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<blockquote data-quote="Gaiseric23" data-source="post: 6957308" data-attributes="member: 6866421"><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Kingsguard</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Hit dice 1d10</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">First level 10 plus con</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Hit dice after first level 1d10 or 6 </span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Armors light medium heavy</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Weapon proficiency simple martial </span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Saving throws. Strength Wisdom</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Skills: Choice from two: Athletics, Stealth, Perception, Intimidation, Insight, Investigation,</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">The equipment you gain after you choose this class is</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">A). Scale Mail or B). Chain Shirt</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">A). Martial Weapon and shield or B). Two Martial Weapons</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Two daggers or two hand axes</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">A.) Dungeoneering pack or B.) Explorer's pack</span></span></p><p></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level one you gain the ability to cast misty steps without somatic and components equal times the wisdom modifier. You regain the uses after a long rest </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level two you gain a fighting bonus</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Two Weapon Fighting- When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Archery-Add a +2 to ranged attacks</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Defense- While wearing armor add one to your ac class</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level three you can choice an archetype. Either way of the knight,way of the berserker or way of the king</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 5 you can attack twice per turn instead of once. This increases to three at level 11.</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 9 your training as allowed you to misty step double the times of your wisdom modifier. You can expend a use to allow one of your allies to misty step. This will cost an bonus action and the person must be 10 feet from you. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 11, your training and learning of the way that your opponent fights has allowed you to use your reaction to misty step as a reaction to a melee hit. If you take this reaction you can teleport 30 in any direction. The attack that you used a reaction on will miss</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 14, the magic that runs through your veins allows you to misty step without limit.</span></span></p><p></p><p></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 20 your strength increases by 4 this can go beyond 20 and you wisdom is increased by 4 as well. This can go beyond 20. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Way of the knight.</span></span></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Upon selecting this at level 3 you gain 4d8 superiority die. You can select 3 maneuvers from the phb</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level three you can bond one weapon to your body after an hour ritual.This would increase at level 7 to 2 and 3 at level 10. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 7 you gain the ability to teleport to an ally that is getting attacked. Your opponent will then target you instead of your ally. This will require an reaction and you use it twice per day. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 10 you gain the ability to teleport 30 feet and make a melee attack after the teleport is made. You can not throw the weapon and use this ability. It may be used once per turn and you can use it equal to your wisdom modifier up to 5 per day. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 15 you gain the ability to teleport you and your allies out of harm's way of a fire ball or aoe attack. You roll a d20 and add your wisdom modifier. If you roll a dc of 15 or higher you take half damage and teleport 60ft either forward or back. Your allies use be within 60 ft of you. This is a once per short or long rest. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 17, you can summon three spiritual weapons and throw them at three targets or at one target . The blades disappear after being thrown and leave a mark on the target or targets. You use your action for this turn to use the ability. Next turn you can teleport to one of the targets that you have marked last turn. When you attack you use your main weapon for the attack with a added d6 damage using your wisdom modifier. Each attack will cost can action to teleport and attack the marked target. You will have to wait for three turns before you use this ability again.</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Path of the Berserker</span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">Starting at level three you enter a berserkers state. This state last for a minute and you can use it three times a day. This increases to 4 at level 7, 5 to level 15 and 6 at level 17. This causes you to become resistant to one type of damage being piercing, bludgeoning or slashing, fire, cold, lightning,acid, poison, radiant. You can change this after three rounds of combat. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level three you gain the ability to heal yourself in combat. You expend up to five hit dice and heal that number </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 7 you gain the ability to further your berserker state. You can use a reaction to caught an enemy missile and you now gain two resistance to either slashing piercing or bludgeoning, fire, cold, lightning, acid, poison, radiant. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level ten you gain the ability to deal an extra damage 1d6 using your wisdom modifier when you roll for damage. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 15 you gain the ability to chain three attacks of enemies that are less than 30 feet away from each other. Each attack takes a negative 2 to each attack. This attack will use your actions this turn and you can only use this once per long rest. </span></span></p><p></p><p></p><p><span style="color: #454545"><span style="font-family: 'Times New Roman'">At level 17 your berserker state has reached it peak. You are now on longer restrained by the one minute time limit and can turn your berserker state on as a free action. You can now gain a resistance to three of your choice from the list above. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Way of the king. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Upon choosing this archetype you no longer gain disadvantage to stealth when wearing medium armor. You can also choose to use your strength modifier for stealth roles. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">When you throw a weapon that has a thrown property and can choose to teleport to that weapon at a max of 60 feet. You can take an ally within 5 feet of you at half of the range. So instead of 60 it will be 30. You can not use the sharpshooter feat to increase its range. You can use this feature twice per day. The range increase by 10 at level 7, 14. This will increase by one use for every 4 levels. To throw the weapon is an action an the teleport is a bonus action</span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">At level 7 when you are targeted for a ranged attack with a max of 60 feet. You can use your reaction to teleport to the attacker. On your next turn you can make an attack role with one added weapon dice. You can only use the added damage dice once per turn. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">At level 10 the magic that you use allows you to deal a massive attack of one element of your choice.You can choice from fire, lightning, thunder,cold or acid. This attack does 2d10 and requires a Dex save. The damage dice increases to 3d10 at level 14 and 4d10 at level 20. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">At level 15 you gain the ability to </span></span></p></blockquote><p></p>
[QUOTE="Gaiseric23, post: 6957308, member: 6866421"] [COLOR=#454545][FONT=Times New Roman]Kingsguard[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Hit dice 1d10[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]First level 10 plus con[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Hit dice after first level 1d10 or 6 [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Armors light medium heavy[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Weapon proficiency simple martial [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Saving throws. Strength Wisdom[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Skills: Choice from two: Athletics, Stealth, Perception, Intimidation, Insight, Investigation,[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]The equipment you gain after you choose this class is[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]A). Scale Mail or B). Chain Shirt[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]A). Martial Weapon and shield or B). Two Martial Weapons[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Two daggers or two hand axes[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]A.) Dungeoneering pack or B.) Explorer's pack[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level one you gain the ability to cast misty steps without somatic and components equal times the wisdom modifier. You regain the uses after a long rest [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level two you gain a fighting bonus[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Two Weapon Fighting- When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Archery-Add a +2 to ranged attacks[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Defense- While wearing armor add one to your ac class[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level three you can choice an archetype. Either way of the knight,way of the berserker or way of the king[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 5 you can attack twice per turn instead of once. This increases to three at level 11.[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 9 your training as allowed you to misty step double the times of your wisdom modifier. You can expend a use to allow one of your allies to misty step. This will cost an bonus action and the person must be 10 feet from you. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 11, your training and learning of the way that your opponent fights has allowed you to use your reaction to misty step as a reaction to a melee hit. If you take this reaction you can teleport 30 in any direction. The attack that you used a reaction on will miss[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 14, the magic that runs through your veins allows you to misty step without limit.[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 20 your strength increases by 4 this can go beyond 20 and you wisdom is increased by 4 as well. This can go beyond 20. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Way of the knight.[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Upon selecting this at level 3 you gain 4d8 superiority die. You can select 3 maneuvers from the phb[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level three you can bond one weapon to your body after an hour ritual.This would increase at level 7 to 2 and 3 at level 10. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 7 you gain the ability to teleport to an ally that is getting attacked. Your opponent will then target you instead of your ally. This will require an reaction and you use it twice per day. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 10 you gain the ability to teleport 30 feet and make a melee attack after the teleport is made. You can not throw the weapon and use this ability. It may be used once per turn and you can use it equal to your wisdom modifier up to 5 per day. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 15 you gain the ability to teleport you and your allies out of harm's way of a fire ball or aoe attack. You roll a d20 and add your wisdom modifier. If you roll a dc of 15 or higher you take half damage and teleport 60ft either forward or back. Your allies use be within 60 ft of you. This is a once per short or long rest. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 17, you can summon three spiritual weapons and throw them at three targets or at one target . The blades disappear after being thrown and leave a mark on the target or targets. You use your action for this turn to use the ability. Next turn you can teleport to one of the targets that you have marked last turn. When you attack you use your main weapon for the attack with a added d6 damage using your wisdom modifier. Each attack will cost can action to teleport and attack the marked target. You will have to wait for three turns before you use this ability again.[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Path of the Berserker[/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]Starting at level three you enter a berserkers state. This state last for a minute and you can use it three times a day. This increases to 4 at level 7, 5 to level 15 and 6 at level 17. This causes you to become resistant to one type of damage being piercing, bludgeoning or slashing, fire, cold, lightning,acid, poison, radiant. You can change this after three rounds of combat. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level three you gain the ability to heal yourself in combat. You expend up to five hit dice and heal that number [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 7 you gain the ability to further your berserker state. You can use a reaction to caught an enemy missile and you now gain two resistance to either slashing piercing or bludgeoning, fire, cold, lightning, acid, poison, radiant. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level ten you gain the ability to deal an extra damage 1d6 using your wisdom modifier when you roll for damage. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 15 you gain the ability to chain three attacks of enemies that are less than 30 feet away from each other. Each attack takes a negative 2 to each attack. This attack will use your actions this turn and you can only use this once per long rest. [/FONT][/COLOR] [COLOR=#454545][FONT=Times New Roman]At level 17 your berserker state has reached it peak. You are now on longer restrained by the one minute time limit and can turn your berserker state on as a free action. You can now gain a resistance to three of your choice from the list above. [/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman]Way of the king. [/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman]Upon choosing this archetype you no longer gain disadvantage to stealth when wearing medium armor. You can also choose to use your strength modifier for stealth roles. [/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman]When you throw a weapon that has a thrown property and can choose to teleport to that weapon at a max of 60 feet. You can take an ally within 5 feet of you at half of the range. So instead of 60 it will be 30. You can not use the sharpshooter feat to increase its range. You can use this feature twice per day. The range increase by 10 at level 7, 14. This will increase by one use for every 4 levels. To throw the weapon is an action an the teleport is a bonus action[/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman]At level 7 when you are targeted for a ranged attack with a max of 60 feet. You can use your reaction to teleport to the attacker. On your next turn you can make an attack role with one added weapon dice. You can only use the added damage dice once per turn. [/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman]At level 10 the magic that you use allows you to deal a massive attack of one element of your choice.You can choice from fire, lightning, thunder,cold or acid. This attack does 2d10 and requires a Dex save. The damage dice increases to 3d10 at level 14 and 4d10 at level 20. [/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman]At level 15 you gain the ability to [/FONT][/COLOR] [/QUOTE]
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