Homebrew:Way of Atonement: Difference between revisions

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[[file:runeguard.jpg|right|thumb|500px]]
[[file:atonement.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Runeguard subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Way of Atonement subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|monk|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.
Monks of the Way of Atonement seek to absolve themselves for their past transgressions and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Seeking not the zealot’s path, they believe that through calming and controlling their fervor, they can bolster the universal well-being of all mortal creatures. These monks seek to protect the delicate balance struck by the presence of the pantheons. and strike out in malice only to defend those who can’t defend themselves.


== Master Runes ==
Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice not only material possessions but also temporal pleasures to find their way to forgiveness. They often carve or brand the markings of the gods on their skin in penance.
When you choose this archetype at 3rd level, you learn five master runes; ''Ild'' (fire), ''Kalt'' (frost), ''Ond'' (spirit), ''Stein'' (Stone), and ''Vind'' (wind). While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.


== Runecraft ==
In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers of this path endeavor to abstain from anger, envy, and corruption. Not so naïve as to believe that the gods' designs won’t require skirting the edges of temptation, and sometimes justify ends by their means, they willingly pay the price in flesh for their actions. As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, unadorned club that each refers to as their penance.
At 3rd level, you learn augmentations that utilize the master runes to enhance your martial prowess. Their effects are based on how you invoke them, generating defensive properties to thwart your foes’ advance or deal decisive blows.


;Runic Augmentations.
To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before atonement.
:You learn three runic augmentations of your choice, which are detailed under “Runic Augmentations” below. Each augmentation is specific to its master rune; for instance, if you learn the Sokn augmentation of the Ild master rune, you don’t gain the ability to use the Sokn augmentation with other master runes unless you also learn that specific combination.
:Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again.
:You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one.
;Ritual Crafting.
:Each runic combination (such as ''Sokn-Ild'') must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence.
:The rune’s power fades if it moves more than 100 feet away from you and can’t be used by anyone other than you.
;Augmentation Activation.
:During your turn, you can activate a single runic augmentation by focusing on the rune’s power. You can activate one of these augmentations on your turn using your bonus action to empower your attacks (''Sokn''), your reaction to entrench your defenses (''Vard''), or your action to enhance your skills (''Hagr'').
:Activating a rune requires concentration (as if concentrating on a spell), which lasts a number of rounds equal to your proficiency bonus + your Constitution modifier (minimum of 3) and you can end your concentration at any time (no action required). You gain the ability to concentrate on two runes at once at 10th level.
;Saving Throws.
:Some of your runic augmentations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
<center>'''Runic save DC''' = 8 + proficiency bonus + your Constitution modifier</center>


=== Runic Augmentations ===
== Path of Atonement ==
Below are the runic augmentations for each of the five master runes. In the ancient tongues, the augmentation can be said before or after the rune.
When you choose this tradition at 3rd level, your Hit Dice represent a pool of vitality you can exhaust to fuel your Way of Atonement features.


==== Sokn ====
Atonement requires absolutely commitment, and constant reminder of the pain you inflict on others by inflicting that pain on yourself during deep contemplation or prayer. To atone, roll the Hit Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest, and it can’t be reduced in any way.
''Attack Augmentation''


You can activate a rune with the ''Sokn'' augmentation as a bonus action. A rune’s power only affects the weapon it is inscribed on.
;Penance Weapon.
:Also at 3rd level, you learn a ritual prayer that creates a divine bond between you and one nonmagical simple weapon of your choice. You perform these prayers over the course of 1 hour, which can be done during a short rest. This weapon counts as a monk weapon for you, and you can’t be disarmed of that weapon unless you are incapacitated.
;Strength of Faith.
:You can deliver your own form of justice to others. When you hit with your penance weapon or an unarmed attack, you can spend one Hit Die and expend one ki point, to add 2d8 force damage to the attack.
;Trials of Temptation.
:For each magic item you currently own, the cost of Hit Dice and ki points used by your Way of Atonement features increase by 1, and again each time you acquire an additional permanent item. Potions and consumable wonderous items don’t count toward this total.


;Ild.
== Armament of Atonement ==
:Once per turn, when you hit a creature with a weapon attack, you burn the target. While this rune is active, each creature you’ve burned takes 1d4 fire damage at the start of its turn for each time you’ve burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the burned creature, or a creature within 5 feet of it, can use an action to make a Wisdom ({{medicine}}) check against your runic save DC, ending the effect of all burns on it on a success.
At 6th level, your strict adherence to the tenets of your faith has earned you the gods’ favor. While you wield your penance weapon and no other weapons, you gain the following benefits:
;Kalt.
:When you hit a creature with a weapon attack, it can't take reactions until the start of its next turn.
;Ond.
:Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and you recover hit points equal to the necrotic damage dealt.
;Stein.
:When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.
;Vind.
:When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.


==== Vard ====
;Faithful Strike.
''Defense Augmentation''
:Your attacks with your penance weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
:Additionally, you gain a +1 bonus to attack and damage rolls with your penance weapons and unarmed strikes. This bonus increases to +2 at 11th level and +3 at 17th level.
;Flagellant Hide.
:You gain a +1 bonus to your AC and saving throws. This bonus increases to +2 at 11th level, and +3 at 17th level.


You can activate a rune with the ''Vard'' augmentation as a reaction. A rune’s power can only be used while wearing the armor or holding the shield it is inscribed on.
== Labor of the Gods ==
At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend a Hit Die, roll it, and recover hit points equal to that number plus your Constitution modifier. You can’t use this feature again until you finish a short or long rest.


;Ild.
At 17th level, you gain one additional use of this feature between rests, and can spend a number of Hit Dice equal to half your monk level instead of one.
:When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus.
;Kalt.
:When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus.
;Ond.
:You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier.
;Stein.
:You have advantage on saving throws made to resist being moved against your will.
;Vind.
:Ranged attacks made against you have disadvantage as wind whips around you.


==== Hagr ====
== Enlightened Voice ==
''Ability Augmentation''
Starting at 17th level, your time spent in quiet contemplation, prayer and servitude has granted you supreme wisdom. Whenever you make an ability check that you are not proficient with, you can spend 1 ki point to gain proficiency in that check and use your Wisdom modifier in place of the skill’s ability modifier.


You can activate a rune with the ''Hagr'' augmentation as an action. This rune must be inscribed on your body to be activated.
Additionally, when in counsel with any creature that you are able to speak with, and can understand you, you can spend a number of Hit Dice equal to half your monk level or less to add a bonus to its next Charisma, Intelligence, or Wisdom check or saving throw, equal to the number of Hit Dice you spend.


;Ild.
You can’t use this feature again until you complete a short or long rest. If you use any part of this feature to deceive or bribe, you can’t use it again until you complete a long rest.
:You can add your Constitution modifier to your Strength ({{athletics}}) and Dexterity ({{acrobatics}}) ability checks.
[[category:homebrew monk subclasses|Atonement]]
;Kalt.
:You ignore difficult terrain and can walk safely across still or gently moving water.
;Ond.
:When you receive healing from any source, you also gain temporary hit points equal to 5 + your proficiency bonus.
;Stein.
:You have resistance to poison damage and Constitution saving throws made to maintain concentration.
;Vind.
:Your movement speed increases by a number of feet equal to 5 times your Constitution modifier (minimum 5 feet).
 
==== Tal ====
''Reckoning''
 
Once you gain the Sentinel’s Reckoning feature at 10th level, you can activate a rune with the ''Tal'' command word as an action. This rune manifests in the air around you when activated.
 
;Ild.
:Each creature within a 5-foot-radius of you must make a Dexterity saving throw, taking fire damage equal to 2d6 × the number of runes you have active on a failed save, or half as much damage on a successful one.
;Kalt.
:An eruption of magical frost blasts from you in a radius equal to 10 feet × the number of runes you have active. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free.
;Ond.
:Life spirits swirl about you in a 5-foot-radius. All creatures of your choice within that radius regain hit points equal to 1d6 × the number of runes you have active.
;Stein.
:You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts in a cone equal to 5 feet × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage.
;Vind.
:A furious cyclone whips up a strong wind around you. All creatures within a 10-foot-radius must succeed on a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the number of runes you have active (minimum of 5 feet), and fall prone. On a success, a creature takes half as much damage and isn’t knocked prone.
 
== Runescript ==
At 3rd level, you gain proficiency in the {{arcana}} and {{religion}} skills. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text.
 
== Eyes of the Arcanist ==
Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose or power. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and recover all uses when you complete a long rest.
 
== Sentinel's Reckoning ==
Beginning at 10th level, you can unleash the energy of your runes to devastating effect by shouting the command word Tal as an action (see “Tal” under Runic Augmentations). Choose one Tal effect from the master runes you have active. (For instance, if you have ''Sokn-Ild'', ''Vard-Kalt'', and ''Hagr-Ild'' runes active, you can choose either the ''Tal-Ild'' or ''Tal-Kalt'' effect.) Once you use this feature, you must finish a short or long rest before you can use it again.
 
Starting at 15th level, you can use this feature twice before a rest, but only once per turn.
 
== Runic Mastery ==
At 18th level, you can have three augmentations active at once and no longer need to concentrate on them.
[[category:homebrew fighter subclasses|Runeguard]]

Revision as of 07:02, 13 June 2023

(OOC: This is an implementation of the Way of Atonement subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Monk

Monks of the Way of Atonement seek to absolve themselves for their past transgressions and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Seeking not the zealot’s path, they believe that through calming and controlling their fervor, they can bolster the universal well-being of all mortal creatures. These monks seek to protect the delicate balance struck by the presence of the pantheons. and strike out in malice only to defend those who can’t defend themselves.

Feared by those with wealth, and praised by those who lack it, these monks are easy to spot in their dusty burlap robes and bare feet. The Atoned sacrifice not only material possessions but also temporal pleasures to find their way to forgiveness. They often carve or brand the markings of the gods on their skin in penance.

In exchange for the strength to seek perfect purity in an existence full of ambition and hubris, followers of this path endeavor to abstain from anger, envy, and corruption. Not so naïve as to believe that the gods' designs won’t require skirting the edges of temptation, and sometimes justify ends by their means, they willingly pay the price in flesh for their actions. As part of their atonement, they learn to encourage wicked and vile denizens of their world to repent using only a heavy, unadorned club that each refers to as their penance.

To take this path, the acolyte must commit to the poorest lifestyle, renouncing all that they were before atonement.

Path of Atonement

When you choose this tradition at 3rd level, your Hit Dice represent a pool of vitality you can exhaust to fuel your Way of Atonement features.

Atonement requires absolutely commitment, and constant reminder of the pain you inflict on others by inflicting that pain on yourself during deep contemplation or prayer. To atone, roll the Hit Dice you spent and add them together. You deal bludgeoning, piercing, or slashing damage to yourself equal to the total. You deal this damage after you regain hit points from any Hit Dice you spend at the end of a short or long rest, and it can’t be reduced in any way.

Penance Weapon.
Also at 3rd level, you learn a ritual prayer that creates a divine bond between you and one nonmagical simple weapon of your choice. You perform these prayers over the course of 1 hour, which can be done during a short rest. This weapon counts as a monk weapon for you, and you can’t be disarmed of that weapon unless you are incapacitated.
Strength of Faith.
You can deliver your own form of justice to others. When you hit with your penance weapon or an unarmed attack, you can spend one Hit Die and expend one ki point, to add 2d8 force damage to the attack.
Trials of Temptation.
For each magic item you currently own, the cost of Hit Dice and ki points used by your Way of Atonement features increase by 1, and again each time you acquire an additional permanent item. Potions and consumable wonderous items don’t count toward this total.

Armament of Atonement

At 6th level, your strict adherence to the tenets of your faith has earned you the gods’ favor. While you wield your penance weapon and no other weapons, you gain the following benefits:

Faithful Strike.
Your attacks with your penance weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you gain a +1 bonus to attack and damage rolls with your penance weapons and unarmed strikes. This bonus increases to +2 at 11th level and +3 at 17th level.
Flagellant Hide.
You gain a +1 bonus to your AC and saving throws. This bonus increases to +2 at 11th level, and +3 at 17th level.

Labor of the Gods

At 11th level, constant suffering has made you no stranger to pain. When you are reduced to 0 hit points but not killed outright, you can use your reaction to spend a Hit Die, roll it, and recover hit points equal to that number plus your Constitution modifier. You can’t use this feature again until you finish a short or long rest.

At 17th level, you gain one additional use of this feature between rests, and can spend a number of Hit Dice equal to half your monk level instead of one.

Enlightened Voice

Starting at 17th level, your time spent in quiet contemplation, prayer and servitude has granted you supreme wisdom. Whenever you make an ability check that you are not proficient with, you can spend 1 ki point to gain proficiency in that check and use your Wisdom modifier in place of the skill’s ability modifier.

Additionally, when in counsel with any creature that you are able to speak with, and can understand you, you can spend a number of Hit Dice equal to half your monk level or less to add a bonus to its next Charisma, Intelligence, or Wisdom check or saving throw, equal to the number of Hit Dice you spend.

You can’t use this feature again until you complete a short or long rest. If you use any part of this feature to deceive or bribe, you can’t use it again until you complete a long rest.