🎲 D&D Companion

Ninja

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Secondary class โ€” requires 5 Rogue levels and 5 Fighter levels.

Requires 5 Rogue levels and 5 Fighter levels. Ninja draw their power from a refined blend of raw skill and dabbling in the Arcane arts. They have access to some of the best technology of their time, and are often tasked with using their every sense and wit to utilize them to maximum efficiency. After years of the most arduous physical and mental training, most Ninja end up in a constant state of mild paranoia. Ninja draw their magical power through Ki, which can only flow when they are Centered - aligned with the universe around them. Ninja generally spread their skills across a broad range, though typically prioritize Stealth, Finesse Attack, and Detection. They specialize in light armor, special weapons, and stealth techniques to kill as quickly and quietly as possible.

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Wushu

cols A-C ยท levels 12-17 ยท 10 abilities
LvlCellAbilityCostRules
12B12Center Self24 act24 actions. You become Centered, generating Ki. You gain +1 to Fortitude, Reflex, and Will. Wearing 7+ Armor or wielding any Heavy weapons will instantly Uncenter you. Spirituality vs Will.
Upgrades:
  1. Center Self + (L13) โ€” +1 to all Defenses.
  2. Center Self ++ (L14) โ€” +2 to all Defenses.
13A13Meditate6 act6 actions. Must be Centered. You focus inward and gain +2 Will and Armor, also healing 1d8 HP each turn. You cannot speak while meditating. Lasts for as long as you keep using this ability. Insight.
13B13Burning Soul3 act3 actions. Must be Centered. You may add your Arcana skill to all Charisma-based rolls. Lasts 5 turns.
13C13Micro Step1 act1 action. Must be Centered. You step in between dimensions. While doing so, you resemble a flying ribbon. You gain +7 Reflex and can fly 1 space per action. Allies must roll against your Reflex if they wish to put positive effects on you. Lasts up to 2 turns. Afterward, this will uncenter you. Arcana.
15A15Surveillance1 act1 action. Must be Centered. Treat your next Insight or Detection roll as a Critical Hit.
15B15Kuji-inXX actions. Must be Centered. If you witness a magical spell being cast (successfully or not) this battle, you may duplicate the spell for the exact effect. Casting the spell will uncenter you. You must also meet any requirements the spell demands. Arcana.
15C15Toughen4 act4 actions. Must be Centered. You trade up to 8 Reflex to gain that many points in Fortitude. This ability can be used in reverse as well. Lasts 5 turns. Afterward, this will uncenter you. Arcana.
17A17Reiki6 act6 actions. Must be Centered. You heal a target next to you for 1d12 HP and remove a negative effect from them. You may use this as often as you like in battle. Insight vs Will.
17B17Dimension Reach12 act12 actions. Must be Centered. You open a small portal to another dimension. Let the DM know what you want to pull through and roll 1d6. The higher the number, the closer you'll get to your desired object. Once you have your object, the portal instantly closes. This will uncenter you. Arcana.
17C17AbsorbPassivePassive. On any turn you deal damage, you may uncenter yourself to gain Temporary HP equal to the damage you dealt. This can be done as often as you wish during battle. Arcana.

Executioner

cols E-G ยท levels 11-16 ยท 8 abilities
LvlCellAbilityCostRules
11F11Mark4 act4 actions. You mark a target within 5 spaces. Only you will know the target has been marked - it will not break Stealth. Your next attack against that target has +5 to any attack roll and will deal an extra 5 damage (bypassing armor). Lasts 2 turns or until your next attack against them. Insight vs Will.
Upgrades:
  1. Mark + (L12) โ€” Your next attack will deal an extra 10 damage (bypassing armor).
12E12Flying WeaponXX actions. Leap up to 3 spaces away, then attack a target next to where you land for 1W damage. Weapon vs Reflex.
12F12Charge Thrown4 act4 actions. Must be Centered. You charge any weapon with mystic energy, giving it your choice of effect when thrown. This will uncenter you. Sparks: The weapon does no damage, but instead explodes into sparks that confuses all targets in a 2x2 area for 1 turn. Sharpen: The weapon bypasses 2 Armor. Return: The weapon returns to you instantly after dealing damage. Split: The weapon splits into 2 and deals 1W damage to 2 targets of your choice. Ranged Attack vs Reflex.
12G12PhantomReactiveReaction. Must be Centered and in Stealth. Upon attacking a target, you may immediately return to Stealth. This will uncenter you.
14E14Hand To Hand5 act5 actions. Must be Unarmed. You gain +10 Fortitude against all Light Attacks against you. Lasts until your next turn. Fortitude vs Light Attack.
Upgrades:
  1. Hand To Hand + (L15) โ€” Must be Unarmed or wielding 1H weapons.
14F14AssassinateXX actions. You use your weapon to finish off a target next to you. The d20 roll needed to pull off this move is (Target Current HP / 2) + (Target Fortitude). Must be in Stealth. Weapon vs Fortitude.
14G14Finesse WeaponryPassivePassive. You gain +3 Finesse Attack.
Upgrades:
  1. Finesse Weaponry + (L15) โ€” +3 Finesse Attack.
  2. Finesse Weaponry ++ (L16) โ€” You may take the higher of 2d20 Finesse Attack rolls.
16F16Master AssassinPassivePassive. If your Assassinate ability successfully kills your target, it is instantly refreshed, you reenter Stealth, and you are granted an extra turn. This will keep working as long as Assassinate kills the target.

Gymnast

cols I-J ยท levels 12-16 ยท 5 abilities
LvlCellAbilityCostRules
12I12Vanish6 act6 actions. You become entirely undetectable, even by magical means. You are treated as out of combat, and nobody can see you during this time. You may use this indefinitely. If you move in any way, the effect ends immediately. Stealth vs Detection.
12J12Momentum0 act0 actions. Must be Centered. Your Climbing speed is now 1 space per action, and it no longer requires the use of your hands. Lasts until the end of your turn. You may use this as often as you'd like. Acrobatics.
14I14Uncanny DodgeReactiveReaction. Must be Centered. If you are successfully hit by a Ranged attack, you may shift up to 2 spaces in order to take half damage. This will uncenter you.
14J14Way Of Water0 act0 actions. Must be Centered. Your Swimming speed is now 1 space per action, and do not need to worry about holding your breath underwater. Lasts until the end of your turn. You may use this as often as you'd like. Acrobatics.
16I16Theif's MobilityPassivePassive. Your max Climbing and Swimming speed is equal to your Acrobatics score. Acrobatics.

Duplicitous

cols L-M ยท levels 12-16 ยท 6 abilities
LvlCellAbilityCostRules
12L12Flashbang24 act24 actions. Requires herbs and fire. You create an exploding powder. For 3 actions, this powder can be thrown up to 10 spaces. Everyone on and next to the target space is stunned for 1 turn. This will count as a Ranged Attack vs their Fortitude. You create 5 uses of this powder. Crafting: Weapons/Tools.
12M12Poisons MasterPassivePassive. You gain +10 Survival when detecting poison, and +10 Weapons/Tools Crafting when applying poison to weapons.
14L14Smoke Bomb24 act24 actions. Requires herbs and fire. You create a smoke powder. For 3 actions, you can throw this powder up to 10 spaces. On your next turn, it releases a cloud of smoke covering the area within 5 spaces of it. Everyone within this area is considered blinded until the cloud goes away. Lasts 5 turns. This is considered a Ranged Attack. You create 5 uses of this powder. Crafting: Weapons/Tools.
14M14Decoy3 act3 actions. Requires Cloth. You drop a woolen decoy of yourself with 1 HP on an adjacent space. Enemies who are focused on you may turn their attention to the decoy. Lasts until your next turn or until destroyed. Weapons/Tools Crafting vs Insight.
16L16Stunt Ball24 act24 actions. Requires 5 Wire and 1 Steel. You create a Stunt Ball, which can be thrown for 5 actions. As long as the vicinity is an 8x8 area or smaller, the ball releases a mass of ultrathin cords for you to travel on. For the next 5 turns, you may "fly" 1 space per action. Implementing this uses your Acrobatics vs their Detection. The ball is reusable, but must be recovered. Crafting: Weapons/Tools.
16M16Mirror Image24 act24 actions. Requires 1 Silver. You create a Mirror Image. This device can be thrown within 3 spaces for 2 actions. Where it lands, an exact image of you appears. While it is immaterial and cannot speak or move farther than 3 spaces from you, it can make any movement you wish. Moving it costs no actions. Lasts 5 turns. Perform vs Insight. The silver is reusable, but must be recovered. Crafting: Weapons/Tools.