Whiteblood

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Same as Sorcerer, + Skill: Religion

Requirements

  • (Class Bond) Sorcerer: You must have fully unlocked every ability of the Sorcerer class.
  • (Background) Divine Ancestry: You must have the blood of an ethereal running through your veins.

Abilities

Ultimate Ability: Apophosis

Rarity: Mythic | UP: 70 | ZP: 2 | ZL: 3 | Cost: 5 TP
Set your Divinity to 124% max HP and pause all Divinity gains and losses for 1 round.

The White Within

Level 1 | CC: Whiteblood | Rarity: Mythic | Cost: 0 TP
The blood of an ethereal deity flows through your veins. Gain a resource known as Divinity, with no maximum value. Whenever you are healed while at max HP, 50% of excess healing is converted into Divinity. Your max HP is still considered to be your base max HP; any effect that heals you to full only heals you to your max HP, and does not increase your Divinity.

At the start of your turn, your Divinity reduces by half and you lose HP equivalent to 75% of the Divinity lost (this applies before Regen is applied at the start of your turn). Whenever you take damage from any external source (or status effect), you lose Divinity equivalent to 2x the damage taken. HP loss from Divinity cannot be mitigated in any way, and is not affected by Morale or other KO-nullifying effects. Furthermore, being KO’ed from Divinity HP loss does not trigger Auto-Revive.

Divinity is used as a resource for abilities granted to you by your ethereal lineage, which are unlocked at the 1st, 4th, 8th, 12th, 16th, and 19th level. Divinity is not consumed when you use actions granted by your ethereal lineage; instead different Divinity thresholds as a % of your max HP are required to gain access to the effects and abilities listed for your lineage. Unless otherwise specified, effects granted by Divinity thresholds immediately stop when your % Max HP divinity drops below the threshold.

Divine Purity

Level 2 | REQ: The White Within | Rarity: Rare | Cost: 3 TP
You can spend Divinity equivalent to 10% of your HP * the stack count of a negative magical status effect to cleanse yourself of it.

Regenerative Prayer

Level 3 | REQ: The White Within | Rarity: Rare | Cost: 2 TP
The first use of the Meditate action on your turn will proc the Regen status effect on you if you currently have one, reducing its duration by 1 (unless it is Regen IX).

Class Feat Slot VI

Level 4 | CC: Whiteblood

Divine Vitality

Level 5 | Rarity: Legendary | Cost: 4 TP
Regen effects applied to you gain a bonus of 3 additional dice to their roll, and their duration is extended by 1 round.

Unity of Faith

Level 6 | REQ: The White Within | Rarity: Rare | Cost: 4 TP
Healing applied to you by your allies gains a 20% boost in effectiveness.

Boon of Altruism

Level 7 | REQ: The White Within | Rarity: Rare | Cost: 4 TP
Whenever one of your allies helps you or another ally, you gain 1d4 Divinity.

Class Feat Slot VII

Level 8 | CC: Whiteblood

Prayer Circle

Level 9 | REQ: The White Within | Rarity: Rare | Cost: 5 TP
Whenever an ally meditates, you gain 1d10 Divinity.

Overflowing Divinity

Level 10 | REQ: The White Within | Rarity: Legendary | Cost: 3 TP
While your Divinity is above 50% of your max HP, you gain a +1d4 bonus to all UP rolls (including meditation gains).

Vigor of the Gods

Level 11 | REQ: The White Within | Rarity: Legendary | Cost: 4 TP
Whenever you roll HD as part of a healing effect, your healing gains are increased by 20%.

Class Feat Slot VIII

Level 12 | CC: Whiteblood

Wrath of the Divine

Level 13 | REQ: The White Within | Rarity: Exotic | Cost: 4 TP
You gain a boost to Magic ATK equivalent to your Divinity as a % of your max HP.

Divine Karma

Level 14 | REQ: The White Within | Rarity: Exotic | Cost: 5 TP
Whenever you lose HP through any means, gain 1 stack of Divine Karma. Once you hit Divine Karma (IX), you gain three attacks as immediate free actions. Afterwards, remove all stacks of Divine Karma.

Veiled in White

Level 15 | REQ: The White Within | Rarity: Exotic | Cost: 5 TP
While your Divinity is above 50% of your max HP, you are immune to most anti-magic effects and buff dispelling effects such as the spell Antimagic Field.

Class Feat Slot IX

Level 16 | CC: Whiteblood

Mercy of the Gods

Level 17 | REQ: The White Within | Rarity: Exotic | Cost: 4 TP
You gain Morale (IX) x1 when you first enter combat, lasting until it is activated.

Party Pantheon

Level 18 | Rarity: Mythic | Cost: 3 TP
For each active party member that is using a class that draws power from the divine, free divinity gains from Boon of Altruism and Prayer Circle gain a bonus equivalent to Nd4 where N = the number of such party members.
Classes that count for this passive:
  • T1: Cleric, Crusader, Paladin, Shaman
  • T2: Arbiter, Arhat, Battle Priest, Bishop, Defender, Whiteblood, Whitebone, Witch Doctor
  • T3: Bodhisattva, Champion, Divine Fist, Pope, Spirit Master, Templar, Theomancer, War Numen
  • T4: Avatar, Immortal, Messiah, Monochrome Soul

Class Feat Slot X

Level 19 | CC: Whiteblood

One With the Light

Level 20 | Rarity: Mythic | Cost: 8 TP
Whenever you lose HP due to Divinity, you may choose to instead cause you and all of your allies to lose HP equivalent to only 25% of the Divinity loss.

Subclasses

Divine Ancestry: Byakko, the White Tiger of the West

Tigerblood: Claws of Byakko

Level 1 | REQ: The White Within | Rarity: Exotic | Cost: 3 TP
[5% Max HP Divinity]: Swiftly strike at your foes with the sharpened claws of the White Tiger of the West. You gain the ability to use the attack “Claw Swipe”, which costs a Tactical Action. Claw Swipe is considered a variant of a normal attack, and can be affected by abilities that interact with normal attacks.
Claw Swipe can be used with an equipped melee weapon that does slashing damage, or as an unarmed attack. This attack deals Magical Slashing, hits in a cleaving AOE in a 15 foot cone before you, and inflicts 1 stack of Bleed (3) equivalent to 1.5x the base damage roll of the weapon. The base unarmed attack of Claw Swipe has DEX/WIS+8 to-hit and 6d10 Magical Slashing damage.

Tigerblood: Winds of Byakko

Level 4 | REQ: The White Within | Rarity: Exotic | Cost: 6 TP
[15% Max HP Divinity]: The power of Byakko causes the winds around you to aid you in combat. Gain +2 Tactical Actions on your turn, and your DEX movement rolls always roll maximum. Any Kinetic or Sonic damage you deal from any source counts as Magical Kinetic or Magical Sonic damage, and any rolls targets must make to resist Prone, Deafened, Stagger, or Knockback caused by you roll at disadvantage.

Tigerblood: Fangs of Byakko

Level 8 | REQ: The White Within | Rarity: Exotic | Cost: 3 TP
[30% Max HP Divinity]: Swiftly strike at your foes with the sharpened fangs of the White Tiger of the West. You gain the ability to use the attack “Fang Strike”, which costs a Tactical Action. Fang Strike is considered a variant of a normal attack, and can be affected by abilities that interact with normal attacks.
Fang Strike can be used with an equipped melee weapon that does piercing damage, or as an unarmed attack. This attack deals Magical Piercing and inflicts Bound (V) (DC is a contested Athletics or Religion check) and Bleed (V) for the duration of the Bound effect, with both damage die equivalent to 1.5x the base damage roll of the weapon. The base unarmed attack of Fang Strike has DEX/WIS+6 to-hit and 10d10 Magical Piercing damage.

Tigerblood: Steel of Byakko

Level 12 | REQ: The White Within | Rarity: Mythic | Cost: 5 TP
[50% Max HP Divinity]: The divine presence of Byakko within your body has elevated the martial prowess of all of your teammates. You and all allies within 60 feet gain +1 TA on their turns, and Tactical Actions can be used as attacks as if they were Ability Actions. You also gain access to the following abilities:

[2 TP] Seihō Kaze (Western Winds): The central ability of the Hakujo’s Bloodline Art, allowing the user to summon forth the winds of the White Tiger of the West, imbued with the strength and bravery of Byakko. When you take the Meditate action, you gain +1 stack of Honed (I) (1) and Brave (I) (1), and for 1 round the damage type of normal attacks you make become 50% Wind (Magic Sonic) damage. Each round you take the Meditate action at least once, the stack count gain for Honed and Brave doubles. This effect persists so long as you remain above 50% Max HP Divinity.

[3 TP] Amatsukaze (Heavenly Wind): As a DEX movement action, leap into the air with a wind-empowered jump, before plunging down and sending out a blast of wind (Magic Kinetic) from the tip of your weapon. Opponents within a 30 ft radius must pass a DC 30 STR Check, otherwise they will be pulled in by a rush of wind and launched into the air at the start of the jump, knocked back 40ft and inflicted with Prone when you land.

[4 TP] Hagane Senpū (Steel Whirlwind): As a DEX movement action, dash in a 5ft diameter cylinder AOE in any direction (including vertically) and disappear with a gentle breeze, unleashing a flurry of attacks fast as the wind and lethal as a tiger’s claws. Roll 1d4 for the number of attacks you make during the dash; all creatures in the AOE are subjected to a number of melee attacks equivalent to the result. For each critical hit landed this, you may attack again, and your opponent loses PC equal to your stacks of Honed/2 (unless they have V1 resistance to Magical Slashing damage).

Tigerblood: Swiftness of Byakko

Level 16 | REQ: The White Within | Rarity: Mythic | Cost: 5 TP
[75% Max HP Divinity]: The overflowing power of Byakko running through your veins augments your speed to extreme heights. Your DEX rolls always roll maximum, and your allies within 60ft gain a +5 boost to DEX rolls. You and nearby allies within 60ft may make two DEX movement rolls at the cost of 1 TA. Finally, whenever an ally deals Slashing, Kinetic, or Sonic damage outside of your turn, there is a 1d8 chance that your turn will be moved up by 1 spot in the turn order.

Tigerblood: Strength of Byakko

Level 19 | REQ: The White Within | Rarity: Mythic | Cost: 8 TP
[100%+ Max HP Divinity]: The power of Byakko surging through you has reached the maximum potential of your physical body. Any Slashing, Piercing, Kinetic, or Sonic damage dealt by you or allies within a 60ft radius of you procs stacks of Bleeding on the target, and all Parry and Dodge rolls by you or allies in this radius cannot roll below average. You also gain a second turn in the turn order, starting at the furthest spot in the turn order from your existing turn (both turns are affected by Swiftness of Byakko). This bonus turn lasts even if your Divinity drops below 100% Max HP Divinity, though it disappears afterwards if you are not at or above 100% Max HP Divinity at the end of the turn. You also gain access to the following abilities:

[5 TP] Buyō Arashi (Dancing Storm): Call forth the power of the winds to shield yourself from harm and rend apart your opponents. As a DEX movement action, dash in a 5ft diameter cylinder AOE in any direction (including vertically), automatically parrying all melee and projectile attacks you are subjected to during the dash. You can also use this as a free reaction outside your turn up to 3 times per round in response to an enemy attack, potentially mitigating damage for your allies. Upon finishing the dash, you unleash a blast of gale force winds in a 30ft radius, subjecting all creatures in the radius to a STR check. On fail, they take 10d10 Magic Kinetic damage, are knocked back 40ft, and inflicted with Prone.

[5 TP] Hakiru (Leafcutter): As a Tactical Action, channel the full force of the winds into the tip of your weapon before sending out an arcing slash in a 30x5ft line AOE reminiscent of Byakko’s swipe that prunes the dead leaves from the Jungle of Ilyun. Opponents hit by this attack have any Bleed statuses on them proc’ed a number of times equivalent to 1d(your Honed stacks), and must pass a STR Check to avoid being inflicted with Prone. Additionally, there is a 1d4 chance to inflict Dismemberment (except against certain targets).

[7 TP] Aki no Hakufū (White Breeze of Autumn): As a tactical action, bring forth the might of Byakko, striking a single time with the force of the first winds of Autumn. Deal Magic Sonic damage in a 100ft radius around you, set your stacks of Honed to (V) and Brave to (VII) and grant your allies Honed (I) and Brave (V). Each critical hit caused by you or your allies while you are at or above 100% Max HP Divinity causes the lingering winds to swirl around your opponents, damaging them for Magic Sonic damage equal to the damage roll of your weapon (50% of the damage roll of your weapon if done by an ally). At the start of your next turn, dispel all stacks of Honed and Brave granted this way on you and all allies.

Divine Ancestry: Fenrir, the White Wolf of Justice

Wolfblood: Sigil of Fenrir

Level 1 | REQ: The White Within | Rarity: Exotic | Cost: 3 TP
[5% Max HP Divinity]: Invoke the power of your Bloodline, summoning the sigil of the wolf that seeks justice, Fenrir. As a Tactical Action, you may mark yourself, an ally, or an enemy with the Sigil of Fenrir, granting different effects and benefits for either of the three options:

  • Self: Gain a +20% reduction in damage that applies multiplicatively on top of DEF and RES boosts.
  • Ally: The ally gains a 25% DEF boost and a bonus reroll to Parry and Guard actions. Whenever the ally takes damage, you gain 1d10 Divinity (up to a maximum of 50% Max HP Divinity).
  • Opponent: All allies gain a to-hit bonus against the marked target equivalent to your % Max HP Divinity / 10.

Wolfblood: Flames of Fenrir

Level 4 | REQ: The White Within | Rarity: Exotic | Cost: 3 TP
[15% Max HP Divinity]: The power of Fenrir causes cold alabaster flames to swirl around you. Your weapon’s damage type becomes 50% Magic Cold damage. Any Cold damage inflicted by you and allies in a 60ft radius of you inflicts 1 stack of Chilled equivalent to the damage roll at a 1d4 chance. When an enemy inflicted with Chilled makes an attack against an ally within 5ft of you, you gain a reaction attack against them.

Wolfblood: Will of Fenrir

Level 8 | REQ: The White Within | Rarity: Exotic | Cost: 5 TP
[30% Max HP Divinity]: The divine power of Fenrir within you invigorates your body with unyielding resilience. You are immune to Stun, Stagger, Confused, Dazed, Frightened, and Panic. You also gain access to the following ability:

[4 TP | REQ: Sigil of Fenrir] Fenrir’s Vanguard: [Requires you to be marked with Sigil of Fenrir] Take up a defensive position before your allies, enhancing your defenses with frigid might and gaining Morale (I) for the duration. For the next round, any attacks towards your allies will instead be redirected towards you and must be Dodge/Parry/Guarded against, with each successful D/P/G granting you a unique Status Effect called Aura of Courage. Failing a D/P/G will cause you to lose charges of this status effect. At the start of your next turn, you may convert charges of Aura of Courage into stacks of Brave and Morale, choosing how much you convert into either– as well as healing 3HD for each stack of Aura of Courage converted (up to 50% of your max HP). This effect automatically ends when your Morale is activated.

Wolfblood: Pack of Fenrir

Level 12 | REQ: The White Within | Rarity: Mythic | Cost: 6 TP
[50% Max HP Divinity]: The divine presence of Fenrir within your body has elevated the tactical prowess of all of your teammates. You and all allies within 60ft gain +1 TA on their turns, and free actions outside of your turns can be used as Tactical Actions instead. You also gain access to the following abilities:

[4 TP | REQ: Sigil of Fenrir] Icewolf Bite: [Requires an opponent to be marked with Sigil of Fenrir] As an attack or reaction, channel the power of your Bloodline against your foe, manifesting Fenrir’s head to deliver a frigid bite to your foe. Against opponents inflicted with Chilled, increment the stacks by 1d4 as well as giving them stacks of Bleed (3) equal to half of the stacks of Chilled with damage equivalent to the Chilled damage roll. Against opponents inflicted with Freeze, deal critical damage and inflict Stagger (III) x3 while ridding them of all stacks of Freeze.   [4 TP | REQ: Sigil of Fenrir] Judgment Claw: [Requires an opponent to be marked with Sigil of Fenrir] Cast your judgment onto your foe, manifesting Fenrir’s claws to deliver righteous justice. For the next round, attacking your marked foe will cause a wolf’s paw to launch a dual attack with you, dealing 10d10 Slashing/Cold damage. Additionally, rolling a critical inflicts your foe with 1 stack of Bleed (3) equivalent to the damage die of the wolf’s claws.

[6 TP | REQ: Sigil of Fenrir] Glacial Howl: [Requires you to be marked with Sigil of Fenrir] A technique cultivated by Grayson, with the intent of rallying the pack at a decisive moment. This move can be made only as a reaction, and has varying effects and costs depending on when it is used:

  • Comrades in Arms: Utilized when Glacial Howl is used in response to a party wide DC-Based Effect. Coordinate with your allies– if half of the party passes the check, everyone does.
  • No Surrender: Utilized when Glacial Howl is used while a majority of the party is KO’ed. Imbue your allies with the will to fight on, granting them Morale (VII) lasting until the majority of the party is no longer KO’ed.
  • Rallying Cry: Utilized when Glacial Howl is used in response to an ally casting an Ultimate Ability. You and all allies immediately get one free ability action.

Wolfblood: Hunt of Fenrir

Level 16 | REQ: The White Within | Rarity: Mythic | Cost: 8 TP
[75% Max HP Divinity]: The overflowing power of Fenrir running through your veins augments your senses, allowing none to escape the hunt. The to-hit rolls of you and all allies within 60ft cannot roll below average. Furthermore, the spirit of the hunt blesses you and your allies with protection from misfortune, granting them 1 free reroll of any die each round. Additionally, whenever you or an ally within 60ft of you lands a critical hit, they can take one of the following actions known as Pack Tactic:

  • Pack Tactic: Bait and Switch: When you're within 5 feet of a creature on your turn, you can switch places with that creature as a movement action, so long as the creature is willing and isn't incapacitated. You can follow this up by shoving the creature in a direction of your choice a number of feet equivalent to an Athletics roll / 5. This movement doesn't provoke opportunity attacks.
  • Pack Tactic: Opportunity Strike: You call for allies to launch an opportunity attack against the target. Any allies that can hear you and can attack the target make a Perception roll. Choose one ally who rolls above 25 to make a free attack guaranteed to land.
  • Pack Tactic: Disarming Attack: Make a contested STR check at advantage. If successful, inflict Disarm (V) (1) to the target.
  • Pack Tactic: Goading Attack: You attempt to goad the target into attacking you. Make a contested Charisma check against the target. If successful, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Pack Tactic: Grappling Strike: You try to grapple the target as a bonus action. Make a contested Strength (Athletics) check at advantage. If successful, you may knock the target prone, throw them a distance equivalent to the roll / 5, or apply Bound (I) (1) to them.
  • Pack Tactic: Menacing Attack: You attempt to frighten the target. Make an Intimidation roll against the target. On success, the target gains Frightened (III) (2) directed at you.
  • Pack Tactic: Sweeping Attack: You attempt to damage another creature with the same attack you just landed. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the incoming damage against your primary target (of the same damage type).
  • Pack Tactic: Trip Attack: You attempt to knock the target down. If the target is Large or smaller, it must make a contested Strength (Athletics) check– otherwise you automatically succeed. If you are successful, you knock the target prone.

Wolfblood: Justice of Fenrir

Level 19 | REQ: The White Within | Rarity: Mythic | Cost: 12 TP
[100%+ Max HP Divinity]: The power of Fenrir surging through you has reached the maximum potential of your physical body. You gain a number of ability actions as reactions each round equivalent to the number of party members to whom Party Pantheon applies + 2, replenishing at the start of your turn. Whenever you or an ally within 60ft of you makes an attack outside their turn, you gain 1 charge of Destined Justice. At the start of your next turn, your first attack is guaranteed to land and gains an additional number of critical hits equivalent to 1d(Destined Justice Charges)+2 (your Max HP Divinity must be at 100%+ at the start of the turn for this effect to trigger).
The following effects apply to you and all allies within 60ft of you:

  • All Dodge, Parry, and Guard actions used by you and your allies within 60ft can be reused indefinitely, and do not need to be refreshed.
  • Whenever you succeed a Dodge, Parry, or Guard, you gain an immediate attack as a reaction.
  • Whenever an enemy misses an attack against you, you gain an immediate attack as a reaction.

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