evo active classes
These are advantage given by the god of chaos, while going with the rules of the dark mater realm. Get bonus every other level.
Blaze active
use fire element
hit dice:
d6
hit points at 1st level:
6+constitution modifier
hit points at higher levels:
Lv*d6+constitution modifier
armor proficiencies:
all
weapon proficiencies:
all
tools:
saving throws:
dexterity and strength
skills:
starting equipment:
spellcasting:
class features:
every level increases strength by 1.
body | active | weapon | |
---|---|---|---|
1-20 | 2 | 1 | 2 |
21-50 | 2 | 2 | 2 |
51-80 | 3 | 2 | 3 |
81-100 | 4 | 2 | 3 |
active:
- blaze blade- allows embers to cover blade, effective against plant hazards. Double damage on them.
- blaze splash- landing from a jump creates a ash splash. level in damage to plant hazards.
- ember shield- create ward that blocks plants for turn.
- blaze orb- create orb that explodes of d4*lv damage to plant.
- blaze razor- prerequire blaze blade. does lv damage extra on all enemies.
- fire splash- prerequire blaze splash. land and do d4*level damage to all around 5ft of you.
- fire shield- prerequire ember shield. create fire ward that blocks d4*level damage.
- fire arrow- prerequire blaze orb. create fire arrow to track one target and hit for d4*level.
subclass options:
Aquaso active
uses water
hit dice:
d8
hit points at 1st level:
8+con modifier
hit points at higher levels:
Lv*d8+constitution modifier
armor proficiencies:
all
weapon proficiencies:
all
tools:
saving throws:
constitution and intellect
skills:
starting equipment:
spellcasting:
class features:
increase intellect every level
body | active | weapon | |
---|---|---|---|
1-20 | 1 | 1 | 1 |
21-50 | 2 | 1 | 2 |
51-80 | 3 | 1 | 3 |
81-100 | 4 | 1 | 4 |
active:
- water blade- allows water to cover blade, effective against blaze hazards. Double damage on them.
- water splash- landing from a jump creates a puddle splash. level in damage to blaze hazards.
- water shield- create ward that blocks fire for turn.
- water orb- create orb that explodes of d4*lv damage to blaze.
- water razor- prerequire water blade. does lv damage extra on all enemies.
- ice splash- prerequire water splash. land and do d4*level damage to all around 5ft of you.
- ice shield- prerequire water shield. create ice ward that blocks d4*level damage.
- ice arrow- prerequire water orb. create ice arrow to track one target and hit for d4*level.
subclass options:
planti active
plant used to fight
hit dice:
d6
hit points at 1st level:
d6+con mod
hit points at higher levels:
Lv*d6+constitution modifier
armor proficiencies:
all
weapon proficiencies:
all
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
The ability score for constitution rises.
body | active | weapon | |
---|---|---|---|
1-20 | 3 | 1 | 1 |
21-50 | 5 | 1 | 1 |
51-80 | 7 | 1 | 1 |
81-100 | 9 | 1 | 1 |
active:
- plant blade- allows plants to cover blade, effective against water hazards. Double damage on them.
- plant splash- landing from a jump creates a thorn bush. level in damage to water hazards.
- plant shield- create ward that blocks water for turn.
- plant orb- create orb that explodes of d4*lv damage to water.
- plant razor- prerequire plant blade. does lv damage extra on all enemies.
- bark splash- prerequire plant splash. land and do d4*level damage to all around 5ft of you.
- bark shield- prerequire plant shield. create bark ward that blocks d4*level damage.
- bark arrow- prerequire plant orb. create bark arrow to track one target and hit for d4*level.
subclass options:
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