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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8374423" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/Vk1657N.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Shovel Knight</strong></p><p>Medium Human (Variant)</p><p>Conscript 9; Paragon</p><p></p><p></p><p><strong>Armor Class</strong> 20 (18 when using adrenaline talents)</p><p><strong>Hit Points</strong> 76 (9d10+18)</p><p><strong>Speed</strong> 30 ft. (+10 ft. w/ martial focus)</p><p></p><p>STR 18 DEX 10 CON 14 INT 10 WIS 10 CHA 14 (27 point buy: +1 STR Variant Human, +1 CHA Variant Human, +2 STR Combat Dabbler feat x2) </p><p></p><p><strong>Saving Throws</strong> Charisma +6, Dexterity +4</p><p><strong>Skills</strong> Acrobatics +12, Athletics +8, History +4, Perception +4 (Variant Human), Persuasion +6</p><p><strong>Tools</strong> Joustus (card game), Mason’s Tools</p><p><strong>Senses</strong> passive Perception 14</p><p><strong>Languages</strong> Common plus 2 languages of choice</p><p></p><p><strong>Background:</strong> Noble</p><p></p><p><strong>Feats:</strong> Combat Dabbler x2 (+2 STR), Combat Training</p><p></p><p><strong>Martial Tradition: Knight</strong></p><p><strong>Sphere DC</strong> 14</p><p><strong>Athletics</strong> - Air Stunt, Mighty Conditioning, Mobility, Rapid Motion, Sudden Flank, Swift Movement, Training (Acrobatics), Wall Stunt, Whirlwind Flip</p><p><strong>Berserker</strong> - Alter Terrain, Juggernaut (adrenaline), Ruinous Tread, Shatter Earth (exertion)</p><p><strong>Equipment</strong> - Armor Training x2, Knightly Training (discipline)</p><p><strong>Warleader</strong></p><p></p><p><strong>Special Abilities</strong></p><p></p><p><strong>Adrenaline (Juggernaut):</strong> Take -2 AC to not be affected by difficult terrain and cannot have movement speed reduced until the start of next turn.</p><p></p><p><strong>Air Stunt:</strong> Can “run” up walls, two size category larger creatures, and air, treating movement as difficult terrain.</p><p></p><p><strong>Exertion (Shatter Earth):</strong> Can spend an attack as part of Attack action and expend martial focus to turn all spaces within 5 feet, a 10 foot cone, or 15 foot line into difficult terrain, those passing through fall prone on failed STR or DEX save. May also create 5 foot deep holes in the ground of affected squares and also choose to raise terrain by 5 feet in squares adjacent to affected squares.</p><p></p><p><strong>Extra Attack:</strong> May attack twice instead of once whenever taking the Attack action.</p><p></p><p><strong>Fighting Style - Defense:</strong> +1 AC when wearing armor.</p><p></p><p><strong>Mobility:</strong> Opportunity attacks have disadvantage when leaving hostile creature’s reach.</p><p></p><p><strong>Ruinous Tread:</strong> May choose to make squares difficult terrain whenever leaving them.</p><p></p><p><strong>Sudden Flank:</strong> gain advantage on next attack before end of your next turn against creature that you successfully tumbled past.</p><p></p><p><strong>Swift Movement:</strong> All movement speeds +10 ft. when have martial focus.</p><p></p><p><strong>Whirlwind Flip:</strong> Regain martial focus when succeeding on tumble (action or bonus action) vs hostile creature.</p><p></p><p><strong>Actions</strong></p><p></p><p><strong>Shovel:</strong> +9 to hit, reach 5 ft., 1 creature or object. Hit: 8 or 9 (1d6+5 or 1d8+5 if two-handed) piercing damage.</p><p></p><p><strong>Throwing Anchor:</strong> +8 to hit, range 20/60 ft., 1 creature or object. Hit: 6 (1d4+4) bludgeoning damage.</p><p></p><p><strong>Shout (Fierce Shout):</strong> Can affect self and all allies within 10 feet to gain +4 damage on first attack made within 1 round.</p><p></p><p><strong>Bonus Actions</strong></p><p></p><p><strong>Rapid Motion:</strong> Dash as bonus action.</p><p></p><p><strong>Rousing Leadership:</strong> Perform shout as a bonus action whenever reduce enemy to 0 HP.</p><p></p><p><strong>Second Wind:</strong> Can regain 1d10+9 hit points once per short or long rest.</p><p></p><p><strong>Tactics (Aggressive Flanking):</strong> all allies within 20 feet who can see and hear gain +2 on attack rolls vs hostile creature if at least 2 allies are within its reach. Takes bonus action to maintain each round.</p><p></p><p><strong>Equipment</strong></p><p></p><p>+1 full plate, +1 shovel (reflavored spear), 10 throwing anchors (reflavored light hammers), Phase Locket (reflavored <a href="https://www.5esrd.com/gamemastering/magic-items/magic-items-by-other-publishers/magic-items-frog-god-games/cloak-of-etherealness/" target="_blank">Cloak of Etherealness</a> but lasts for 2 rounds), Wand of Fireballs</p><p></p><p><strong>Conversion Details:</strong> As my first purely martial build, Shovel Knight’s end result was pretty fun to stat up: a full-plate wearing Strength-focused mobile fighter jumping and tumbling through enemy spaces and breaking up the ground to create holes and difficult terrain. I chose to give him the Knight Martial Tradition as it was most in keeping with his theme, even if the Warleader sphere ends up going to waste. For class I chose Conscript due to the unparalleled talent progression, and the Paragon subclass with the Defense Fighting Style to shore up his Armor Class and also due to its “inspirational figure” flavor text. I extensively focused on both Athletics and Berserker, choosing talents which play well off of each other. Shovel Knight’s keymark ability doesn’t actually make him jump as per the 5e rules: rather he makes use of the Air Stunt talent to vertically move through the air. Combined with Swift Movement to increase his base speed, Rapid Motion to let him Dash as a bonus action, and the Berserker sphere’s Juggernaut talent to ignore treating air as difficult terrain, Shovel Knight can cover great distances despite not technically flying. He can still fall if ending his turn in mid-air, in keeping with the platforming theme with is why I didn’t choose the Sparrow’s Path talent.</p><p></p><p>But beyond just clearing vast aerial distance, the Athletics sphere also helps simulate Shovel Knight’s signature attack of using his shovel as a pogo stick to strike and bounce off of enemies before landing to strike again. Air Stunt covers the aerial movement, but Mobility makes it hard for opponents to strike when Shovel Knight leaves their reach,* while Sudden Flank and Whirlwind Flip grant him benefits when he successfully tumbles through their squares. Thanks to Mighty Conditioning he doesn’t need a high Dexterity score to tumble, substituting Strength instead.</p><p></p><p>*and when rolling with disadvantage against an 18 or 20 AC means that even the strongest opponents risk missing him.</p><p></p><p>For his signature digging ability, Shovel Knight makes use of the Berserker sphere’s Shatter Earth talent enhanced by Alter Terrain to create holes in the ground and dig up surrounding dirt. Ruinous Tread allows squares he moves through to count as difficult terrain, which will not negatively impact him if he makes use of Juggernaut. Although the text implies that Ruinous Tread only works on solid ground, the rules wording implies that it can affect squares in midair, which if interpreted as such can make it harder for foes to give chase when he bounces away with Air Stunt.</p><p></p><p style="text-align: center"><strong>Talent Progression by Level</strong></p><p></p><p>Level 1: Athletics (Rapid Motion, Sudden Flank, Swift Movement, +3 talents from Combat Training feat and skill proficiency), Equipment (Armor Training x2, Knightly Training), Warleader</p><p>Level 2: Athletics (Wall Stunt)</p><p>Level 3: Berserker (Juggernaut)</p><p>Level 4: Athletics (Mighty Conditioning, +1 extra talent from Combat Dabbler feat), Berserker (Shatter Earth)</p><p>Level 5: Athletics (Air Stunt)</p><p>Level 6: Athletics (Mobility)</p><p>Level 7: Berserker (Alter Terrain)</p><p>Level 8: Athletics (Whirlwind Flip, +1 extra talent from Combat Dabbler feat), Berserker (Ruinous Tread)</p><p>Level 9: Athletics (Training - Acrobatics)</p></blockquote><p></p>
[QUOTE="Libertad, post: 8374423, member: 6750502"] [center][img]https://i.imgur.com/Vk1657N.png[/img][/center] [b]Shovel Knight[/b] Medium Human (Variant) Conscript 9; Paragon [b]Armor Class[/b] 20 (18 when using adrenaline talents) [b]Hit Points[/b] 76 (9d10+18) [b]Speed[/b] 30 ft. (+10 ft. w/ martial focus) STR 18 DEX 10 CON 14 INT 10 WIS 10 CHA 14 (27 point buy: +1 STR Variant Human, +1 CHA Variant Human, +2 STR Combat Dabbler feat x2) [b]Saving Throws[/b] Charisma +6, Dexterity +4 [b]Skills[/b] Acrobatics +12, Athletics +8, History +4, Perception +4 (Variant Human), Persuasion +6 [b]Tools[/b] Joustus (card game), Mason’s Tools [b]Senses[/b] passive Perception 14 [b]Languages[/b] Common plus 2 languages of choice [b]Background:[/b] Noble [b]Feats:[/b] Combat Dabbler x2 (+2 STR), Combat Training [b]Martial Tradition: Knight[/b] [b]Sphere DC[/b] 14 [b]Athletics[/b] - Air Stunt, Mighty Conditioning, Mobility, Rapid Motion, Sudden Flank, Swift Movement, Training (Acrobatics), Wall Stunt, Whirlwind Flip [b]Berserker[/b] - Alter Terrain, Juggernaut (adrenaline), Ruinous Tread, Shatter Earth (exertion) [b]Equipment[/b] - Armor Training x2, Knightly Training (discipline) [b]Warleader[/b] [b]Special Abilities[/b] [b]Adrenaline (Juggernaut):[/b] Take -2 AC to not be affected by difficult terrain and cannot have movement speed reduced until the start of next turn. [b]Air Stunt:[/b] Can “run” up walls, two size category larger creatures, and air, treating movement as difficult terrain. [b]Exertion (Shatter Earth):[/b] Can spend an attack as part of Attack action and expend martial focus to turn all spaces within 5 feet, a 10 foot cone, or 15 foot line into difficult terrain, those passing through fall prone on failed STR or DEX save. May also create 5 foot deep holes in the ground of affected squares and also choose to raise terrain by 5 feet in squares adjacent to affected squares. [b]Extra Attack:[/b] May attack twice instead of once whenever taking the Attack action. [b]Fighting Style - Defense:[/b] +1 AC when wearing armor. [b]Mobility:[/b] Opportunity attacks have disadvantage when leaving hostile creature’s reach. [b]Ruinous Tread:[/b] May choose to make squares difficult terrain whenever leaving them. [b]Sudden Flank:[/b] gain advantage on next attack before end of your next turn against creature that you successfully tumbled past. [b]Swift Movement:[/b] All movement speeds +10 ft. when have martial focus. [b]Whirlwind Flip:[/b] Regain martial focus when succeeding on tumble (action or bonus action) vs hostile creature. [b]Actions[/b] [b]Shovel:[/b] +9 to hit, reach 5 ft., 1 creature or object. Hit: 8 or 9 (1d6+5 or 1d8+5 if two-handed) piercing damage. [b]Throwing Anchor:[/b] +8 to hit, range 20/60 ft., 1 creature or object. Hit: 6 (1d4+4) bludgeoning damage. [b]Shout (Fierce Shout):[/b] Can affect self and all allies within 10 feet to gain +4 damage on first attack made within 1 round. [b]Bonus Actions[/b] [b]Rapid Motion:[/b] Dash as bonus action. [b]Rousing Leadership:[/b] Perform shout as a bonus action whenever reduce enemy to 0 HP. [b]Second Wind:[/b] Can regain 1d10+9 hit points once per short or long rest. [b]Tactics (Aggressive Flanking):[/b] all allies within 20 feet who can see and hear gain +2 on attack rolls vs hostile creature if at least 2 allies are within its reach. Takes bonus action to maintain each round. [b]Equipment[/b] +1 full plate, +1 shovel (reflavored spear), 10 throwing anchors (reflavored light hammers), Phase Locket (reflavored [url=https://www.5esrd.com/gamemastering/magic-items/magic-items-by-other-publishers/magic-items-frog-god-games/cloak-of-etherealness/]Cloak of Etherealness[/url] but lasts for 2 rounds), Wand of Fireballs [b]Conversion Details:[/b] As my first purely martial build, Shovel Knight’s end result was pretty fun to stat up: a full-plate wearing Strength-focused mobile fighter jumping and tumbling through enemy spaces and breaking up the ground to create holes and difficult terrain. I chose to give him the Knight Martial Tradition as it was most in keeping with his theme, even if the Warleader sphere ends up going to waste. For class I chose Conscript due to the unparalleled talent progression, and the Paragon subclass with the Defense Fighting Style to shore up his Armor Class and also due to its “inspirational figure” flavor text. I extensively focused on both Athletics and Berserker, choosing talents which play well off of each other. Shovel Knight’s keymark ability doesn’t actually make him jump as per the 5e rules: rather he makes use of the Air Stunt talent to vertically move through the air. Combined with Swift Movement to increase his base speed, Rapid Motion to let him Dash as a bonus action, and the Berserker sphere’s Juggernaut talent to ignore treating air as difficult terrain, Shovel Knight can cover great distances despite not technically flying. He can still fall if ending his turn in mid-air, in keeping with the platforming theme with is why I didn’t choose the Sparrow’s Path talent. But beyond just clearing vast aerial distance, the Athletics sphere also helps simulate Shovel Knight’s signature attack of using his shovel as a pogo stick to strike and bounce off of enemies before landing to strike again. Air Stunt covers the aerial movement, but Mobility makes it hard for opponents to strike when Shovel Knight leaves their reach,* while Sudden Flank and Whirlwind Flip grant him benefits when he successfully tumbles through their squares. Thanks to Mighty Conditioning he doesn’t need a high Dexterity score to tumble, substituting Strength instead. *and when rolling with disadvantage against an 18 or 20 AC means that even the strongest opponents risk missing him. For his signature digging ability, Shovel Knight makes use of the Berserker sphere’s Shatter Earth talent enhanced by Alter Terrain to create holes in the ground and dig up surrounding dirt. Ruinous Tread allows squares he moves through to count as difficult terrain, which will not negatively impact him if he makes use of Juggernaut. Although the text implies that Ruinous Tread only works on solid ground, the rules wording implies that it can affect squares in midair, which if interpreted as such can make it harder for foes to give chase when he bounces away with Air Stunt. [center][b]Talent Progression by Level[/b][/center] Level 1: Athletics (Rapid Motion, Sudden Flank, Swift Movement, +3 talents from Combat Training feat and skill proficiency), Equipment (Armor Training x2, Knightly Training), Warleader Level 2: Athletics (Wall Stunt) Level 3: Berserker (Juggernaut) Level 4: Athletics (Mighty Conditioning, +1 extra talent from Combat Dabbler feat), Berserker (Shatter Earth) Level 5: Athletics (Air Stunt) Level 6: Athletics (Mobility) Level 7: Berserker (Alter Terrain) Level 8: Athletics (Whirlwind Flip, +1 extra talent from Combat Dabbler feat), Berserker (Ruinous Tread) Level 9: Athletics (Training - Acrobatics) [/QUOTE]
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