Sub Classes of Vae
Way of the Seasons Cycle Monk
Lady Ikeeku of Summers Wrath began the Vae's teaching of
the Way of the Seasons Cycle, a martial art invoking their
connection to ki and the seasons themselves, and now there
are many schools throughout Vae and Colossus.
There are other organisations that manage to pull off
similar feats. Some give themselves to the seasons
themselves with years of meditation. From the Dwarves of
Northern Ravenholme who ask the seasons help them defend
themselves, to the Firbolgs of Morlisyev who need to seasons
to be calm as to not disturb their lands and the fey secrets
around them.
Beware those who wield the Seasons Cycle at a young age.
This is a clear indication of either a prodigy or someone who
has twisted and bent the seasons wrath to their whim. Either
way, they are a danger.
hit dice:
1d8
hit points at 1st level:
8 + your Constituion modifier
hit points at higher levels:
armor proficiencies:
None
weapon proficiencies:
Simple weapons, shortswords
tools:
Choose one type of artisan’s tools or one musical instrument
saving throws:
Strength, Dexterity
skills:
Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
spellcasting:
class features:
Seasons Stance You've trained over many years to gain access to the Stances of the Seasons. Your positioning, your form, all reflect the four seasons of Spring, Summer, Autumn, and Winter. Starting at 3rd level you may, as a bonus action, enter into the stance of one of the seasons. As a bonus action on your turn, you may shift to the next stance. Spring to Summer, Summer to Autumn, etc. After switching stance, the first attack you hit with in a turn deals 1d4 extra damage with type relevant to the season. Spring deals Fire damage, Summer deals Radiant, Autumn deals Necrotic, and Winter deals Cold. This damage increases with your Martial Arts dice. Blazing Sun, Lethargic Frost Your talent with the stances is great and you've learned more on how to use their gifts to your advantage. Starting at 6th level, your blows gain new effects based on the stance you are in. When you hit a target with the first attack in a round, you may spend a ki point to enhance it with your seasons gift. When you do so, you may change stance as a free action. The target makes a Constitution saving throw against your Monk Ki save DC. On a failure, the following effect happens depending on your stance. Spring: The target is charmed by you until the end of their next turn. Summer: The target is blinded until the end of their next turn. Autumn: The targets AC decreases by 2 until the start of your next turn. Winter: The target's movement speed is reduced by half unti the end of their next turn. The Cycle Renews Every season is related to a part of life and you attune yourself to the cycle of renewal. Starting at 11th level, every time you change stance you gain temporary hit points equal to your proficiency modifier. Additionally, you gain resistance to the damage type related to the stance you're currently in, and the previous stance. For example, Spring stances grants resistance to Fire and Cold damage. Aspect of the Seasons You've unlocked the final gift of the Seasons Cycle. At 17th level, you learn the ability to slam 5 ki points into the ground around you. A swirling cloud appears around you, like an aura, and a 20-foot radius sphere centered on you appears. Each creature apart from you and up to a number of creatures of your choice equal to your Wisdom modifier must make a Dexterity saving throw against your Ki save DC. A failed save deals 10d8 damage of the season stances damage type. Half damage is dealt on a success. This sphere lasts 1 minute but you’re subject to concentration save. A creature repeats the saving throw when it enters the area for the first time on a turn or ends its turn there. The damage type changes if you change stances.
Seasons Stance You've trained over many years to gain access to the Stances of the Seasons. Your positioning, your form, all reflect the four seasons of Spring, Summer, Autumn, and Winter. Starting at 3rd level you may, as a bonus action, enter into the stance of one of the seasons. As a bonus action on your turn, you may shift to the next stance. Spring to Summer, Summer to Autumn, etc. After switching stance, the first attack you hit with in a turn deals 1d4 extra damage with type relevant to the season. Spring deals Fire damage, Summer deals Radiant, Autumn deals Necrotic, and Winter deals Cold. This damage increases with your Martial Arts dice. Blazing Sun, Lethargic Frost Your talent with the stances is great and you've learned more on how to use their gifts to your advantage. Starting at 6th level, your blows gain new effects based on the stance you are in. When you hit a target with the first attack in a round, you may spend a ki point to enhance it with your seasons gift. When you do so, you may change stance as a free action. The target makes a Constitution saving throw against your Monk Ki save DC. On a failure, the following effect happens depending on your stance. Spring: The target is charmed by you until the end of their next turn. Summer: The target is blinded until the end of their next turn. Autumn: The targets AC decreases by 2 until the start of your next turn. Winter: The target's movement speed is reduced by half unti the end of their next turn. The Cycle Renews Every season is related to a part of life and you attune yourself to the cycle of renewal. Starting at 11th level, every time you change stance you gain temporary hit points equal to your proficiency modifier. Additionally, you gain resistance to the damage type related to the stance you're currently in, and the previous stance. For example, Spring stances grants resistance to Fire and Cold damage. Aspect of the Seasons You've unlocked the final gift of the Seasons Cycle. At 17th level, you learn the ability to slam 5 ki points into the ground around you. A swirling cloud appears around you, like an aura, and a 20-foot radius sphere centered on you appears. Each creature apart from you and up to a number of creatures of your choice equal to your Wisdom modifier must make a Dexterity saving throw against your Ki save DC. A failed save deals 10d8 damage of the season stances damage type. Half damage is dealt on a success. This sphere lasts 1 minute but you’re subject to concentration save. A creature repeats the saving throw when it enters the area for the first time on a turn or ends its turn there. The damage type changes if you change stances.
subclass options:
Vampiric Soul Sorcerer
There are those of certains clans within Ryoshi that will
embrace this strange way of magic. Injected into their souls
is a vampiric presence, one that will come out with their
casting, and will be ever present. This bloodline requires fed
but it offers gifts in return.
There are other instances of the Vampiric Soul Sorcerer
across Colossus. Either through alchemical experiments,
blessings from deities that could be curses, or through
magical research, there are very similar organisations across
the world which utilise the gifts of this Sorcerous Soul.
Beware that these gifts do come at a price and you cannot
become a creature imbued with the power of the vampires
without harming the lives of other creatures.
If you do not feed the power that you have, then it will
overwhelm you and force you to feed on others. You likely do
not wish to feel the urge to eat your allies.
hit dice:
1d6
hit points at 1st level:
6 + Constitution Modifier
hit points at higher levels:
armor proficiencies:
None
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
spellcasting:
class features:
Lifewell Your bloodline has been blessed, or cursed, corrupted or altered by a vampiric force. It grants you power, magical ability, but also gives you a ravenous hunger for the lifeblood of others. Starting at 1st level, you have a Lifewell within you that can be filled with the lifeblood of other creatures. Everytime you reduce a creature to 0 hit points, you gain Lifewell equal to the creatures CR. Fractional CR count towards their fraction of a Lifewell point. You may spend 1 Lifewell point to gain 1d6 temporary hit points as a free action. Your maximum number of Lifewell points begins at 3, and increases by 3 every 2 levels, maxing out at 30 Lifewell possible Lifewell points at level 19. You may also spend Lifewell points on other abilities listed at the end of these base features. If you begin your turn with 0 Lifewell, you must roll a Wisdom saving throw to not try to eat people equal to your Sorcerer save DC. Grave Raiment's Your bloodline and manipulation of your Lifewell grants you a degree of protection. Starting at 6th level, as an action, you may spend 6 Lifewell points to gain +2 AC and resistance to Cold and Necrotic damage until Dawn. This ability does not stack with itself. Blood of the Spellcaster The bodies of spellcasters linger with their magic even as you slay them. From 14th level, if your Lifewell includes the blood of a Spellcaster, you have temporary access to the spells they knew in life. You may spend Lifewell points equal to three times the spells level to cast them. Once you have done so, you cannot cast that spell again in this way unless you gain it again through another spellcaster. Vampiric Charm The manipulation of your Lifewell helps you unlock the final ability that your bloodline grants. The vampiric charm is a dangerous ability to have and some may look disfavourably on you, however, it certainly works for getting information or getting people away from a fight. At 18th level, you can spend Lifewell to charm a target. They must make a Charisma saving throw against your Sorcerer spell save DC. On a failure, their CR is added to your Lifewell and they become Charmed by you for up to 24 hours. They can repeat the saving throw if harm comes to them. This effect ends if you are reduced to 0 hit points. You can only charm one creature at a time in this way. The Lifewell Point cost to charm a Humanoid is 20, and for a monster it is 28. Your DM may reduce or increase the cost depending on certain aspects. (For example, Satyr's are Fey but more humanoid, so you DM may allow it to be 24.)
Lifewell Your bloodline has been blessed, or cursed, corrupted or altered by a vampiric force. It grants you power, magical ability, but also gives you a ravenous hunger for the lifeblood of others. Starting at 1st level, you have a Lifewell within you that can be filled with the lifeblood of other creatures. Everytime you reduce a creature to 0 hit points, you gain Lifewell equal to the creatures CR. Fractional CR count towards their fraction of a Lifewell point. You may spend 1 Lifewell point to gain 1d6 temporary hit points as a free action. Your maximum number of Lifewell points begins at 3, and increases by 3 every 2 levels, maxing out at 30 Lifewell possible Lifewell points at level 19. You may also spend Lifewell points on other abilities listed at the end of these base features. If you begin your turn with 0 Lifewell, you must roll a Wisdom saving throw to not try to eat people equal to your Sorcerer save DC. Grave Raiment's Your bloodline and manipulation of your Lifewell grants you a degree of protection. Starting at 6th level, as an action, you may spend 6 Lifewell points to gain +2 AC and resistance to Cold and Necrotic damage until Dawn. This ability does not stack with itself. Blood of the Spellcaster The bodies of spellcasters linger with their magic even as you slay them. From 14th level, if your Lifewell includes the blood of a Spellcaster, you have temporary access to the spells they knew in life. You may spend Lifewell points equal to three times the spells level to cast them. Once you have done so, you cannot cast that spell again in this way unless you gain it again through another spellcaster. Vampiric Charm The manipulation of your Lifewell helps you unlock the final ability that your bloodline grants. The vampiric charm is a dangerous ability to have and some may look disfavourably on you, however, it certainly works for getting information or getting people away from a fight. At 18th level, you can spend Lifewell to charm a target. They must make a Charisma saving throw against your Sorcerer spell save DC. On a failure, their CR is added to your Lifewell and they become Charmed by you for up to 24 hours. They can repeat the saving throw if harm comes to them. This effect ends if you are reduced to 0 hit points. You can only charm one creature at a time in this way. The Lifewell Point cost to charm a Humanoid is 20, and for a monster it is 28. Your DM may reduce or increase the cost depending on certain aspects. (For example, Satyr's are Fey but more humanoid, so you DM may allow it to be 24.)
subclass options:
Lifewell Abilities Eyes of the Dead If a creature in your Lifewell had Darkvision in life, you can spend 3 Lifewell Points to grant Darkvision to yourself until Dawn. Hold the Blood You may spend 6 Lifewell points to cast Hold Person on a target. If you have Lifewell points from the blood of the same kind of humanoid as you're targeting with this Hold Person then you can do so as a bonus action. Lifewell Metamagic After 2nd level, you can spend Lifewell to use the Empowered, Heightened, or Subtle spell Metamagic options. The cost is equal to triple the Sorcerery Point cost. Manipulate Limbs You may spend 6 Lifewell points to cast Spider Climb on yourself without requiring material components. The duration is the same as if you'd cast the spell. You can increase the cost to 8 to do so as a bonus action. Vestige of Beasts You may spend 6 Lifewell points to cast Enhance Ability on yourself without requiring material components. The duration is the same as if you'd cast the spell. If your Lifewell currently contains blood from a creature with relation to the option you're using with Enhance Ability, such as a Bear for Bear's Endurance, then you the Lifewell cost is halved.
Lifewell Abilities Eyes of the Dead If a creature in your Lifewell had Darkvision in life, you can spend 3 Lifewell Points to grant Darkvision to yourself until Dawn. Hold the Blood You may spend 6 Lifewell points to cast Hold Person on a target. If you have Lifewell points from the blood of the same kind of humanoid as you're targeting with this Hold Person then you can do so as a bonus action. Lifewell Metamagic After 2nd level, you can spend Lifewell to use the Empowered, Heightened, or Subtle spell Metamagic options. The cost is equal to triple the Sorcerery Point cost. Manipulate Limbs You may spend 6 Lifewell points to cast Spider Climb on yourself without requiring material components. The duration is the same as if you'd cast the spell. You can increase the cost to 8 to do so as a bonus action. Vestige of Beasts You may spend 6 Lifewell points to cast Enhance Ability on yourself without requiring material components. The duration is the same as if you'd cast the spell. If your Lifewell currently contains blood from a creature with relation to the option you're using with Enhance Ability, such as a Bear for Bear's Endurance, then you the Lifewell cost is halved.
Path of the Sōdaiyuma - Barbarian
The Sōdaiyuma is a type of greatbow developed by Clan
Seinaru. A large length of wood is masterfully crafted but a
wielder must stab it into the earth and ground themselves in
order to properly use it. With this in mind, only those who
have honed strength to a greater amount than average can
adequately wield such a thing and it takes a significant
amount of time to master appropriately.
Those that can channel their rage and focus it into this
greatbow will find it works very well for delivering their fury
across a long range against their quarries.
The Sōdaiyuma is a ranged martial weapon with the
Ammunition, (range 150/600), heavy, two-handed tags. It
deals 1d10 damage and can only be used if your Strength
score is 14+. You may use your Strength score for attack and
damage rolls with this ranged weapon.
hit dice:
1d12
hit points at 1st level:
12 + your constitution modifier
hit points at higher levels:
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Constitution, Strength
skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
spellcasting:
class features:
Honed Focus Your rage transforms and is honed within you. The beast inside is a tool to be utilised rather than a rabid creature to be set loose, and becomes like an eagle looking over its prey and getting ready to strike. At 3rd level, your Rage becomes Focus and you may deal your Rage additional damage with ranged attacks. Calculated Shots Once you've learned to Focus your rage, you can utilise it to carry a great amount of strength over a distance. Your shots released by a Sōdaiyuma are enhanced starting at 3rd level. You may enhance an attack made with a ranged weapon a number of times a day equal to your Strength modifier. You can choose one from the following options when you make an attack. Any saves related to these abilities use a DC equal to 8 + your Strength modifier + your Proficiency modifier. Knockback If the attack hits, the target is pushed 20 feet backwards. This movement is reduced per size level above Small by 5 feet. Small creatures are pushed 20 feet, Medium are pushed 15 feet, etc. If the target collides with a solid object of the same size or larger as them then they take 1d6 bludgeoning damage. Knockdown If the attack hits, the target must make a Constitution save. On a failure, the target is knocked Prone and also Stunned until the end of their turn. Piercing The attack becomes a line from the Barbarian up to a range of 60. The first target within the range takes damage as normal. If the same attack would hit the AC of the target behind it, then those targets take piercing damage equal to your Strength modifier. This continues until the attack either wouldn't hit a creature's AC or at the end of the range. Force of Discipline Your Focus imbues your greatbow with great power to the point it becomes near supernatural. From 6th level, attacks made while you are focused deal Force damage and count as magical for the purposes of overcoming damage resistance. Bubbling Rage 10th level - Lingering in your Focused state while in combat will enhance it as long as you are still and focused. From 10th level, when you enter your Focused state, for every round you do not move, you add +1 to your Attack and Damage modifiers. Last Stand The Sōdaiyuma is made for standing your ground against an onslaught of foes coming towards you. Starting at 14th level you may, once per long rest, declare that you will use the full force of your Focus. You may make up to five attacks using a full round action. Each attack after the first suffers a cumulative -4 to hit. Your Rage/Focus ends after this attack is made. Attacks made may be enhanced as Focused Shots without expending uses but you can only use one type of Focused Shot per attack.
Honed Focus Your rage transforms and is honed within you. The beast inside is a tool to be utilised rather than a rabid creature to be set loose, and becomes like an eagle looking over its prey and getting ready to strike. At 3rd level, your Rage becomes Focus and you may deal your Rage additional damage with ranged attacks. Calculated Shots Once you've learned to Focus your rage, you can utilise it to carry a great amount of strength over a distance. Your shots released by a Sōdaiyuma are enhanced starting at 3rd level. You may enhance an attack made with a ranged weapon a number of times a day equal to your Strength modifier. You can choose one from the following options when you make an attack. Any saves related to these abilities use a DC equal to 8 + your Strength modifier + your Proficiency modifier. Knockback If the attack hits, the target is pushed 20 feet backwards. This movement is reduced per size level above Small by 5 feet. Small creatures are pushed 20 feet, Medium are pushed 15 feet, etc. If the target collides with a solid object of the same size or larger as them then they take 1d6 bludgeoning damage. Knockdown If the attack hits, the target must make a Constitution save. On a failure, the target is knocked Prone and also Stunned until the end of their turn. Piercing The attack becomes a line from the Barbarian up to a range of 60. The first target within the range takes damage as normal. If the same attack would hit the AC of the target behind it, then those targets take piercing damage equal to your Strength modifier. This continues until the attack either wouldn't hit a creature's AC or at the end of the range. Force of Discipline Your Focus imbues your greatbow with great power to the point it becomes near supernatural. From 6th level, attacks made while you are focused deal Force damage and count as magical for the purposes of overcoming damage resistance. Bubbling Rage 10th level - Lingering in your Focused state while in combat will enhance it as long as you are still and focused. From 10th level, when you enter your Focused state, for every round you do not move, you add +1 to your Attack and Damage modifiers. Last Stand The Sōdaiyuma is made for standing your ground against an onslaught of foes coming towards you. Starting at 14th level you may, once per long rest, declare that you will use the full force of your Focus. You may make up to five attacks using a full round action. Each attack after the first suffers a cumulative -4 to hit. Your Rage/Focus ends after this attack is made. Attacks made may be enhanced as Focused Shots without expending uses but you can only use one type of Focused Shot per attack.
subclass options:
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