About this mod
This Mod adds the Adventurer Class and a couple of Feats for that Class, that can also be used for every other Class.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Mandarin
- Changelogs
Do you always wanted to mix features of different classes, but not as a multiclass? Combining vanilla Classes were too powerful or not exactly what you wanted? Than the Adventurer Class is maybe something you want to try out!
This class is like some sort of blank canvas of a class, that you can define with the feats you choose. Tho, the Feats are not Adventurer exclusive, some get extras, that makes the feat for the Adventurer more usful than for any other class. But what you want to use is up to you. This is just your Toolkit! Also important, not all Feats are for the caster attribute of the Adventurer. They are built around multiple attributes. So don't min max so much, build your class around what you want to do :)
Wanna be a Summoner like in Divinity Original Sin 2, with a unique growing summon that can be upgraded to fit a desired role, Turrets and you be able to give out Orders (temporary buffs or actions) to them? Do it! Be a Earthbender like Toph in Avatar? Go for it! Teamcaptain, dishing out orders, advices and other powerful buffs. The Lead is yours! A Alchemist that throws bombs and acids, heal others with potions and mixes powerful mutagens? All there! Embody Lightning and be a Lightning God by Spell and Blade without to have to be a mage? I got you covered. And many, many things more. Get creative!
Kudos to Brotagonista for the Translation-File. Removed all my typos and bad grammar ;)
Adventurer Class - Feat Version (Classic)
Feats added by this Version can be used by everyone
Features
- Casting Attribute: Wisdom
- 4 Skills
- 2 Expertises
- Proficiency Bonus to Wisdom and Constitution Savingthrows
- Proficiencies: Light Armor, Medium Armor, Shields, Martial Weapons
- Special Extra Attack on Level 5 and 10, that also work for some Adventurer Feats that otherwise wouldn't
- Wisdom to Initiative (Max 5)
- Feat every Level up to Level 20
- Starting Gear worth an Adventurer
- can learn Spells from Scrolls (To get the full out of it try: Secret Scrolls)
Adventurer Class - Class Features Version
Class Features can only be obtained by the Adventurer Class. Still adds some Feats that can be chosen by any class.
Features
- Casting Attribute: Wisdom
- 4 Skills
- 2 Expertises
- Proficiency Bonus to Wisdom and Constitution Savingthrows
- Proficiencies: Light Armor, Medium Armor, Shields, Martial Weapons
- Special Extra Attack on Level 5 and 10, that also work for some Adventurer Feats that otherwise wouldn't
- Can choose a Class Feature each Level, except 4,8,12,16 and 19 (ASI Levels).
- Starting Gear worth an Adventurer
- can learn Spells from Scrolls (To get the full out of it try: Secret Scrolls)
Subclasses
You can choose what kind of Adventurer you want to be. This will change the starting gear and adds some passives and active abilities, that support a fiting playstyle, but does not lock you to it.
Wayfarer
You travel the roads, helping People in need and learn about many things they tell you. For Skillmonkey and Party Face.
Level 1
- Words and Deeds: you can use the Help Action as a Bonus Actions. All Ability Checks in Conversations are increased by 2.
- Common Knowledge: Add twice your Proficiency Bonus to Roll Checks. Once per Short Rest.
Level 6
- a Helping Hand:Your Help action has a range of 6m and removes additional negative conditions. When helping someone, this character is healed equal to your wisdom modifier. If the character is downed, the amount healed equals your level plus your wisdom modifier.
- Choose 2 Skills and 2 Expertises.
Explorer
You travel the planes, woods and mountains, finding friends in nature and learn about the healing powers that rest inside some plants on your journeys to places nobody was before. For Players wo focus on Healing and Support. Herbal Vigor has great synergy with Herbalist, because it triggers with every tick of regeneration.
Level 1
- Mend Wounds: You heal yourself or an ally and remove some threatening effects. Once per Short Rest.
- Herbal Vigor: After you heal someone, the healed character has +1 to Damage and Attack Rolls for a turn..
- Learn Find Familiar as a Ritual Spell
Level 6
- Greater Herbal Vigor: Increases the Bonus from Herbal Vigor to +2.
Adventurer
You told your people, you wanna go on an adventure. And so you did. Well equiped and trained, you set off with your Sword and Shield. The Classic Combat focused Adventurer.
Level 1
- Learn a Fighting Style
- Adrenaline Surge: You can make a Attack as a Bonus Action once a Short Rest.
Level 6
- Combat Training: Your Armour Class, Attack and Damage Rolls with Weapons are increased by 1.
Wandering Scribe
To accumulate Knowledge is what you love the most. Especialy when it is about Magic. You travel the Lands to find new Wisdom in old Scrolls and Books. For all Magic Lovers
Level 1
- Choose 3 Cantrips
- Bonus Cast: You can make a Cantrip Attack as a Bonus Action once a Short Rest.
Level 6
- Choose 3 Magic Secrets.
Traveling Leader
You led a small militia in your village. After it was attacked and destroyed by a horde of Gnolls, you set foot on the road, to help other villages to learn how to defend themselves, to not suffer the same fate as yours. Offensive Party Support.
Level 1
- Lead by Example: On your first turn in combat, when you attack, you buff your Allies around you with +2 to Attack Rolls and +3 to Movement for 3 Turns. You can use Commands on yourself (from Aspiring Leader Feat, except Attack!)
- Take Initiative: You can use a Command as a Free Action on your first Turn.
Level 6
- Charismatic Leader: Lead by Example adds your Charisma Modifier to Damage Rolls of your allies under influence of that buff.
Seeker
Forbidden rites and lost incarnations. Thats what you seek and what lets you roam the lands, crypts and forbidden places of civilisations long forgotten. Summoner :)
Level 1
- Seekers Boon: Your Adventurer Summons get +1 to Damage and Attack Rolls and +5 Healthpoints
- Twinned Summoning: You can summon 2 Elementals or Spirits Once a short Rest. Does not work with Homunculus.
Level 6
- Greater Seekers Boon: Same as Seekers Boon but +2 to Damage and Attack Rolls and +10 Healthpoints.
Vagabond
Riches lies on the roads. At least you they told you. So you set off, to find someone in need of a hand, to ease the wight of their heavy bags full of gold, in one way or another. Rougish Fighter.
Level 1
- Frightening Display: When you land a critical hit, all enemies around you have a chance to be frightened. Once a Turn.
- Vital Strike: The next Attack is a critical Hit. Once per Short Rest.
Level 6
- Skilled Juggler: You can add your Profiency Bonus to Throw Attacks (including Juggler Skills).
Adventurer Feats / Class Features
Class Features can differ from Adventurer Feats, because as Class features, some options are note necessary or needed changes to work.
Adaptive Mage
Choose one of 4 permanent Spell Modifications
Subtile Casts - Spells are cast without voice and can be cast while silenced. They also don't break stealth. Your summons cast silently and have +10 stealth.
Distant Casts - Spells with a Melee-Range get a Range boost of 6m. You summons have 6m extra movement.
Extended Casts - Status applied by your spells last twice as long (stacks with Metamagic). Conditions your summons apply last 50% longer.
Potent Casts - Add your Spellcasting ability Modifier to your Damagerolls of Spells. Your Summons deal more damage equal your Spellcasting Modifier.
Advantagerous Strikes
Use every advantage you can get. You can add 1d6 Damage to your attack, if you have advantage on an enemy (aka mini Sneak attack, but not limited to one per turn)
Alchemist - Herbalist
Time to make your Potions more potent! Who needs healspells, when you can throw pimped potions?
You get experimental Alchemy (chance to make two Potions instead of one) and Advantage for Medicine Skillchecks. Also your Heal that are not from a Spell are stronger. Everytime you heal someone or yourself, you apply Regeneration that heals additional 1d4 + Intelligence Modifier each turn for 3 turns. On level 5 and 10, that bonus rises to 2d4 and 3d4 + Intelligence Modifier.
Alchemist - Mutagenist
You can use a Mutagen once a Long Rest. You can use it yourself or let an ally benefit from it. There is one Mutagen for every Attribute. The Mutagen provides +2 to that Attribute and -2 to a coresponding. Like +2 Strength means -2 Intelligence. Oh, it always provides +2 AC in any case.
Alchemist - Toxicant
You are resistant to Poison and Acid Damage. When you deal poison or acid damage, that is not from a Spell, you add 1d6 + Intelligence Modifier to that damage roll. You can change the element of your equiped Melee Weapons to Poison or Acid.
Aspiring Leader
You can choose two command every time you chose this Feat. Commands are
buffs to your allies. Commands work with the Adventurers Extra Attack.
Ony one Command can be active on an Ally.
- Attack! - The Ally gets one Free Attack for one Turn that adds your Charisma Modifier to the Attack
- Move, Move, Move! - Your ally gets doubled Movement and does not provoke Attacks of Opportunity
- Shake it Off! - Help Ability, but ranged!
- Expose Weakness - You expose the weakspot of an enemy. All Allies deal 1d6 Bonus Damage to that Target for 3 Rounds
- Defend! - your Ally gets +4 AC and +1 Reactions for one Round. That Ally can also use Riposte for the duration of the Command
- Don't Let them Pass! - If an enemy come close to an ally with this command, the ally strikes the enemy and prevents it to move any further
Battle Hardened
You get half your Constitution Bonus as a flat Damage Reduction and you can't be frightened
Battle Trainie
You have learned some tricks with weapons on the battlefield, but you are not a Battle Master yet. Unlocks Weapon Skills depending on what type of weapon you are using. Those Weapon Skills build up Fatigue on use. Fatigue reduces your Attack Rolls and Movment equal to its duration and duration is reduced by 1 every turn. If you are using a Two-Handed weapon, Fatigue you recieve is incresed by 1.
- All Weapons: Rush and Cleave with different Fatigue levels. The more Fatigue you accept, the more range, damage or extra effects those skills have. Fatigue: 1- 3
- Slashing Weapons: Crippling Slash - Causes Hamstring. If you hit a target that is already hamstrung, you cause maimed. Fatigue: 2
- Piercing Weapons: Weakening Jab - Hit twice with half your weapon damage per hit. Causes weakened on your target. Weakened reduces Saving Throws equal to its duration. Fatigue: 2
- Blunt Weapons: Heavy Blow - Causes Reeling and has 1d4 incresed damage. Fatigue: 2
- Shield: Shield Slam - Hit your enemy with your shield as a bonus action, dealing 1d4. Knocks enemies prone, if they fail a save. Fatigue: 2
- free Offhand: Taunt - Taunt a foe to attack you. You enter a defensive stance, that increases your AC by 2 and unlocks Riposte. Fatigue: 2
Book of Dark Rites
Learn a chapter from the book of dark rites. You can learn multiple dark rites by taking this feat multiple times. Every learned Chapter provides you with 1 Sorcery Point.
- Blood Shard Needle - Form a powerful Dagger out of your blood. That Dagger grows with you, causes bleeding on hit, gaping wound on a critical and has advantage on bleeding foes!
- Sacrifice Corpse - Sacrifice a corpse to a dark deity to regain a Sorcery Point an health. Can't be used on Corpses that where animated by Soul Servant.
- Soul Siphon - Take a part from the soul of a willing person (friendly). You get the damage you deal as temporary hitpoints. You can consume the souls energy to boost your next attack, but lose all remaining temporary hitpoints.
- Soul Servant - While in combat you can animate a body by control the remainig soul fragments in it. The animated body fights for you for 10 Turns or until combat ends. Once animated, the body cant be animated again. You also can't use Sacrifice Corpse on a corpse, that was animated before.
Brawler
Your Fists are brutal weapons and you are good at using them. Your Fists deal 1d4 damage. When you reach Level 5, the damage is increased to 1d6 and 1d8, when you reach Level 10. After an unarmed Attack, you can make another unarmed Attack as a Bonus Action
Brutal Blows
When you hit critical, you hit hard. On a critical hit with a Melee Weapon or an Unarmed Melee Attack, you add one dice to your damage roll. Your Critical Hit Threshold is reduced by 1.
Coup de Grace
Once per Turn, when you attack a prone or stunned Target with a Melee Weapon, you automatically score a critical hit.
Deflector
You learn how to Parry and Deflect Missiles. Get +1 Reactions each Round
Diplomat
You can choose Intelligence or Wisdom to give a Bonus to your Charisma based Skills (Persuation, Intimitation, Deception and Performance). Or you choose Charisma to get Advantage in this Skills!
Earthbender
You learn the Throw Boulder and Limbs of Stone Spells. Become a magical Monk!
- Throw Boulder is a Cantrip that launches a Boulder at your enemies. Special for this cantrip is, that it can be upcasted!
- Limbs of Stone is a buff that makes your Fists threadful weapons. They deal 1d8 to 2d6 + Spellcasting Modifier depending how far you upcast it. They also unlock a Reaction that pushes an enemy away and reduces the damage he deals, when he hit you. Also it unlocks Extra Attack for Unarmed Attacks and Throw Boulder!
- Stone Prison entombs your enemy in stone. He gets resistan to all damage, but get vulnerable to blunt damage. After suffeing blunt damage, stone prison ends and the enemy gets hurled back.
Engineer
You can apply Omni Mods to equipment, that provides you with unique skills and buffs, depending on the part they are attached to. Active Skills uses Tinker Resources or Bomb Resources. Good Synergy with Tinkerer.
- Crossbows: Scatterhot, a Shotgun like attack and Melter, a heat burst, that can weaken metal armor and weapons
- Melee Weapon: Frost Weapon, your meele weapon deals cold damage and emits an aura of frost, that slows down enemies. Attacks deal Frostbite. Frost Detonation, an AoE-Damage that deals Cold damage and causes Frostbite.
- Shield: Humming Shield, gives bonus to AC and Dexterity Saving Throws. Can be activated to double the bonus and deals damage to attacking foes. Shieldbash gets bonus Thunder damage
- Armor: You are proficient with the armor your wearing. Activate a Static Shield that reduces incoming damage.
- Boots: Jump higher and wider. You can use Repulsor Flight to fly to a distant destination. Upon landing, you push near enemies away.
- Gloves: Unarmed Attacks deal additional Force damage. You can punch a foe, that pushes him 2 to 5m away, charging him with Kinetic Energy. When your turn ends, the Energy detonates and deals Force damage to near Enemies.
- Helmet: You can add your Intelligence Modifier to Weapon Damage and Weapon Attack Rolls (does not stack with Magus). You can also see invisible entities and you can scan enemies for extra damage.
Firestarter
Whenever you deal fire damage, you burn your enemy and receive 2 heat charges. All fire damage you deal is increased by 2 and damage rolls can't roll lower than 4. Unlocks "Burning Vortex" and "Flame Weapon" (toggleable passive).
- Burning Vortex - Engulf yourself in flames. You gain resistance to Fire and Enemies in 3m proximity of you suffer fire damage each turn. Needs 5 Charges of Heat to cast and prevents Heat build up while active
Grenadier
REQUIRES: Tinkerer Feat or Adventurer Feature
You get access to new Bombs and after you threw a Tinker Bomb, you can throw another one as a Bonus Action. You can upgrade your Tinker Bomb, investing one prepared Bomb, to increase its damage to that of a Special Bomb. Increased prepared Bombs by 2.
- new Tinker Bombs: You get an Corrosive Tinker Bomb, and the Custom MK1 Tinker Bomb, that copies the attributes of your Mainhand Melee Weapon
- new Special Bomb: Custom MK2 a much stronger version of the MK1 Tinker Bomb
Healthy
You where always more robust than others, when it came to enviromental influences. You have extra Health Points equal to your Constitution Modifier and your Level. Constitution Saving Throws are increased by 2.
Hint of Intuition
you can buff an Ally with "Intuition". That buff provides 1d4 to Skillchecks, Conversation Checks, Attack Rolls and Damage Rolls for 10
Turns. You can use it up to 8 Times per Long Rest. On Level 5, the bonus increases to 2d4 and to 3d4 on level 10. Unlocks a Interruption, that reduces attack rolls of enemies once a turn by 1d4 to 3d4. Same progression as Intuition.
Juggler
You love to juggle and throw stuff, especially dagger, so you got really good at it. When you equip a dagger, you attach a nearly invisible thread to it, so you can pull him back into your hand, after you throw him. Same goes for your off-hand dagger. Unlocks a special ranged Attacks, when you equip daggers. Every time you chose this Feat, you can chose one Juggler Style. You can only use one juggler style once a battle, but they also recharge after a kill or critical hit. So keep the kill-streak rolling.
- Bonus Throw - You can throw something or someone as a Bonus Action.
- Hail of Daggers - You throw 4 daggers from both of your hands that deal half the normal damage but apply all Effects from both daggers you are wielding. Causes Dizziness after use. Requires two equipped daggers.
- Bouncing Dagger - You throw a Dagger that bounces off its target two times, leaving them off balance and deals 2d4 extra damage. The Extra damage falls off a die after every hit. Requires a dagger in your main-hand.
- Dagger of Teleportation - As a bonus Action, you throw a dagger to teleport where the dagger hits something. This attack deals no damage, but leaves the target surprised and you invisible for one turn. Requires a dagger in your main-hand or off-hand.
Magus
Add your Spellcasting Modifier to Attack and Damage Rolls with Weapons.
After attacking with a weapon, you can cast a Cantrip as Bonus Action.
Mental Defense
You can choose one Spellcasting Modifier (Intelligence, Wisdom or Charisma) and get an AC-Bonus equal to the chosen Modifier, up to +3.
Mindmastery
You are the Master of your mind and of others too! You get stronger with Enchantment and Illusion Spells and unlock two unique mind based Spells. You are immun to Charm-Spells. If you cast a Enchantment or Illusion spell, your DC is increased by 1. If you are concentrating on a spell, this bonus is increased to 2 DC. Also your Psychic damage is incread by 2 and you gain Resistance to psychic damage.
- Psychic Aftershock - Cause a psychic feedback in the mind of a foe that deals damage when he uses an action. If the Victim is under the influence of a charm spell, the damage is doubled. Casting this spell on a target that already suffers from Psychic Feedback, removes it and you deal extra damage. This spell is always silent and does not break stealth..
- Mind Puppet - You force an enemy to attack the nearest ally. The spell ends, after the victim attacks or suffers damage.
- Mirage - Create a Mirage that causes a Dissonant Feedback on enemies (damaging them when attacking) and Soothing Feedback on Allies (healing when attacking). If attacked, the illusion ends.
Out of Sight
You get Hide as a Free Action each turn and Advantage to Stealth Checks. Attacks out of stealth deals additional 1d6 damage. When you get surprised, you become invisible for 1 Turn.
Otherworldly Pact
You form a Pact with an otherworldly being. The Pact grants you at the start of combat a protective barrier that provides you with extra Health Points and weakens and repels melee attacks. Melee Attacks are reduced by 1d4, 2d4 on Level 5 and 3d4 on Level 10 and cause the attacker the same die rolls of damage.
Resourceful
Why only use your Resources stricktly like in the Book? You can switch the Costs of Abilities from Action to Bonus Action or the other way arround. Blocks all sources of Extra Attacks.
Ritualist
You can Summon a Elementals that can't be controled but fight for and get stronger with you. The Element of the Elemental is determined by the surface it is cast on. Means, when you cast it on a Fire Surface, it will get a Fire Attack and is Immun to that Element. Elementals inherit improvments from the Feat "Adaptiv Mage / Advanced Casting"
You also can cast Ritual Blast on your Elementals. When doing so, the chosen Elemental instantly discharges a Blast onto an near Enemy. The Element of the Blast depends on the Element of the Elemental. After you summoned an Elemental, your next Ritual Blast deals double damage.
Quick Deployment
When combat starts, there is no time to linger. On your first turn, you can use Dash as a Free Action.
Scroll Savant
You learned how to prepare Scrolls you read and store them later in your Scrollbook. You unlock Spellcasting with Spellslots (Scrollbook!). You get 2 for each Spell Level up To Spell Level 5 at Levels when a Wizard would unlock them too. You can Also restore 2 Spellslots each Spelllevel once per Short Rest. Use the Prepare Scrolls Ability to refresh or create Spellslots. This Feat only works for Adventurers!
Attention: Choosing Spell Level 5 and above will block your Level 10 Extra Attack, which locks you to two Attacks a turn!
Secret Arts (only as Feat aviable in both Verions)
Secret Arts are techniques that are a well kept secrets between masters of martial arts, that modify known Abilities in the heat of combat to fit sudden situations. Every time you choose this feat, you can select 2 Secret Arts. Secret Arts cause Fatigue. Fatigue reduces your Attack Rolls and Movment equal to its duration and duration is reduced by 1 every turn.
Double Dragon does not work with Throw (for obvious reasons) and with special Attacks from Juggler, aside from the basic ones (balance reasons).
- Nimble Mantis - You use an Bonus Action instead of an Action for your next Attack.
- Hidden Snake - Your next Attack does not break Stealth or Invisibility.
- Double Dragon - Your next attack can target two targets.
- Reaching Hawk - The reach of Ranged Attacks is increased by 50%, Melee Attacks by 100%.
- Lingering Lizard - Conditions you inflict are doubled in duration.
- Owlbears Wrath - Adds 1d6 to your next Damage Roll.
- Maiming Bager - Your next attack ignores physical damage resistance.
- Eye of the Panther - Your next attack gets a roll bonus equal to your profiency bonus.
Spellshaper (only as Feat aviable in both Versions)
You learned to use Metamagic. You get every second Level a Scorcery Point and you can refresh half your Sorcery Points once per short Rest. In Addition, every time you chose this Feat, you can chose two Metamagics. Only Adventurers unlock the Sorcery Points and Refresh Sorcery Points Ability.
Spirit Caller
You can summon one of 3 Spirits. You can contol this spirit, but he will vanish after he attacked an only lasts two turns. Spirits work with the Advanturers Extra Attack, so you can summon more than one spirit each turn.
- Harbinger - A spirit Raven that attacks your foe and marks it with a Bad Omen. Enemys with a Bad Omen recive additional 1d6 Psychic Damage, wheny the recieve damage.
- Pest - A spirit Rat that inflicts a weakening wound on attack. A weakening Wound reduces Widom Saveing Throws and Attacks and AC by 2
- Wisp - The wisp can cast a Heal on an ally. If he do so, he leaves also a buff that boosts damage and attack Rolls by 2 for 3 rounds.
Study of Homunculi - Create
You learn how to summon a Homunculus. This is a permanent companion that gets stronger with you. You also share a telepatic connection which gives both of you a bonus to Perception and +1 to Attack Rolls and Saving Throws. When the Homunculus attacks a target, it marks it. The Master of the Homunculus gets advantage on that marked enemy and gets a little Damage Bonus of +2. If you are the Dark Urge, your Homunculus gets an alternate Appearence ;)
Study of Homunculi - Modify
You learn how to enhance your Homunculus. You can chose from a huge selections of Buffs (over 25!) you can apply freely to your Servant. There are passives to improve damage, durability or Stats, to Evolution that adds whole mechanics to your homunculus. Like Spellcasting, Rage, ... . Evolution become visible, when you summon your Homunculus. Each Evolution costs 1 to 3 Evolution points. If all Evolution Points are spent, the Evolution Skills vanish and show up again, when you resummon your Homunculus. This is to reduce inactive spells.
Tempest
Whenever you deal lightning damage, you jolt (damage over time) your enemy and receive 2 lightning charges. All lightning damage you deal is increased by 2 and lightning damage rolls can't roll lower than 4. Unlocks the Ride the Lightning Spell, Jolt and Tempest Weapon.
- Ride the Lightning - You can spend 3 Lightning Charges to embody a bolt of lightning and rush at your foe. On impact you release a Vortex of Lightning that damages 2 nearby enemies. Has a Passive to toggle the jolt off, so you can knock out enemies, without them being killed by the damage ticks of jolt.
- Jolt - a upcastable Cantrip that costs lightning charges instead of Spellslots to upcast and works with extra attack.
- Tempest Weapon - is a passive you can toggle. When on, it changes the damage type of your equiped melee weapons to lightning. Also makes the Weapon a Throw-Weapon and it will always return to you, when you throw it.
- Spark - A Cantrip that jolts all Enemies around an already jolted Target as a Bonus Action. Jolt them, then blast them!
Tinkerer
You can use Bombs to cause havoc in the lines of your enemies and use Tinker Tools to aid you in difficult situations. Bombs and Tinker Tools uses their own resource pool that resets every long rest.
- Tinker Bombs - Bombs that act like cantrips and do not cost Bomb Resources. They scale as you level up and user Intelligence (!!!) as casting Attribute. Note: Bombs are not Spells! Aviable Bombs: Foce Bomb, Radiant Bomb and Thunder Bomb.
- Special Bombs - That bad boys consume a Bomb Resource on use, but provide higher damage sacling and/or powerful control effects. Aviable Bombs: Paralyzer Bomb (Lightning, Stun), Hazard Bomb (Acid, Poison, revives corspes as Spore Servants) and Frost Bomb (Cold, Chill).
- Tinker Tools - Those Tools let you tend or protect allies, or help you to get to places others do not want you to be. Aviable Tools: Multikey (locks or unlocks stuff), Extinguisher (Heals and makes allies and enemies weg - Frost Bomb Synergy!!!), Forceshield (Reflects Projectiles and repels Melee Atacks) and Shrink o Tronic (makes you really tiny to fit into pipes). You Also learn Emercency Measure, that lets you use a Tinker Tool as a Bonus Action once a Short Rest.
Toxophilite
You learn special Attacks with your Bow/Crossbow
- Siege Stance: You enter Siege Stance as a Bonus action. While in Siege Stance, you add your Strength Modifier to your Damage Rolls with Bows/Crossbows and get a Bonus to Attack Rolls equal to your Proifiency Bonus +1. Additionally your Momvement is reduced by 6m and Enemy have advantage with attack rolls against you. After Siege Stance was disabled, it can't be used again for 2 turns. Unlocks 3 Attacks, that are only aviable, while in Siege Stance.
- Powershot: A powerful Shot, that pierces right through your enemies and throw them back. Cause Off Balanced for 1 Turn. Max 3 Targets can be hit that way.
- Searing Shot: Shoot an Arrow of pure Light, that leaves everything engulved by holy flame in its path. Has a chance to blind and can hit 3 Targets max.
- Volley: An Area of Effect shot, that can hit up to 3 Targets.
- Overwatch: You can use Overwatch on an Ally. For the rest of the turn, you can make an Attack as a Reaction, when that ally gets attacked.
Versantile Mind
You add up to 2 to Spell Rolls and your DC, equal to your Charisma and/or Intelligence Bonus (+2 for each!). Be more versantile with your Spellcasting Attributes! ;D
Wanderer
You are quick on foot over planes, marshes and rock. Your Movement Costs are reduced by 20% and cant be increased by Spell or Terrain. Your travels provide you with a Proficiency Bonus to Nature and Survival Checks.
Warden
You are devoted to protect your allies with your Shield. When you wear a Shield, all Allies in close proximity of 1.5 Meters to you take half as much non magical damage.
Equipment
Blade of Sparks
A Scimitar that gets a huge boost and a teleport attack, if you have lightning charges. Pretty fun to use and looks nice!
Extras
Scratch gets also a considerable buff, equal to that of the Homunculus (Health and Damage). If you like that stats but use another scratch mod, load mine after that mod. If you don't like my changes, load my mod before the other Scratch Mod.
Thats a whole lot of Feats and Skills! So it wasn't that easy to Test and find all Bugs. If you find some, please let me know!
My other Mods