Laurefindel
Legend
Here are two archetypes I created for villains and support characters for my Girl Genius-inspired Eberron game. In the end, all support characters ended-up using a stat block similar to the Battle Smith Artificer's steel defender, whereas player-characters can use their own bonus action to use the NPC's attack or spell, so the archetypes never really served.
Nevertheless, I though I could polish them up, mostly just for fun.
Way of the Blade Sibyl (monk archetype)
The way of the blade sibyl is an amazon or barbarian-type, two-weapon fighting monk using a pair of pattas inspired by this character from the girl genius comics
College of Smoke (bard archetype)
The college of smoke is knighthood order of covert operatives specializing in misdirection, inspired by this character and her order from the girl genius comics.
let me know what you think, what<s broken, or what could be made better
'findel
Nevertheless, I though I could polish them up, mostly just for fun.
Way of the Blade Sibyl (monk archetype)
The way of the blade sibyl is an amazon or barbarian-type, two-weapon fighting monk using a pair of pattas inspired by this character from the girl genius comics
[Fluff text]
SISTER BLADES
Starting when you choose this tradition at 3rd level, you are introduced to the art of fighting with the patta; a sword featuring perpendicular handle also known as gauntlet swords. The way of the blade sibyl allows you to fight with a specific combination of pattas, a pair of blades consisting of a long double-edge patta and a shorter, forked patta designed for punching and parrying. For all game purposes, the straight patta functions as a rapier, and the forked patta as a short sword.
You gain proficiency with both weapons if you don’t already have it, and both weapons are monk weapons for you. When you are wielding a straight patta in one hand and a forked patta in the other, you gain the following benefits.
- Companion blade. When you make one or more unarmed strike attacks as a bonus action using martial arts or flurry of blows, you can make a weapon attack with the forked patta instead of an unarmed strike.
- Twin blades. You can draw or stow both pattas when you would normally be able to draw or stow only one. In addition, you gain a +1 bonus to your AC.
- Sudden strike. When you use Step of the Wind, you can make a melee attack with your forked patta as part of the same bonus action.
KI-EMPOWERED BLADES
When you reach 6th level, you extend your ki into your paired pattas. Attacks made with your straight and forked pattas count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
DEFLECT BLOWS
Also at 6th level, when you wield your forked patta in one of your hands, you can use deflect missile to reduce damage taken from both ranged and melee attacks. When you use your reaction to deflect a melee attack, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. In addition, you do not need a free hand to redirect a missile if a ranged attack was reduced to 0 damage.
Unlike ranged attacks, melee attacks cannot be redirected when damage is reduced to 0.
MEDITATIVE RESTING
Beginning at 11th level, your meditation training allows you to stay alert and awake or go without food and water for extended periods of time. These techniques grant you the following benefits.
- You can go without food for a number of days equal to 3 + your Constitution modifier + your Wisdom modifier (minimum 1). At the end of each day beyond that limit, you automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
- You can go without water for a number of days equal to your Wisdom modifier (minimum 1), regardless of the weather. At the end of each day beyond that limit, automatically suffers one level of exhaustion if you drink less than half of a gallon of water, or two levels if you already had one or more levels of exhaustion. If you drank at least half a gallon of water by the end of the day, you can make a DC 15 Constitution saving throw to avoid the level (or levels) of exhaustion. Drinking at least full gallon of water resets the count of days without water to zero.
- You do not lose the benefits of a long rest when you perform strenuous activities (at least 1 hour of walking, fighting, casting spells, or similar adventuring activity). You can also go without sleep for a number of days equal to your Wisdom modifier (minimum 1). At the end of each day beyond that limit, you must make a DC 10 Constitution saving throw or suffers one level of exhaustion. Each subsequent day spent without sleep increases the DC by 5. Sleeping at least 6 hours and performing no strenuous activities during a long rest resets the count of days without sleep to zero.
RELENTLESS BLADES
At 17th level, you gain the ability to frenetically attack your opponent in a veritable storm of cuts and slashes. When you hit a creature with one of your pattas, you can spend 3 ki points to start a persistent assault against that creature. Doing so doesn’t constitute an action and the assault continues during your opponent’s turn. Then, on your next turn, you can spend an action to complete the assault. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 slashing damage.
To complete the assault, you must begin or end your turn within 5 feet of the targeted creature. The assault fails without further effects if you are unable to reach the creature, are incapacitated, your speed is reduced to 0, or elect to use your action for any other purpose on your turn.
SISTER BLADES
Starting when you choose this tradition at 3rd level, you are introduced to the art of fighting with the patta; a sword featuring perpendicular handle also known as gauntlet swords. The way of the blade sibyl allows you to fight with a specific combination of pattas, a pair of blades consisting of a long double-edge patta and a shorter, forked patta designed for punching and parrying. For all game purposes, the straight patta functions as a rapier, and the forked patta as a short sword.
You gain proficiency with both weapons if you don’t already have it, and both weapons are monk weapons for you. When you are wielding a straight patta in one hand and a forked patta in the other, you gain the following benefits.
- Companion blade. When you make one or more unarmed strike attacks as a bonus action using martial arts or flurry of blows, you can make a weapon attack with the forked patta instead of an unarmed strike.
- Twin blades. You can draw or stow both pattas when you would normally be able to draw or stow only one. In addition, you gain a +1 bonus to your AC.
- Sudden strike. When you use Step of the Wind, you can make a melee attack with your forked patta as part of the same bonus action.
KI-EMPOWERED BLADES
When you reach 6th level, you extend your ki into your paired pattas. Attacks made with your straight and forked pattas count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
DEFLECT BLOWS
Also at 6th level, when you wield your forked patta in one of your hands, you can use deflect missile to reduce damage taken from both ranged and melee attacks. When you use your reaction to deflect a melee attack, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. In addition, you do not need a free hand to redirect a missile if a ranged attack was reduced to 0 damage.
Unlike ranged attacks, melee attacks cannot be redirected when damage is reduced to 0.
MEDITATIVE RESTING
Beginning at 11th level, your meditation training allows you to stay alert and awake or go without food and water for extended periods of time. These techniques grant you the following benefits.
- You can go without food for a number of days equal to 3 + your Constitution modifier + your Wisdom modifier (minimum 1). At the end of each day beyond that limit, you automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
- You can go without water for a number of days equal to your Wisdom modifier (minimum 1), regardless of the weather. At the end of each day beyond that limit, automatically suffers one level of exhaustion if you drink less than half of a gallon of water, or two levels if you already had one or more levels of exhaustion. If you drank at least half a gallon of water by the end of the day, you can make a DC 15 Constitution saving throw to avoid the level (or levels) of exhaustion. Drinking at least full gallon of water resets the count of days without water to zero.
- You do not lose the benefits of a long rest when you perform strenuous activities (at least 1 hour of walking, fighting, casting spells, or similar adventuring activity). You can also go without sleep for a number of days equal to your Wisdom modifier (minimum 1). At the end of each day beyond that limit, you must make a DC 10 Constitution saving throw or suffers one level of exhaustion. Each subsequent day spent without sleep increases the DC by 5. Sleeping at least 6 hours and performing no strenuous activities during a long rest resets the count of days without sleep to zero.
RELENTLESS BLADES
At 17th level, you gain the ability to frenetically attack your opponent in a veritable storm of cuts and slashes. When you hit a creature with one of your pattas, you can spend 3 ki points to start a persistent assault against that creature. Doing so doesn’t constitute an action and the assault continues during your opponent’s turn. Then, on your next turn, you can spend an action to complete the assault. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 slashing damage.
To complete the assault, you must begin or end your turn within 5 feet of the targeted creature. The assault fails without further effects if you are unable to reach the creature, are incapacitated, your speed is reduced to 0, or elect to use your action for any other purpose on your turn.
College of Smoke (bard archetype)
The college of smoke is knighthood order of covert operatives specializing in misdirection, inspired by this character and her order from the girl genius comics.
[Fluff text]
BONUS PROFICIENCY
When you join the College of Smoke at 3rd level, you gain proficiency with the poisoner’s kit and thieves’ tools.
EXPANDED SPELL LIST
Also starting at 3rd level, you learn how to draw magic from ordinary items to create smoke bombs, concoct stimulants, and prepare various types of poisons. These gadgets let you choose from an expanded list of spells when you learn a bard spell. The following spells are added to the bard spell list for you.
SHADOW STRIKE
Finally, when you reach 3rd level, you learn to exploit your environment to your advantage in combat. When you make an attack from a lightly or heavily obscured area, or if your target is blinded, you can expend one use of your Bardic Inspiration to gain advantage on your attack roll. If the attack hits, you deal additional damage equal to the number you roll on the Bardic Inspiration die.
The attack must use a finesse or a ranged weapon within 30 feet of the targeted creature. Note that dim light alone doesn’t conceal you from creatures with darkvision.
SWAPPING TRICK
Starting at 6th level, you can attempt to rob a distracted opponent of a held, worn, or carried object – including its weapon – by replacing it with an ordinary item from your environment or own equipment. When you are within 5 feet of a blinded or incapacitated creature, you can make a Dexterity (sleight of hand) check to swap a weapon or object it holds, wears, or carries with an item of similar size such as a torch, a bar stool, or a branch. The DC for this ability check is 10 + the creature’s CR (minimum 1). If the check is successful, you now hold the weapon or object in your hands, and the targeted creature now holds another item of the same approximate size or weight of your choice.
The creature doesn’t realize the subterfuge until it uses the weapon to make an attack roll or interacts with the weapon or object in any other way. If the swapped item was a weapon, the creature must complete its attack with the new object. Typically, this object can be used as an improvised weapon of the appropriate category, or else make an attack as an unarmed strike.
The targeted creature doesn’t need to be blinded or incapacitated if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on dexterity checks.
DISAPPEARING TRICK
When you reach 14th level, you can escape sticky situations without attracting attention to yourself. When you receive damage or are grappled or restrained, you can use your reaction and expend one use of your Bardic Inspiration to teleport up to 60 feet into an area of dim light or darkness, or one that provides concealment. When you do so, you leave an illusion of yourself in your previous position and may immediately attempt to hide with a Dexterity (stealth) check, adding the result of the Bardic Inspiration die to the ability check.
The illusion disappears after one minute or if it is targeted by an attack or a spell, whichever comes first. The illusion cannot talk, make any attack, or cast any spell on its own but otherwise provides a convincing version of yourself. If you were grappled or restrained by a creature, that creature realises the subterfuge at the beginning of its turn, at which point the illusion disappears.
BONUS PROFICIENCY
When you join the College of Smoke at 3rd level, you gain proficiency with the poisoner’s kit and thieves’ tools.
EXPANDED SPELL LIST
Also starting at 3rd level, you learn how to draw magic from ordinary items to create smoke bombs, concoct stimulants, and prepare various types of poisons. These gadgets let you choose from an expanded list of spells when you learn a bard spell. The following spells are added to the bard spell list for you.
College of Smoke Expanded Spells | |
Spell Level | Spells |
1st | alarm, fog cloud |
2nd | darkness, find traps |
3rd | haste, slow |
4th | death ward, staggering strike |
5th | cloudkill, contagion |
SHADOW STRIKE
Finally, when you reach 3rd level, you learn to exploit your environment to your advantage in combat. When you make an attack from a lightly or heavily obscured area, or if your target is blinded, you can expend one use of your Bardic Inspiration to gain advantage on your attack roll. If the attack hits, you deal additional damage equal to the number you roll on the Bardic Inspiration die.
The attack must use a finesse or a ranged weapon within 30 feet of the targeted creature. Note that dim light alone doesn’t conceal you from creatures with darkvision.
SWAPPING TRICK
Starting at 6th level, you can attempt to rob a distracted opponent of a held, worn, or carried object – including its weapon – by replacing it with an ordinary item from your environment or own equipment. When you are within 5 feet of a blinded or incapacitated creature, you can make a Dexterity (sleight of hand) check to swap a weapon or object it holds, wears, or carries with an item of similar size such as a torch, a bar stool, or a branch. The DC for this ability check is 10 + the creature’s CR (minimum 1). If the check is successful, you now hold the weapon or object in your hands, and the targeted creature now holds another item of the same approximate size or weight of your choice.
The creature doesn’t realize the subterfuge until it uses the weapon to make an attack roll or interacts with the weapon or object in any other way. If the swapped item was a weapon, the creature must complete its attack with the new object. Typically, this object can be used as an improvised weapon of the appropriate category, or else make an attack as an unarmed strike.
The targeted creature doesn’t need to be blinded or incapacitated if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on dexterity checks.
DISAPPEARING TRICK
When you reach 14th level, you can escape sticky situations without attracting attention to yourself. When you receive damage or are grappled or restrained, you can use your reaction and expend one use of your Bardic Inspiration to teleport up to 60 feet into an area of dim light or darkness, or one that provides concealment. When you do so, you leave an illusion of yourself in your previous position and may immediately attempt to hide with a Dexterity (stealth) check, adding the result of the Bardic Inspiration die to the ability check.
The illusion disappears after one minute or if it is targeted by an attack or a spell, whichever comes first. The illusion cannot talk, make any attack, or cast any spell on its own but otherwise provides a convincing version of yourself. If you were grappled or restrained by a creature, that creature realises the subterfuge at the beginning of its turn, at which point the illusion disappears.
let me know what you think, what<s broken, or what could be made better
'findel
Last edited: