In Dungeons and Dragons 5th edition, characters are given their unique abilities based on their class. In F&D however, characters gain unique abilities and advantages through Proficiencies, which can be reflavored into any fantasy trope. Proficiencies work in a similar fashion to Skills, but with a focus on combat or spell casting instead of utility.
All proficiencies start at Rank 0, but can be increased with character points (CP) in a similar fashion to ability scores. There are 11 proficiencies that can be increased from rank 0 to 10, and 5 that can be increased from ran 0 to 5. Finally, there is one unique proficiency called "Divinity" that can be increased in Rank from 0 to 3.
Melee weapons are a category of weapons that are used in close combat. They come in different forms and sizes, including swords, axes, maces, spears, and daggers, among others. The proficiency in Melee Weapons allows a player to effectively use and handle melee weapons in combat situations.
A character with a high level of proficiency in Melee Weapons has a better chance of landing a hit with their weapon and dealing more damage to their opponent. They can also disarm an opponent or block an attack with their weapon. A character with high proficiency can also use their weapon in creative ways, such as dislodging a shield or breaking an opponent's armor.
In addition to basic combat skills, proficiency in Melee Weapons also includes knowledge of various types of weapons and their strengths and weaknesses. A character with high proficiency in Melee Weapons can choose the right weapon for the job and use it effectively.
Melee Weapons proficiency is a valuable skill for warriors, knights, and other melee-focused classes. It allows them to be effective in combat and take down opponents quickly and efficiently. However, even characters who are not primarily focused on melee combat can benefit from some level of proficiency in this skill, as there may be times when they need to engage in close combat.
Attacks made with melee weapons gain +1 to their attack rolls for each rank of the proficiency.
When a character reaches Rank 5 in Melee Weapons, they may make two attacks per turn with a melee weapon. These attacks can be against the same or different targets. When a character reaches Rank 10 in Melee Weapons, they may make three attacks per turn with a melee weapon instead.
When a character reaches Rank 6 in Melee Weapons, and has 8 Strength or greater, their Melee Weapon attacks that utilize Strength deal Moderate damage to targets with less than 8 Constitution.
Last Edit: May 11, 2023 7:22:16 GMT by Bard of Lore
Ranged Weapons are a category of weapons that are used to attack from a distance. They include bows, crossbows, slings, and throwing weapons like javelins and throwing knives. Proficiency in Ranged Weapons allows a player to effectively use and handle ranged weapons in combat situations.
A character with high proficiency in Ranged Weapons has a better chance of hitting their target and dealing more damage. They can also shoot accurately from longer distances and under adverse conditions, such as in low light or in high winds. A character with high proficiency can also use their weapon in creative ways, such as shooting an arrow to cut a rope or shoot a lock.
In addition to basic combat skills, proficiency in Ranged Weapons also includes knowledge of various types of weapons and their strengths and weaknesses. A character with high proficiency in Ranged Weapons can choose the right weapon for the job and use it effectively.
Ranged Weapons proficiency is a valuable skill for archers, hunters, and other ranged-focused classes. It allows them to attack from a distance and take down opponents before they can close in for melee combat. However, even characters who are not primarily focused on ranged combat can benefit from some level of proficiency in this skill, as there may be times when they need to engage in combat from a distance.
Attacks made with ranged weapons gain +1 to their attack rolls for each rank of the proficiency.
When a character reaches Rank 5 in Ranged Weapons, they may make two attacks per turn with a melee weapon. These attacks can be against the same or different targets. When a character reaches Rank 10 in Ranged Weapons, they may make three attacks per turn with a ranged weapon instead.
When a character reaches Rank 7 in Ranged Weapons, and has 3 Roguery or greater, their Ranged Weapon attacks that utilize Dexterity deal Moderate damage to targets with less than 8 Constitution.
Last Edit: May 12, 2023 3:07:31 GMT by Bard of Lore
Unarmed is one's proficiency in hand-to-hand combat. It includes punches, kicks, grappling, and other techniques that do not require weapons. A character with high proficiency in Unarmed can take down opponents quickly and efficiently without the use of weapons.
A character with high proficiency in Unarmed has a better chance of landing a hit on their opponent and dealing more damage. They can also use their body as a weapon, such as headbutting or kneeing an opponent. A character with high proficiency can also use grappling techniques to immobilize their opponent or throw them off balance.
In addition to basic combat skills, proficiency in Unarmed also includes knowledge of various techniques and styles of hand-to-hand combat. A character with high proficiency in Unarmed can choose the right technique for the job and use it effectively.
Unarmed proficiency is a valuable skill for monks, brawlers, and other hand-to-hand-focused characters. It allows them to take down opponents without the need for weapons and can be useful in situations where weapons are not allowed or unavailable.
Unarmed Strikes gain +1 to their attack rolls for each rank of the proficiency.
When a character reaches Rank 4 in Unarmed, they may make Unarmed strikes using their dexterity instead of their strength.
When a character reaches Rank 7 in Unarmed, they may make two unarmed attacks per turn. These attacks can be against the same or different targets. When a character reaches Rank 10 in Unarmed, they may make four attacks per turn using Unarmed instead.
Last Edit: May 12, 2023 23:37:26 GMT by Bard of Lore
Abjuration Magic is a powerful and versatile school of magic that focuses on protection, defense, and warding against various forms of harm. Practitioners of this school, known as Abjurers, are dedicated to the preservation of life, the safeguarding of their allies, and the shielding of the realms from malevolent forces. With their mastery of protective spells and wards, Abjurers play a crucial role in any adventuring party, offering a stalwart defense against the dangers that lurk in the world.
Abjuration Magic draws its power from the fundamental forces of protection and preservation. Its practitioners have an inherent understanding of the delicate balance between life and death, and they strive to maintain that equilibrium. By manipulating the underlying arcane energies, Abjurers create potent spells and magical barriers that repel and negate hostile forces, rendering them impotent and shielding their allies from harm.
Abjurers possess a wide array of abilities that allow them to ward against and counter various types of threats. These abilities can be classified into three primary categories: protective wards, dispelling magic, and countering spells.
Protective Wards: Abjurers excel at creating magical barriers that shield themselves and their allies from harm. These wards can range from simple personal shields that provide temporary protection to potent defensive fields that encompass an entire area. Abjurers can erect wards that block physical attacks, deflect projectiles, or mitigate the effects of harmful spells. They can also create protective glyphs and sigils that act as traps, detonating with explosive force upon contact with hostile entities.
Dispelling Magic: Abjurers have a unique affinity for dispelling magic. They possess the ability to unravel and neutralize magical effects, removing curses, enchantments, or other harmful spells that afflict their companions. Abjurers can also disrupt ongoing magical rituals or dispel summoned creatures, banishing them back to their respective planes. Their skill in dispelling magic enables them to unravel illusions and reveal hidden truths, exposing deceit and treachery.
Countering Spells: Abjurers possess the ability to disrupt and counter enemy spells, rendering them ineffective. Through their deep understanding of arcane energies, they can identify the patterns and incantations of incoming spells, allowing them to interject with their own magical energies to disrupt or nullify the enemy's casting. This ability makes Abjurers invaluable in combat, as they can prevent devastating spells from reaching their intended targets, turning the tide of battle in their favor.
For each rank in Abjuration Magic, your character may learn one spell related to it. This spell's level may be of a rank equal to or less than your ranks in this skill at the time of creation/learning. As a general template for abjuration spells, they can nullify or protect against other spells of an equal or lesser level. They could also ward against physical attacks, or reduce incoming damage. At ranks 1-4, learned spells can only effect a single target.
When a character reaches Rank 5 in Abjuration Magic, their created/learned spells may target a small area, or 2-3 targets.
When a character reaches Rank 8 in Abjuration Magic, their created/learned spells may target a large area, or 4+ targets.
Example Spells
Mage Armor (Rank 1 Spell). This can be casted at the start of a thread. The caster's armor class becomes Their Spellcasting Ability Score + Their rank in Abjuration Magic for the duration of the thread.
Counter Spell (Rank 3 Spell). When an opponent casts a Spell of a level lower than your rank in abjuration, you may nullify that spell. Usable twice per thread.
Last Edit: May 26, 2023 17:56:45 GMT by Bard of Lore
Conjuration Magic is a versatile and awe-inspiring school of magic that revolves around the summoning, creation, and manipulation of beings and objects from other planes of existence. Conjurers, the masters of this arcane art, have the ability to harness the very fabric of reality, bringing forth allies, creatures, and powerful items to aid them in their quests. With their ability to conjure forth both mundane and extraordinary entities, Conjurers play a pivotal role in any adventuring party, providing an array of options that can turn the tide of battle or unlock hidden mysteries.
At the heart of Conjuration Magic lies the understanding and manipulation of the bonds between different planes of existence. Conjurers tap into the vast energies of these alternate realms, channeling them to weave intricate spells that bridge the gap between worlds. By drawing upon this arcane connection, Conjurers can summon creatures, create objects, and teleport themselves and their allies to distant locations.
Conjurers possess a diverse range of abilities that allow them to summon and control beings and objects from different planes. These abilities can be categorized into three primary aspects: summoning, creation, and transportation.
Summoning: The ability to summon creatures is a hallmark of Conjuration Magic. Conjurers can call forth beings from various planes to fight alongside them, providing additional manpower or powerful allies in combat. These summoned creatures range from loyal familiars and spirits to formidable elemental entities or even extraplanar beings. Conjurers can summon creatures specialized in offense, defense, or support, tailoring their choices to suit the needs of the situation.
Creation: Conjurers possess the power to create objects and items out of thin air, manipulating the fabric of reality to manifest what they desire. They can conjure mundane tools, weapons, and supplies to aid themselves and their allies. Advanced Conjurers can even craft magical artifacts or temporary portals to access hidden realms. This ability grants them incredible versatility in solving puzzles, overcoming obstacles, or providing necessary resources in challenging environments.
Transportation: Conjurers are adept at traversing great distances and bypassing obstacles through the use of teleportation and planar travel. They can create portals that bridge different planes, allowing themselves and their companions to travel vast distances in an instant. Whether it's bypassing treacherous terrain, infiltrating secure locations, or escaping imminent danger, Conjurers can seamlessly transport themselves and their party to strategic positions.
For each rank in Conjuration Magic, your character may learn one spell related to it. This spell's level may be of a rank equal to or less than your ranks in this skill at the time of creation/learning. As a general template for conjuration spells, they can summon allies and objects. They could also be used for teleportation and portals. At ranks 1-4, learned spells can only effect a single target or create a single weak ally.
When a character reaches Rank 5 in Conjuration Magic, their created/learned spells may target 2-3 individuals, create three weak allies, or one strong ally.
When a character reaches Rank 8 in Conjuration Magic, their created/learned spells may target 4+ individuals, create three weak allies, or one strong ally.
Example Spells
Find Familiar (Rank 1 Spell). This can be casted at the start of a thread. The caster's gains a small animal companion which can fight with them. This companion becomes incapacitated if struck by Light Damage or greater. Once every other turn, it can make a melee attack which has +5 to Hit. It's attacks can only inflict light damage.
Conjure Animals (Rank 5 Spell). The caster's summons 3 animal companion which can fight with them. Each companion becomes incapacitated if struck by Light Damage or greater. Once every other turn, they can each make a melee attack which has +5 to Hit. Their attacks can only inflict light damage.
Last Edit: May 27, 2023 15:11:34 GMT by Bard of Lore
Divination Magic is a mystical and enigmatic school of magic that grants practitioners the ability to unravel the secrets of the past, present, and future. Diviners, those who wield this ancient art, possess a unique insight into the threads of fate and the hidden knowledge that lies beyond mortal perception. With their uncanny abilities to perceive events yet to unfold and gather information from distant places and times, Diviners play a crucial role in any adventuring party, providing invaluable guidance and foresight.
Divination Magic is rooted in the understanding and manipulation of time, space, and the universal energies that permeate the fabric of reality. Diviners tap into these cosmic forces, channeling their power to reveal glimpses of hidden truths, foresee potential outcomes, and pierce the veils of time to access knowledge from the past or future. Through their keen perception and heightened senses, Diviners unravel the mysteries that lie beyond the grasp of ordinary mortals.
Diviners possess a diverse array of abilities that grant them unparalleled insight and information gathering capabilities. These abilities can be classified into three primary aspects: scrying, precognition, and knowledge acquisition.
Scrying: Diviners have the unique ability to scry upon distant locations, observing people, places, and events from afar. Through scrying, they can perceive hidden realms, witness ongoing situations, and uncover secrets that may be vital to their quest. Diviners can focus their magic to peer through crystal balls, reflective surfaces, or even through the eyes of creatures they are familiar with. This ability allows them to gain vital intelligence, uncover hidden threats, and plan their actions with meticulous precision.
Precognition: Diviners possess the power of precognition, enabling them to catch glimpses of the future. This foresight allows them to anticipate and prepare for upcoming challenges and dangers. Diviners can receive visions, dreams, or omens that provide insights into the potential outcomes of certain events. By interpreting these glimpses of the future, Diviners can guide their companions, warn of imminent perils, and make informed decisions that shape the course of their adventures.
Knowledge Acquisition: Diviners have a remarkable aptitude for gathering knowledge from various sources. They possess the ability to tap into the cosmic stream of information, accessing forgotten lore, ancient prophecies, and hidden truths. Diviners can cast spells to acquire information from distant libraries, tap into the memories of individuals, or even converse with spirits and entities of great wisdom. This allows them to uncover critical clues, solve intricate puzzles, and gain insights into the motivations of powerful beings or factions.
For each rank in Divination Magic, your character may learn one spell related to it. This spell's level may be of a rank equal to or less than your ranks in this skill at the time of creation/learning. As a general template for divination spells, they can be used to created a number of effects related to future sight, and OOC knowledge. At ranks 1-4, learned spells can only effect a single target or create a single weak ally.
When a character reaches Rank 5 in Divination Magic, their created/learned spells may target 2-3 individuals.
When a character reaches Rank 8 in Divination Magic, their created/learned spells may target 4+ individuals.
Example Spells
Hunter's Mark (Rank 2 Spell). For the next 3 posts, gain +1 to all attack rolls against a target of your choice. Additionally, you may attack the same turn you cast this spell.
Tongues (Rank 3 Spell). The caster's temporarily learns all languages for 3 posts.
Last Edit: May 27, 2023 15:35:46 GMT by Bard of Lore
Enchanting Magic is a captivating and mystical school of magic that allows practitioners to infuse objects with arcane power, manipulate the minds of others and attack the psyche of their foes. Enchanters, the masters of this arcane art, possess the ability to manipulate the very essence of magic, channeling it into charms, weapons, and artifacts to bestow them with unique abilities. With their skill to manipulate minds and empower objects, Enchanters play an essential role in any adventuring party, augmenting the capabilities of their allies and unlocking hidden potential.
At the heart of Enchanting Magic lies the understanding of the intricate interplay between magic and the physical world. Enchanters tap into the latent energies that flow through objects and weave their own magical essence into them. By manipulating and harmonizing these forces, Enchanters can permanently imbue items with extraordinary properties, bestowing them with enhanced attributes, protective enchantments, or even the ability to unleash devastating spells.
Enchanters possess a wide range of abilities that grant them the power to infuse objects with magical properties. These abilities can be categorized into three primary aspects: Object Enchantment, Charms, and Mental Attacks.
Object Enchantment: The ability to enchant objects is the hallmark of Enchanting Magic. Enchanters can infuse items with a variety of magical effects, imbuing them with elemental powers, protection against specific threats, or enhancing their usability. Weapons can become imbued with elemental damage, armor can provide resistance against certain types of attacks, and accessories can offer increased strength or magical prowess. Enchanters can also create charms and talismans that grant their wearers additional abilities or protection.
Charms: Enchanters are capable of producing spells that effect the minds of living beings in many different ways. These types of spells are generally refered to as charms, and manipulate the emotional states of their targets. Charm spells can be used to convince someone the caster is a friend, infect someone with crippling fear, or even convince them to do something outlandish.
Mental Attacks: Enchanter's spells are also capable of causing mental harm through spells that attack the mind. These attacks come in many different forms, but are usual very harmful to their targets.
For each rank in Enchanting Magic, your character may learn one spell related to it. This spell's level may be of a rank equal to or less than your ranks in this skill at the time of creation/learning. As a general template for enchantment spells, they can be used to create magical items at higher levels, produce psychic-like spells, and influence character's mentally. At ranks 1-4, learned spells can only effect a single target, and cannot cause someone to take an aggressive action.
When a character reaches Rank 5 in Enchanting Magic, their created/learned spells may target 2-3 individuals. They may also create Common Magic Items.
When a character reaches Rank 8 in Enchanting Magic, their created/learned spells may target 4+ individuals. They may also create Uncommon Magic Items.
When a character reaches Rank 10 in Enchanting Magic, they may create Rare Magic Items.
Example Spells
Charm Person (Rank 1 Spell). A target of your choice must make a Wisdom Save. On a fail, For the next 3 posts, they believe they are a close friend of yours. When the spell ends, they realize they were charmed by you.
Enemies Abound (Rank 3 Spell). A target of your choice must make a Intelligence Save. On a fail, For the next 3 posts, they cannot distinguish friend from foe. They regard all individuals as their enemy. Targets can only be effected by this spell once per thread.
Last Edit: May 27, 2023 17:20:42 GMT by Bard of Lore
Evocation Magic is a dynamic and explosive school of magic that harnesses the raw elemental energies and the destructive forces of nature. Evokers, the masters of this arcane art, possess the ability to channel and manipulate these energies, unleashing devastating spells that wreak havoc upon their foes. With their command over elemental powers and their ability to unleash destructive forces, Evokers play a pivotal role in any adventuring party, dealing massive damage and reshaping the battlefield to their advantage.
Evocation Magic taps into the primal forces of the elements: fire, lightning, ice, and more. Evokers wield these energies with precision and control, channeling them through spells and incantations to create powerful and destructive effects. By manipulating the very fabric of reality, Evokers summon forth blasts of fire, bolts of lightning, freezing storms, and other devastating manifestations of elemental power.
Evokers possess a wide array of abilities that grant them mastery over elemental forces and destructive spells. These abilities can be categorized into three primary aspects: elemental manipulation, area of effect spells, and devastating blasts.
Elemental Manipulation: Evokers have an unparalleled command over the elemental energies that permeate the world. They can summon and control fire, lightning, ice, acid, and more, shaping these elements to suit their needs. Evokers can create walls of fire to block enemy advances, conjure storms of lightning bolts to strike multiple targets, or freeze the air to immobilize foes. Their ability to manipulate these forces allows them to reshape the battlefield and control the flow of combat.
Area of Effect Spells: Evokers excel at unleashing spells with a wide area of effect, wreaking havoc on multiple enemies at once. They can cast spells that engulf an area in flames, causing burning damage to all within it, or conjure a violent whirlwind that tears through enemies, knocking them aside and inflicting damage. Evokers can create zones of magical darkness, obscuring vision and causing disorientation among foes. Their ability to blanket large areas with destructive spells makes them invaluable in chaotic battles and against groups of adversaries.
Devastating Blasts: Evokers are known for their ability to unleash devastating single-target spells with incredible force. They can conjure bolts of lightning that strike with unerring accuracy, call forth explosions of pure magical energy that rupture the ground, or focus their power into concentrated beams of destructive force that can pierce through armor. These powerful and precise attacks allow Evokers to eliminate high-priority targets swiftly and decisively.
For each rank in Evocation Magic, your character may learn one spell related to it. This spell's level may be of a rank equal to or less than your ranks in this skill at the time of creation/learning. As a general template for evocation spells, they can produce powerful offensive elemental and arcane attacks. At ranks 1-4, learned spells can only effect a single target.
When a character reaches Rank 5 in Evocation Magic, their created/learned spells may target a small area, or 2-3 targets.
When a character reaches Rank 8 in Evocation Magic, their created/learned spells may target a large area, or 4+ targets.
Example Spells
Firebolt (Rank 1 Spell). The caster launches a bolt of flames at a target, dealing light damage if successful.
Shatter (Rank 5 Spell). The caster causes a sonic boom to appear in a 10-ft radius sphere. All in range must make a CON saving throw, dealing light damage on a fail.
Last Edit: May 28, 2023 6:34:28 GMT by Bard of Lore
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