a circumstancial +1d, you can choose to forgo the +1d. If you do so, your critical hit range increases by 1 for that attack. +#### **Cost:** 50 Character Points
**Prerequisite:** Stop Hitting Each Other and 225 CP of Barbarian talents +When you would make an unarmed strike or attack with an improvised weapon with a circumstancial +1d, you can choose to forgo the +1d. If you do so and hit the target, all rolled damage from that attack instead deals the maximum possible value. diff --git a/Talents/Barbarian/Elemental/index.md b/Talents/Barbarian/Elemental/index.md index d9b61acdc..bc2596684 100644 --- a/Talents/Barbarian/Elemental/index.md +++ b/Talents/Barbarian/Elemental/index.md @@ -13,36 +13,36 @@ Elemental storm barbarians are typically elite champions who train alongside dru | Talent | CP | Prerequisites | Barbarian Talents Required | |:------:|:--:|:-------------:|:--------------------------:| -| Storm Aura | 5 | - | - | -| Storm Soul| 10 | Storm Aura and 4 Other Barbarian Talents | 5 | -| Shielding Storm | 25 | Storm Soul and 7 Other Barbarian Talents | 8 | -| Raging Storm | 50 | Shielding Storm and 10 Other Barbarian Talents | 11 | +| Storm Aura | 15 | Rage | +| Storm Soul| 20 | Storm Aura and 50 CP of Barbarian Talents | +| Shielding Storm | 30 | Storm Soul and 125 CP of Barbarian Talents | +| Raging Storm | 50 | Shielding Storm and 225 CP of Barbarian Talents | ### Storm Aura
-#### **Cost:** 5 Character Points +#### **Cost:** 15 Character Points
**Prerequisite:** Rage You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. -Your aura has an effect that activates when you enter your rage. You can activate the effect again on each of your turns as a bonus action. Choose fire, lightning, or cold. Your aura’s effect depends on that chosen element, as detailed below. +Your aura has an effect that activates when you begin raging. You can activate the effect again on each of your turns as an action. Choose fire, lightning, or cold. Your aura’s effect depends on that chosen element, as detailed below. -**Fire:** When this effect is activated, roll your martial feat die and deal that much damage to all other creatures in your aura. +**Fire:** You deal 1dM fire damate to each creature that you choose within your aura. -**Lightning:** When this effect is activated, choose one other creature that you can see in your aura. Make a rage attack against the target's dexterity defense. On a hit, roll your martial feat die twice. The target takes lightning damage equal to the result, or half as much damage on a miss. +**Lightning:** Choose one creature that you can see in your aura. Make a rage attack roll vs the target's Dexterity defense. On a hit, the target takes 2dM lightning damage, or half as much damage on a miss. -**Cold:** When this effect is activated, roll your martial feat die. Each creature of your choice in your aura gains temporary stamina equal to the result, as icy spirits inure it to suffering. +**Cold:** Roll 1dR. Each creature of your choice in your aura gains temporary stamina equal to the result, as icy spirits inure it to suffering. ### Storm Soul
-#### **Cost:** 10 Character Points
**Prerequisite:** Storm Aura and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Storm Aura and 50 CP of Barbarian talents The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment that you chose for your Storm Aura. **Fire:** You gain resistance to fire damage and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. -**Lightning:** You gain resistance to lightning damage and a flying speed equal to your walking speed. +**Lightning:** You gain resistance to lightning damage and you can [jump](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/Jump/) without needing to [stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) first. You can [jump](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/Jump/) up to your movement speed forward or half your movement speed upward without a roll. If there are obstacles present, then your GM may still require a roll. **Cold:** You gain resistance to cold damage and you don’t suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. @@ -50,18 +50,18 @@ The storm grants you benefits even when your aura isn’t active. The benefits a
-#### **Cost:** 25 Character Points
**Prerequisite:** Storm Soul and 7 Other Barbarian Talents +#### **Cost:** 30 Character Points
**Prerequisite:** Storm Soul and 125 CP of Barbarian talents You learn to use your mastery of the storm to protect others. Each creature of your choice within your Storm Aura gains the damage resistance granted by the Storm Soul feature. ### Raging Storm
-#### **Cost:** 50 Character Points
**Prerequisite:** Shielding Storm and 10 Other Barbarian Talents +#### **Cost:** 50 Character Points
**Prerequisite:** Shielding Storm and 225 CP of Barbarian talents The power of the storm that you channel grows mightier, lashing out at your foes. The effect is based on the environment that you chose for your Storm Aura. -**Fire:** Once per round, if a creature hit you with an attack while within your Storm Aura since the end of your last turn, then you may make a rage attack against its Dexterity defence as a free action at the start of your turn. On a hit, roll your martial feat die twice. The target takes fire damage equal to the result, or half as much damage on a miss. +**Fire:** Any creature within your Storm Aura that hits you with an attack takes 1dM fre damage. -**Lightning:** When you hit a creature in your aura with an attack, the target is knocked prone if your attack roll exceeds its Strength defense. +**Lightning:** When you hit a creature within your Storm Aura with an attack, the target is knocked [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/) if your attack roll exceeds its Strength defense. -**Cold:** Whenever the effect of your Storm Aura is activated, you can make a rage attack against the Strength defense of one creature that you can see within your aura. On a hit, the target's movement speed is reduced to 0 until the start of your next turn, as magical frost covers it. +**Cold:** Whenever the effect of your Storm Aura is activated, you can make a rage attack roll vs the Strength defense of one creature that you can see within your aura. On a hit, the target's movement speed is reduced to 0 until the start of your next turn, as magical frost covers it. diff --git a/Talents/Barbarian/Fanatic/index.md b/Talents/Barbarian/Fanatic/index.md index 51fe507b3..567dde921 100644 --- a/Talents/Barbarian/Fanatic/index.md +++ b/Talents/Barbarian/Fanatic/index.md @@ -14,33 +14,33 @@ Once your take your first talent from this branch, your soul is marked for endle ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:--------------------------:| -| Divine Fury | 5 | Rage | - | -| Fanatical Focus | 10 | Divine Fury and 4 Other Barbarian Talents | 5 | -| Zealous Presence | 25 | Fanatical Focus and 7 Other Barbarian Talents | 8 | -| Rage Beyond Death | 50 | Zealous Presence and 10 Other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Divine Fury | 15 | Rage | +| Fanatical Focus | 20 | Divine Fury and 50 CP of Barbarian Talents | +| Zealous Presence | 30 | Fanatical Focus and 125 CP of Barbarian Talents | +| Rage Beyond Death | 50 | Zealous Presence and 225 CP of Barbarian Talents | ### Divine Fury
-#### **Cost:** 5 Character Points
**Prerequisite:** Rage -You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to your martial feat die. The extra damage is necrotic or radiant; you choose the type of damage when you gain this talent. +#### **Cost:** 15 Character Points
**Prerequisite:** Rage +You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra 1dM damage. The extra damage is necrotic or radiant; you choose the type of damage when you gain this talent. ### Fanatical Focus
-#### **Cost:** 10 Character Points
**Prerequisite:** Divine Fury and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Divine Fury and 50 CP of Barbarian Talents The divine power that fuels your rage can protect you. Each time that you rage, you gain +1d to your defences until the first time that you are hit by an attack. ### Zealous Presence
-#### **Cost:** 25 Character Points
**Prerequisite:** Fanatical Focus and 7 Other Barbarian Talents -You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain +1d on attack rolls and defenses until the start of your next turn. +#### **Cost:** 30 Character Points
**Prerequisite:** Fanatical Focus and 125 CP of Barbarian Talents +You learn to channel divine power to inspire zealotry in others. As an action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain +1d on attack rolls and defenses until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. @@ -48,7 +48,7 @@ Once you use this feature, you can’t use it again until you finish a long rest
-#### **Cost:** 50 Character Points
**Prerequisite:** Zealous Presence and 10 Other Barbarian Talents +#### **Cost:** 50 Character Points
**Prerequisite:** Zealous Presence and 225 CP of Barbarian Talents The divine power that fuels your rage allows you to shrug off fatal blows. -While you’re raging, having 0 stamina doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends and you die then only if you still have 0 stamina. +While you’re raging, having 0 stamina doesn’t knock you unconscious. You still make [recovery checks](https://stormchaserroleplaying.com/stormchaserRPG/General/Stamina/Recovery/#recovery-checks), and you suffer the normal effects of taking damage while at 0 Stamina. However, if you would die due to failing [recovery checks](https://stormchaserroleplaying.com/stormchaserRPG/General/Stamina/Recovery/#recovery-checks), you don’t die until your rage ends and you die then only if you still have 0 stamina. diff --git a/Talents/Barbarian/FeralSoul/index.md b/Talents/Barbarian/FeralSoul/index.md index 4b59c1d89..cb19dc432 100644 --- a/Talents/Barbarian/FeralSoul/index.md +++ b/Talents/Barbarian/FeralSoul/index.md @@ -9,29 +9,27 @@ Feral Soul barbarians draw their rage from a bestial spark burning within their ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:--------------------------:| -| Form of the Beast | 5 | *Rage* | - | -| Bestial Soul | 10 | Form of the Beast and 4 Other Barbarian Talents | 5 | -| Infectious Fury | 25 | Bestial Soul and 7 Other Barbarian Talents | 8 | -| Call the Hunt | 50 | Infectious Fury and 10 Other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Form of the Beast | 15 | Rage | +| Bestial Soul | 20 | Form of the Beast and 50 CP of Barbarian Talents | +| Infectious Fury | 30 | Bestial Soul and 125 CP of Barbarian Talents | +| Call the Hunt | 50 | Infectious Fury and 225 CP of Barbarian Talents | ### Form of the Beast -#### *Cost:* 5 Character Points -#### *Prerequisite:* Rage -When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. Your proficiency with this weapon is trained and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. +#### **Cost:** 15 Character Points
**Prerequisite:** Rage +When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. You proficiency with this weapon matches your profiency in rage attacks. You choose the weapon’s form each time you rage: -**Bite.** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain stamina equal to your recovery die, provided that you have less than half your stamina when you hit. +**Bite.** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1dM piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain 1dR stamina if you have less than half your stamina. -**Claws.** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. +**Claws.** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1dM slashing damage on a hit, and has the finesse and light properties. You can [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) using the [dual wield](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Dual/) action. -**Tail.** You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. Each round, the first time that a creature that you can see within 10 feet of you hits you with a melee or ranged attack roll, you swipe your tail and add +1d to your defense, potentially causing the attack to miss you. +**Tail.** You grow a lashing, spiny tail, which deals 1dM piercing damage on a hit and has the reach property. Each round, the first time that a creature that you can see within 10 feet of you hits you with a melee or ranged attack roll, you swipe your tail and add +1d to your defense, potentially causing the attack to miss you. ### Bestial Soul -#### *Cost:* 10 Character Points -#### *Prerequisite:* Form of the Beast and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Form of the Beast and 50 CP of Barbarian Talents The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: @@ -46,17 +44,15 @@ When you jump, you can make an athletics check and extend your jump by a number You gain a swimming speed equal to your walking speed and you can breathe underwater. ### Infectious Fury -#### *Cost:* 25 Character Points -#### *Prerequisite:* Bestial Soul and 7 Other Barbarian Talents +#### **Cost:** 30 Character Points
**Prerequisite:** Bestial Soul and 125 CP of Barbarian Talents When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. If your attack roll exceeds the target's wisdom defense, they suffer one of the following effects (your choice): -- The target instantly makes a melee attack against another creature of your choice that you can see. Compare the attacker's weapon skill to the defender's defence. If the attacker's weapon skill is higher, the defender takes the attacker's melee damage. -- The target takes 2d12 psychic damage. +- The target must use one of its actions on its next turn to attack another creature of your choice that you can see. +- The target takes 2dM psychic damage. -You can use this feature a number of times equal to constitution modifier, and you regain all expended uses when you finish a long rest. +You can use this feature a number of times equal to your Constitution modifier and you regain all expended uses when you finish a long rest. ### Call the Hunt -#### *Cost:* 50 Character Points -#### *Prerequisite:* Infectious Fury and 10 Other Barbarian Talents -The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary stamina for each creature that accepts this feature. Until the rage ends, the chosen creatures gain 1d6 extra damage on their attacks +#### **Cost:** 50 Character Points
**Prerequisite:** Infectious Fury and 225 CP of Barbarian Talents +The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 1dR temporary stamina for each creature that accepts this feature. Until the rage ends, the chosen creatures can add 1dM to one damage roll each turn. -You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses when you finish a long rest. +You can use this feature a number of times equal to your Constitution modifier and you regain all expended uses when you finish a long rest. diff --git a/Talents/Barbarian/Frenzy/index.md b/Talents/Barbarian/Frenzy/index.md index 354692953..0efe22788 100644 --- a/Talents/Barbarian/Frenzy/index.md +++ b/Talents/Barbarian/Frenzy/index.md @@ -9,33 +9,38 @@ For some barbarians, rage is a means to an end, that end being violence. A frenz ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:---------------------:| -| Battle Frenzy | 5 | Rage | - | -| Mindless Rage | 10 | Battle Frenzy and 4 other Barbarian Talents | 5 | -| Intimidating Presence | 25 | Mindless Rage and 7 other Barbarian Talents | 8 | -| Retaliation | 50 | Intimidating Presence and 10 other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Battle Frenzy | 15 | Rage | +| Mindless Rage | 20 | Battle Frenzy and 50 CP of other Barbarian Talents | +| Intimidating Presence | 30 | Mindless Rage and 125 CP of other Barbarian Talents | +| Retaliation | 50 | Intimidating Presence and 225 CP of other Barbarian Talents | ### Battle Frenzy
-#### **Cost:** 5 Character Points
**Prerequisite:** Rage -You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. +#### **Cost:** 15 Character Points
**Prerequisite:** Rage +While raging, your senses become dulled and adrenlaine pushes your body beyond mundane concerns like fatigue. Your martial ferocity greatly increases but you receive 1 level of [exhaustion](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Exhaustion/) when your rage ends. While raging, you gain the following benefits: + +* You ignore the effects of [exhaustion](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Exhaustion/) while raging. +* While wielding a single one-handed weapon, your weapon is considered [versatile](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Glossary/#versatile) and being wielded in two hands for the sake of damage calculation and countering [disarm](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Disarm/) attempts. +* While wielding a two-handed weapon, the damage bonus from your Strength increases to twice your Strength modifier. +* While dual-wielding, [striking](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with both weapons is resolved simultaneously using 1 action and attack roll. For example, attacking with two daggers would require 1 weapons attack roll and damage would be 2d4 + Strength Modifier. ### Mindless Rage
-#### **Cost:** 10 Character Points
**Prerequisite:** Battle Frenzy and 4 other Barbarian Talents -You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. +#### **Cost:** 20 Character Points
**Prerequisite:** Battle Frenzy and 50 CP of other Barbarian Talents +You can’t be [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) while raging. If you are [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) when you enter your rage, the effect is suspended for the duration of the rage. ### Intimidating Presence
-#### **Cost:** 25 Character Points
**Prerequisite:** Mindless Rage and 7 other Barbarian Talents -You can use your bonus action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature must be able to see or hear you. Make a proficient Charisma attack roll vs. the creature's Wisdom defence. If you hit, the creature is frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. +#### **Cost:** 30 Character Points
**Prerequisite:**Mindless Rage and 125 CP of other Barbarian Talents +You can use an action to [frighten](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature must be able to see or hear you. Make a rage attack roll vs the creature's Wisdom defence. If you hit, the creature is [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you until the end of your next turn. On subsequent turns, you can use an action to extend the duration of this effect on the [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If you miss, you can’t use this feature on that creature again for 24 hours. @@ -43,5 +48,5 @@ If you miss, you can’t use this feature on that creature again for 24 hours.
-#### **Cost:** 50 Character Points
**Prerequisite:** Intimidating Presence and 10 other Barbarian Talents +#### **Cost:** 50 Character Points
**Prerequisite:** Intimidating Presence and 225 CP of other Barbarian Talents Once each round, the first time that you take damage from a creature that is within 5 feet of you, the creature must make a Strength or Dexterity defence check (creature's choice) vs. your weapon skill. If the creature fails, you hit it with a melee attack. diff --git a/Talents/Barbarian/GuardianAncestor/index.md b/Talents/Barbarian/GuardianAncestor/index.md index 802f2335d..f12634ab6 100644 --- a/Talents/Barbarian/GuardianAncestor/index.md +++ b/Talents/Barbarian/GuardianAncestor/index.md @@ -11,69 +11,48 @@ Barbarians who draw on their guardian ancestors can better fight to protect thei ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:---------------------:| -| Ancestral Protectors, Lesser | 5 | - | - | -| Spirit Shield, Lesser | 10 | Ancestral Protectors, Lesser and 4 Other Barbarian Talents | 5 | -| Consult the Spirits | 15 | Spirit Shield, Lesser and 7 Other Barbarian Talents | 8 | -| Ancestral Protectors | 5 | Ancestral Protectors, Lesser and 7 Other Barbarian Talents | 8 | -| Spirit Shield | 5 | Spirit Shield, Lesser and 7 Other Barbarian Talents | 8 | -| Vengeful Ancestors | 35 | Consult the Spirits and 10 Other Barbarian Talents | 11 | -| Ancestral Protectors, Greater | 10 | Ancestral Protectors and 10 Other Barbarian Talents | 11 | -| Spirit Shield, Greater | 5 | Spirit Shield and 10 Other Barbarian Talents | 11 | - -### Ancestral Protectors, Lesser +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Ancestral Protectors | 15 | Rage | +| Spirit Shield | 20 | Ancestral Protectors and 50 CP of Barbarian talents | +| Consult the Spirits | 30 | Spirit Shield and 125 CP of Barbarian talents | +| Vengeful Ancestors | 40 | Consult the Spirits and 225 CP of Barbarian talents | +| Ancestral Protectors, Greater | 10 | Ancestral Protectors and 225 CP of Barbarian talents | + +### Ancestral Protectors
-#### **Cost:** 5 Character Points
**Prerequisite:** Rage +#### **Cost:** 15 Character Points
**Prerequisite:** Rage *When you enter your rage, a spectral warrior appears to defend you and your allies.* -While you are raging, the first time each round that you or an ally that you can see within 10 feet of you is targeted by an attack, the target receives +1d to its defences vs that attack. +While you are raging, the first time each round that you or an ally that you can see within 15 feet of you is targeted by an attack, the target receives +1d to its defences vs that attack. On your turn (or when you roll initiative), you can declare a specific creature to trigger this ability, or to not use it for the next round. This effect can only trigger once per round. The effect on the target ends early if your rage ends. -### Spirit Shield, Lesser +### Spirit Shield
-#### **Cost:** 10 Character Points
**Prerequisite:** Ancestral Protectors and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Ancestral Protectors and 50 CP of Barbarian talents *The guardian spirits that aid you can provide supernatural protection to those you defend.* -While you are raging, the first time each round that you or an ally that you can see within 30 feet of you takes damage from an attack, that damage is reduced by 2d6. - -On your turn (or when you roll initiative), you can declare a specific creature to trigger this ability, or to not use it for the next round. This effect can only trigger once per round. The effect on the target ends early if your rage ends. - -This increases to 3d6 when you take your 3rd Guardian Ancestor talent and to 4d6 when you take your 4th Guardian Ancestor talent. +As an action while you are raging, you grant a creature within 30 feet that you can see 2dR temporary stamina. This benefit persists for the duration of your rage, or until you spend an action to use this talent again. If you use this talent's effect after the first application, reroll the temporary stamina amount and grant it to the target creature. If the creature had temporary stamina from this talent already, it is replaced with the new value. ### Consult the Spirits
-#### **Cost:** 20 Character Points
**Prerequisite:** Spirit Shield and 7 Other Barbarian Talents +#### **Cost:** 30 Character Points
**Prerequisite:** Spirit Shield and 125 CP of Barbarian talents *You gain the ability to consult with your ancestral spirits.* -You can cast the augury and clairvoyance spells as rituals, without using mana or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. - -### Ancestral Protectors - -
- -#### **Cost:** 5 Character Points
**Prerequisite:** Ancestral Protectors, Lesser and 7 Other Barbarian Talents -The range of your Ancestral Protectors increases to 15 feet. - -### Spirit Shield - -
- -#### **Cost:** 5 Character Points
**Prerequisite:** Spirit Shield, Lesser and 7 Other Barbarian Talents -The damage reduction of your Spirit Shield increases to 3d6. +You can cast the [augury]() and [clairvoyance]() spells as rituals, without using mana or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. ### Vengeful Ancestors
-#### **Cost:** 35 Character Points
**Prerequisite:** Consult the Spirits and 10 Other Barbarian Talents +#### **Cost:** 40 Character Points
**Prerequisite:** Consult the Spirits and 225 CP of Barbarian talents *Your ancestral spirits grow powerful enough to retaliate.* When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of sacred damage equal to the damage that your Spirit Shield prevents. @@ -82,12 +61,5 @@ When you use your Spirit Shield to reduce the damage of an attack, the attacker
-#### **Cost:** 10 Character Points
**Prerequisite:** Ancestral Protectors and 10 Other Barbarian Talents +#### **Cost:** 10 Character Points
**Prerequisite:** Ancestral Protectors and 225 CP of Barbarian talents You can now protect every ally within range using your Ancestral Protectors. Each ally can benefit from its effect only once per round for the first attack against them. - -### Spirit Shield, Greater - -
- -#### **Cost:** 5 Character Points
**Prerequisite:** Spirit Shield and 10 Other Barbarian Talents -The damage reduction of your Spirit Shield increases to 4d6. diff --git a/Talents/Barbarian/Primal/index.md b/Talents/Barbarian/Primal/index.md deleted file mode 100644 index 335ea5471..000000000 --- a/Talents/Barbarian/Primal/index.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -title: Primal -parent: Barbarian Talents -grand_parent: Talents ---- - -# Primal -Primal barbarians draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. - -## Talents - -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:--------------------------:| -| Form of the Beast | 5 | *Rage* | - | -| Bestial Soul | 10 | Form of the Beast and 4 Other Barbarian Talents | 5 | -| Infectious Fury | 25 | Bestial Soul and 7 Other Barbarian Talents | 8 | -| Call the Hunt | 50 | Infectious Fury and 10 Other Barbarian Talents | 11 | - -### Form of the Beast - -
- -#### **Cost:** 5 Character Points
**Prerequisite:** Rage -When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. Your proficiency with this weapon is trained and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. - -You choose the weapon’s form each time you rage: - -**Bite.** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain stamina equal to your recovery die, provided that you have less than half your stamina when you hit. - -**Claws.** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. - -**Tail.** You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. Each round, the first time that a creature that you can see within 10 feet of you hits you with a melee or ranged attack roll, you swipe your tail and add +1d to your defense, potentially causing the attack to miss you. - -### Bestial Soul - -
- -#### **Cost:** 10 Character Points
**Prerequisite:** Form of the Beast and 4 Other Barbarian Talents -The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - -You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: - -**Climbing** -You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check. - -**Jumping** -When you jump, you can make an athletics check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. - -**Swimming** -You gain a swimming speed equal to your walking speed and you can breathe underwater. - -### Infectious Fury - -
- -#### **Cost:** 25 Character Points
**Prerequisite:** Bestial Soul and 7 Other Barbarian Talents -When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. If your attack roll exceeds the target's wisdom defense, they suffer one of the following effects (your choice): -- The target instantly makes a melee attack against another creature of your choice that you can see. Compare the attacker's weapon skill to the defender's defence. If the attacker's weapon skill is higher, the defender takes the attacker's melee damage. -- The target takes 2d12 psychic damage. - -You can use this feature a number of times equal to constitution modifier, and you regain all expended uses when you finish a long rest. - -### Call the Hunt - -
- -#### **Cost:** 50 Character Points
**Prerequisite:** Infectious Fury and 10 Other Barbarian Talents -The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary stamina for each creature that accepts this feature. Until the rage ends, the chosen creatures gain 1d6 extra damage on their attacks - -You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses when you finish a long rest. diff --git a/Talents/Barbarian/RagePowers/index.md b/Talents/Barbarian/RagePowers/index.md index b9d6fbcaa..609d1f80d 100644 --- a/Talents/Barbarian/RagePowers/index.md +++ b/Talents/Barbarian/RagePowers/index.md @@ -6,7 +6,55 @@ nav_order: 1 --- # Rage Powers -Any barbarian who meets a power's prerequisites can select and use a rage power. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with "dragon totem" in its title). +Any character with the [Rage](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/#rage) talent can spend character points on a rage power if they meet its prerequisites. + +Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with "dragon totem" in its title). + +| Rage Power | CP | Prerequisites | +|:-------|:--:|:--------------| +| Ancestral Guidance | 5 | - | +| Animalistic Fury | 5 | - | +| Armour Ripper | 5 | 1 Feral Soul talent | +| Auspicious Mark | 5 | Ancestral Guidance | +| Barreling Charge | 10 | - | +| Battle Roar | 10 | Intimidating Glare | +| Blood For Blood | 5 | - | +| Bone Breaker | 10 | - | +| Celestial Totem, Lesser | 5 | - | +| Celestial Totem | 15 | Celestial Totem, Lesser | +| Celestial Totem, Greater | 35 | Celestial Totem | +| Clear Mind | 5 | - | +| Come and Get Me | 10 | Blood For Blood | +| Crippling Blow | 15 | Powerful Blow | +| Cult Totem, Lesser | 5 | - | +| Cult Totem | 10 | Cult Totem, Lesser | +| Death Dealer | 10 | - | +| Fleshrender | 20 | - | +| Focus of the Ascetic | 20 | - | +| Fury Manifested | 25 | - | +| Great Throw | 15 | - | +| Inspire Ferocity | 10 | Reckless Attack | +| Intimidating Glare | 5 | - | +| Knockdown | 10 | - | +| Leap to the Fray! | 20 | - | +| Moon Totem, Lesser | 5 | - | +| Moon Totem | 10 | Moon Totem, Lesser | +| Moon Totem, Greater | 25 | Moon Totem | +| Powerful Blow | 5 | - | +| Primal Instinct | 10 | - | +| Raging Skald | 5 | Berserker Cry | +| Reaping | 10 | - | +| Rip and Tear | 15 | - | +| Rolling Dodge | 5 | - | +| Scatter the Hordes | 15 | - | +| Seize the Prey | 10 | - | +| Shadow Totem, Lesser | 5 | - | +| Shadow Totem | 25 | Shadow Totem, Lesser | +| Shadow Totem, Greater | 35 | Shadow Totem | +| Spell Sunder | 10 | - | +| Tear the Veil of Shadows | 10 | - | +| Trample | 5 | - | +| Whirlwind | 10 | - | ## Ancestral Guidance @@ -60,10 +108,10 @@ When you successfully demoralise an opponent using your [Intimidating Glare](htt
-#### **Cost:** 5 Character Points
**Rage Point Cost:** 2 Points +#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Points *No one strikes you without reprisal in kind.* -At the start of your turn, if you were hit in melee during the last round, you can immediately make a melee or thrown weapon [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) vs the last creature to hit you. Subsequent Strikes do not incur the multiple attack penalty. +At the start of your turn, if you were hit in melee during the last round, you gain +1d on attack rolls made to hit the last creature to hit you. ## Bone Breaker @@ -312,11 +360,9 @@ You let loose a primal roar that affects all creatures within 30 feet. Make a Ra
#### **Cost:** 5 Character Points
**Rage Point Cost:** 1 Point -As an action, you can attempt to overrun any creature that is the same size as you or smaller. This works just like the overrun combat action, but the barbarian does not need to make a check, it merely has to move over opponents in its path. - -Targets of the overrun take an amount of damage equal to your martial feat die + your Constitution modifier and may make an attack of opportunity, but with -1d. If a target forgoes its opportunity attack, it may attempt to avoid you and make a Dexterity defence check against your weapon skill to take half damage. +You perform the [Overrun](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Overrun/) action against a target, treating a success as a critical success. If you do not succeed on your roll, it is considered a normal success. -You can only deal this damage to each target once per round, no matter how many times your movement takes you over a target creature. +You can only deal this damage to a target once per round, no matter how many times your movement takes you over a target creature. ## Whirlwind diff --git a/Talents/Barbarian/Totem/index.md b/Talents/Barbarian/Totem/index.md index b113051c3..8e169a67e 100644 --- a/Talents/Barbarian/Totem/index.md +++ b/Talents/Barbarian/Totem/index.md @@ -9,76 +9,83 @@ The growth of a Totem Warrior is a spiritual journey, as the barbarian accepts a Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. -## Features - -### Rituals -Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. When you take your first talent from this branch, you gain the ability to cast the *beast sense* and *speak with animals* spells, but only as rituals, as described [here](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/WhatisaSpell/Rituals/). - ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:--------------------------:| -| Totem Spirit | 5 | Rage | - | -| Aspect of the Beast | 10 | Totem Spirit and 4 Other Barbarian Talents | 5 | -| Spirit Walker | 25 | Aspect of the Beast and 7 Other Barbarian Talents | 8 | -| Totemic Attunement | 50 | Spirit Walker and 10 Other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Totem Spirit | 15 | Rage | +| Aspect of the Beast | 20 | Totem Spirit and 50 CP of Barbarian Talents | +| Spirit Walker | 30 | Aspect of the Beast and 125 CP of Barbarian Talents | +| Totemic Attunement | 50 | Spirit Walker and 225 CP of Barbarian Talents | ### Totem Spirit
-#### **Cost:** 5 Character Points
**Prerequisite:** Rage -When you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object (an amulet or similar adornment) that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. +#### **Cost:** 15 Character Points
**Prerequisite:** Rage +Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the [Beast Sense]() and [Speak With Animals](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#speak-with-animals) spells. + +When you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object (an amulet or similar adornment) that incorporates fur or feathers, claws, teeth, or bones of an animal connected with the spirit. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Many animals can represent a totem spirit, so the player may choose a different animal that relates to those listed. -Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. +| Totem | Sample Animals | +|:-----:|:--------------:| +| Bear | Bear, Boar, Bull, Turtle, Whale | +| Stag | Deer, Dolphin, Elk | +| Eagle | Dragon, Eagle, Hawk, Roc | +| Wolf | Hyena, Lion, Wolf | +| Tiger | Lion, Tiger, Crocodile, Snake, Shark | -**Bear:** While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. +While you are raging, you gain the following benefit based on your chosen Totem Spirit. -**Eagle:** While you’re raging, you have +1d on defence checks to avoid opportunity attacks and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. +**Bear:** You have resistance to all damage except mental damage. The Bear Totem makes you tough enough to withstand any punishment. -**Elk:** While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. +**Eagle:** You have +1d on defence checks to avoid opportunity attacks and you can [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) once per turn without using an action. The Eagle Totem makes you extraordinarily swift. -**Tiger:** While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. +**Stag:** While you aren't wearing heavy armour, your walking speed increases by 15 feet. The spirit of the stag makes you extraordinarily swift. -**Wolf:** While you’re raging, your friends have +1d on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. +**Tiger:** Each turn, the first time that you [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) a creature that you have [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Grapple/) you deal double damage. + +**Wolf:** Your allies have +1d on melee attack rolls against any creature within 5 feet of you that is hostile to you. The Wolf Totem makes you a leader of hunters. ### Aspect of the Beast
-#### **Cost:** 10 Character Points
**Prerequisite:** Totem Spirit and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Totem Spirit and 50 CP of Barbarian Talents You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected for Totem Spirit or a different one. **Bear:** You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled and you have +1d on Strength checks made to push, pull, lift, or break objects. -**Eagle:** You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose -1d on your sight-based perception checks. +**Eagle:** You gain the eyesight of an eagle. You gain low-light vision with a distance of 1 mile. -**Elk:** Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see [Speed](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Movement/Speed/), for rules on travel pace). The elk spirit helps you roam far and fast. +**Stag:** Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see [Speed](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Movement/Speed/) for the rules on travel pace). The elk spirit helps you roam far and fast. -**Tiger:** You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. +**Wolf:** You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace (see [Speed](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Movement/Speed/) for the rules on travel pace). -**Wolf:** You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see [Speed](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Movement/Speed/), for rules on travel pace). +**Tiger:** ***Pending rewrite*** ~~You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.~~ ### Spirit Walker
-#### **Cost:** 25 Character Points
**Prerequisite:** Spirit Seeker and 7 Other Barbarian Talents -You can cast the *Commune With Nature* spell, but only as a ritual. When you do so, a spiritual version of one of the animals that you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. +#### **Cost:** 30 Character Points
**Prerequisite:** Aspect of the Beast and 125 CP of Barbarian Talents +You can cast the [Commune With Nature]() spell. When you do so, a spiritual version of one of the animals that you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. ### Totemic Attunement
-#### **Cost:** 50 Character Points
**Prerequisite:** Aspect of the Beast and 10 Other Barbarian Talents +#### **Cost:** 50 Character Points
**Prerequisite:** Spirit Walker and 225 CP of Barbarian Talents You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. -**Bear:** While you’re raging, any creature within 5 feet of you that’s hostile to you has -1d on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you, or if it can’t be frightened. +While raging, you gain a benefit listed below based on your chosen totem animal: + +**Bear:** Any creature within 5 feet of you that’s hostile to you has -1d on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you, or if it can’t be frightened. -**Eagle:** While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. +**Eagle:** You have a flying speed equal to your current walking speed. -**Elk:** While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. When you do so, make a rage attack roll against the target's strength defense. On a hit, the target is knocked prone and takes bludgeoning damage equal to 1d12 + your Strength modifier. On a miss, the target takes half damage and is not knocked prone. +**Stag:** When you [Overrun](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Overrun/), you can do so with only one action instead of two. Additionally, [Charging](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Charge/) only takes two actions instead of three and you only need to [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) once before attacking the target. -**Tiger:** While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. +**Tiger:** After you successfully [Charge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Charge/) a creature, you can immediately [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) them as a free action. -**Wolf:** While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. +**Wolf:** When you deal damage to a target in melee, they are automatically knocked [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). diff --git a/Talents/Barbarian/WildMagic/index.md b/Talents/Barbarian/WildMagic/index.md index 46a3fa759..3c352fc8d 100644 --- a/Talents/Barbarian/WildMagic/index.md +++ b/Talents/Barbarian/WildMagic/index.md @@ -7,47 +7,44 @@ grand_parent: Talents # Wild Magic Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Hedge, the higher planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians carry the Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors. -## Features - -### Magic Awareness -When you take your first talent from this branch, you become aware of the presence of concentrated magic. When you activate this ability as an action, you know the location of any spell or magic item within 60 feet of you until the end of your next turn. When you sense a spell, you learn which school of magic it belongs to. - ## Talents -| Talent | CP | Prerequisites | Barbarian Talents Required | -|:------:|:--:|:-------------:|:--------------------------:| -| Wild Surge | 5 | - | - | -| Bolstering Magic | 10 | Wild Surge and 4 Other Barbarian Talents | 5 | -| Unstable Backlash | 25 | Bolstering Magic and 7 Other Barbarian Talents | 8 | -| Controlled Surge | 50 | Unstable Backlash and 10 Other Barbarian Talents | 11 | +| Talent | CP | Prerequisites | +|:------:|:--:|:-------------:| +| Wild Surge | 15 | Rage | +| Bolstering Magic | 20 | Wild Surge and 50 CP of Barbarian talents | +| Unstable Backlash | 30 | Bolstering Magic and 125 CP of Barbarian talents | +| Controlled Surge | 50 | Unstable Backlash and 225 CP of Barbarian talents | ### Wild Surge -#### **Cost:** 5 Character Points
**Prerequisite:** Rage +#### **Cost:** 15 Character Points
**Prerequisite:** Rage +You become aware of the presence of concentrated magic around you. You gain the [Detect Magic](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-magic) spell. + The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the table below to determine the magical effect produced. | d8 | Effect | |:--:|:------:| -| 1 | Shadowy tendrils lash around you. Make a rage attack roll against the constitution defense of each creature of your choice that you can see within 30 feet of you. On a hit, the target(s) take 1d12 necrotic damage. You also gain 1d12 temporary stamina when this effect activates. | -| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | -| 3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes and you make a rage attack roll against the dexterity defense of each creature within 5 feet of it to inflict 1d6 force damage on a hit. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. | -| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. | -| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. | +| 1 | Shadowy tendrils lash around you. Make a rage attack roll against the constitution defense of each creature of your choice that you can see within 30 feet of you. On a hit, the target(s) take 1dM necrotic damage. You also gain 1dR temporary stamina when this effect activates. | +| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as an action. | +| 3 | An intangible spirit, which looks like any small Beast or Fey creature (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes and you make a rage attack roll against the dexterity defense of each creature within 5 feet of it. On a hit, it inflicts 1dM energy damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as an action. | +| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes energy force and it gains the light and thrown properties, with a range increment of 20 feet. At the end of each turn, if you are not holding the weapon, you can magically recall it to your hand. The weapon travels along the most direct route to you. Make a rage attack roll vs the dexterity defense of any creature along the return path. On a hit, the creature takes 1dM energy damage. | +| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1dM energy damage, as magic lashes out in retribution. | | 6 | Until your rage ends, you are surrounded by multi-coloured, protective lights. You gain +1d to your defence vs melee and ranged attacks. While within 10 feet of you, your allies gain the same bonus. | | 7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. | -| 8 | A bolt of light shoots from your chest. Make a rage attack roll against the constitution defense of another creature of your choice that you can see within 30 feet of you. On a hit, the target takes 1d6 radiant damage and is blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | +| 8 | A bolt of light shoots from your chest. Make a rage attack roll vs the constitution defense of another creature of your choice that you can see within 30 feet of you. On a hit, the target takes 1dM sacred damage and is [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as an action. | ### Bolstering Magic -#### **Cost:** 10 Character Points
**Prerequisite:** Wild Surge and 4 Other Barbarian Talents +#### **Cost:** 20 Character Points
**Prerequisite:** Wild Surge and 50 CP of Barbarian talents You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: -* For 10 minutes, the creature can roll with +1d whenever making an attack roll or an ability check and add half the number rolled to the result. +* For 10 minutes, the target gains +1d on their attack rolls and ability checks. * Roll a d3. The creature regains that amount of mana. Once a creature receives this benefit, that creature can’t receive it again until after a long rest. -You can take this action a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest. +You can take this action a number of times equal to your Constitution modifier and you regain all expended uses when you finish a long rest. ### Unstable Backlash -#### **Cost:** 25 Character Points
**Prerequisite:** Bolstering Magic and 7 Other Barbarian Talents +#### **Cost:** 30 Character Points
**Prerequisite:** Bolstering Magic and 125 CP of Barbarian talents When you are imperiled during your rage, the magic within you can lash out. At the start of each turn, if you were hit by an attack or otherwise take damage while raging over the course of the last round, then you can roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. ### Controlled Surge -#### **Cost:** 50 Character Points
**Prerequisite:** Unstable Backlash and 10 Other Barbarian Talents +#### **Cost:** 50 Character Points
**Prerequisite:** Unstable Backlash and 225 CP of Barbarian talents Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. diff --git a/Talents/Barbarian/index.md b/Talents/Barbarian/index.md index f2568bd80..dc3976caa 100644 --- a/Talents/Barbarian/index.md +++ b/Talents/Barbarian/index.md @@ -7,32 +7,31 @@ has_children: true # Barbarian Talent Tree For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques. They are not soldiers or professional warriors, they are the battle-possessed. Creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilised and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage. -**As long as at least half of your warrior talents are from the barbarian talent tree, your stamina increases to 5× your Constitution score and your recovery die increases to a d12** - ## Core Talents | Talent | CP | Prerequisites | |:-------|:--:|:--------------| | Rage | 5 | - | | Natural Resilience | 5 | - | -| Reckless Attack | 5 | *Rage* | -| Fast Movement | 5 | *Reckless Attack* | -| Feral Instinct | 10 | *Natural Resilience* | -| Instinctive Pounce | 5 | *Fast Movement* | -| Brutal Critical | 20 | *Instinctive Pounce* | -| Relentless Rage | 35 | *Rage and Feral Instinct* | -| Brutal Critical II | 30 | *Brutal Critical and Relentless Rage* | -| Persistent Rage | 65 | *Relentless Rage* | -| Brutal Critical III | 40 | *Brutal Critical II and Persistent Rage* | -| Indomitable Might | 80 | *Brutal Critical III* | -| Primal Champion | 100 | *15 Other Barbarian Talents* | +| Rimehand | 10 | 5 CP of Barbarian Talents | +| Reckless Attack | 10 | Rage plus 5 CP of Barbarian talents | +| Fast Movement | 20 | Reckless Attack plus 30 CP of Barbarian Talents | +| Feral Instinct | 15 | Natural Resilience plus 75 CP of Barbarian Talents | +| Instinctive Pounce | 10 | Fast Movement plus 75 CP of Barbarian Talents | +| Brutal Critical | 30 | Instinctive Pounce plus 100 CP of Barbarian Talents | +| Relentless Rage | 35 | Rage and Feral Instinct plus 150 CP of Barbarian Talents | +| Brutal Critical II | 50 | Brutal Critical and Relentless Rage plus 175 CP of Barbarian Talents | +| Persistent Rage | 65 | Relentless Rage plus 275 CP of Barbarian Talents | +| Brutal Critical III | 80 | Brutal Critical II and Persistent Rage plus 350 CP of Barbarian Talents | +| Indomitable Might | 80 | Brutal Critical III plus 425 CP of Barbarian Talents | +| Primal Champion | 100 | Indomitable Might plus 500 CP of Barbarian Talents | ### Rage
#### **Cost:** 5 Character Points -You fight with a primal ferocity; you have a number of rage points equal to your Constitution modifier. These rage points can be spent to trigger [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/). Once you have spent a rage point, it is unavailable to you until you finish a short or long rest, at the end of which your number of rage points is reset to equal your Constitution modifier. You also gain 1 rage point whenever: +You fight with a primal ferocity; you have a number of rage points equal to your Constitution modifier. These rage points can be spent to trigger [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/). You also gain 1 rage point whenever: * You hit a hostile creature with an attack for the first time that round. * You are hit by an attack for the first time that round. * You score a critical hit. @@ -40,21 +39,16 @@ You fight with a primal ferocity; you have a number of rage points equal to your * You drop below half of your stamina maximum. * An ally falls unconscious or dies. -Rage points gained in these ways may exceed your rage point maximum. +Rage points gained in these ways may exceed your rage point maximum. When you finish a short or long rest, your total rage points reset to your Constitution modifier. -All barbarians start with the following rage power: +As an action on your turn, you can spend a rage point to enter a furious bloodlust. While raging, you gain the following benefits: +* You have advantage on Strength checks. +* When you make a melee weapon attack, you deal additional damage equal to your martial feat die. +* You have resistance to bludgeoning, piercing and slashing damage. -> #### Rage -> On your turn, you can spend a rage point to enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armour: -> * You have advantage on Strength checks. -> * When you make a melee weapon attack, you deal additional damage equal to your martial feat die. -> * You have resistance to bludgeoning, piercing, and slashing damage. -> -> If you are able to cast spells, you can’t cast them or concentrate on them while raging. -> -> Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or been hit by an attack since then. You can also end your rage at any time (no action required). +If you are able to cast spells, you can’t cast or sustain them while raging. -As a barbarian gains talents, they learn to use their rage in new ways. When you take your 3rd barbarian talent, you also gain a [rage power](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/). You gain another [rage power](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/) for every two barbarian talents of barbarian taken after the 3rd. A barbarian gains the benefits of [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/) only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. +Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage at any time (no action required). Some [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/) or barbarian talents call for the barbarian to make a rage attack roll. When making a rage attack roll, roll your d20 dice pool and add your Constitution modifier to the result. All barbarians are considered to be trained in rage attacks. This proficiency may be raised to expertise or mastery by spending character points, just as for any other weapon proficiency. @@ -65,13 +59,13 @@ Some [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bar #### **Cost:** 5 Character Points You have innate Damage Reduction equal to your Constitution modifier. This DR does not stack with armour, but when wearing armour you may use the better of your Constitution modifier or the armour's DR. -Additionally, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. Attack rolls for effects that you can see, such as traps and spells, that target your Dexterity defence have disadvantage. You also have advantage on Dexterity defence checks against such effects. To gain this benefit, you can’t be [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/), [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/), or [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/). +Additionally, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. Attack rolls for effects that you can see, such as traps and spells, that target your Dexterity defence suffer a -1d penalty. You also gain +1d on Dexterity defence checks against such effects. To gain this benefit, you can’t be [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/), [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/), or [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/). ### Rimehand
-#### **Cost: 10 Character Points**
**Prerequisite:** 1 Barbarian Talent +#### **Cost: 10 Character Points**
**Prerequisite:** 5 CP of Barbarian Talents When you rage, you gain the following benefits: * You gain resistance to cold damage. * Your defences gain +1d vs extreme cold and effects that deal cold damage. @@ -81,21 +75,21 @@ When you rage, you gain the following benefits:
-#### **Cost:** 5 Character Points
**Prerequisite:** Rage -You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn. +#### **Cost:** 10 Character Points
**Prerequisite:** Rage plus 5 CP of Barbarian talents +You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you +1d to weapon attack rolls during this turn, but attack rolls against you gain +1d until your next turn. ### Fast Movement
-#### **Cost:** 5 Character Points
**Prerequisite:** Reckless Attack -Your speed increases by 10 feet while you aren’t wearing heavy armour. +#### **Cost:** 20 Character Points
**Prerequisite:** Reckless Attack plus 30 CP of Barbarian Talents +Your speed increases by 10 feet. ### Feral Instinct
-#### **Cost:** 10 Character Points
**Prerequisite:** Natural Resilience +#### **Cost:** 15 Character Points
**Prerequisite:** Natural Resilience plus 75 CP of Barbarian Talents Your instincts are so honed that you have +1d on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/), you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. @@ -104,21 +98,21 @@ Additionally, if you are surprised at the beginning of combat and aren’t [inca
-#### **Cost:** 5 Character Points
**Prerequisite:** Fast Movement -As part of the bonus action that you take to enter your rage, you can move up to half your speed. +#### **Cost:** 10 Character Points
**Prerequisite:** Fast Movement plus 75 CP of Barbarian Talents +As part of the action you take to enter your rage, you can move up to half your speed. ### Brutal Critical
-#### **Cost:** 20 Character Points
**Prerequisite:** Instinctive Pounce +#### **Cost:** 30 Character Points
**Prerequisite:** Instinctive Pounce plus 100 CP of Barbarian Talents You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. ### Relentless Rage
-#### **Cost:** 35 Character Points
**Prerequisite:** Rage and Feral Instinct +#### **Cost:** 35 Character Points
**Prerequisite:** Rage and Feral Instinct plus 150 CP of Barbarian Talents Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution defence check at the start of your next turn. If you succeed, you drop to 1 hit point instead. Each time you use this talent after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. @@ -127,35 +121,35 @@ Each time you use this talent after the first, the DC increases by 5. When you f
-#### **Cost:** 30 Character Points
**Prerequisite:** Brutal Critical and Relentless Rage +#### **Cost:** 50 Character Points
**Prerequisite:** Brutal Critical and Relentless Rage plus 175 CP of Barbarian Talents You can now roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack. ### Persistent Rage
-#### **Cost:** 65 Character Points
**Prerequisite:** Relentless Rage -Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. +#### **Cost:** 65 Character Points
**Prerequisite:** Relentless Rage plus 275 CP of Barbarian Talents +Your rage is so fierce that it ends early only if you fall [unconscious](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Unconscious/) or if you choose to end it. ### Brutal Critical III
-#### **Cost:** 40 Character Points
**Prerequisite:** Brutal Critical II and Persistent Rage +#### **Cost:** 80 Character Points
**Prerequisite:** Brutal Critical II and Persistent Rage plus 350 CP of Barbarian Talents You can now roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack. ### Indomitable Might
-#### **Cost:** 80 Character Points
**Prerequisite:** Brutal Critical III +#### **Cost:** 80 Character Points
**Prerequisite:** Brutal Critical III plus 425 CP of Barbarian Talents If your total for a Strength check is less than your Strength score, you can use that score in place of the total. ### Primal Champion
-#### **Cost:** 100 Character Points
**Prerequisite:** 15 Other Barbarian Talents +#### **Cost:** 100 Character Points
**Prerequisite:** Indomitable Might plus 500 CP of Barbarian Talents You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. ## Barbarian Talent Tree Branches