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	<title>Risenholm - User contributions [en-gb]</title>
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	<updated>2026-05-25T04:31:22Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.risenholm.com/index.php?title=Feats&amp;diff=1209</id>
		<title>Feats</title>
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		<updated>2021-03-11T01:16:57Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Selective Gadget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;ArmProfHvy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Proficiency (heavy) ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of heavy armor.&amp;lt;br/&amp;gt;Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ArmProfLgt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Proficiency (light) ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of light armor.&amp;lt;br/&amp;gt;Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ArmProfMed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor Proficiency (medium) ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of medium armor.&amp;lt;br/&amp;gt;Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cleave&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleave ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Once per round, if the character kills an opponent, they receive a free attack against any opponent who is within melee weapon range.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Great Cleave at level 6. This removes the once per round limitation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;GreatFort&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Great Fortitude ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImpStrike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Improved Unarmed Strike ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack. In addition, the character receives a bonus to Shield AC when fighting unarmed equal to the AC bonus of any equipped gauntlets or bracers.&amp;lt;br/&amp;gt;Use: Automatic. Monks receive this feat for free at Level 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;IronWill&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character&#039;s strong presence of mind gives him a +2 bonus to all Will saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LightngRef&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Reflexes ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character&#039;s reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;PBShot&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranged Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required For: Improved Ranged Fighting, Crossbow Fighting&amp;lt;br/&amp;gt;Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. Characters receive +1 attack per round while wielding a bow, or a throwing weapon with an empty off-hand. Crossbows receive full attacks per round, instead of being locked at one per round.&amp;lt;br/&amp;gt;Improved Ranged Fighting: Bows receive the character&#039;s Strength modifier to damage. Crossbows receive +3 AB. This is automatically gained at level 6.&amp;lt;br/&amp;gt;If wielding a throwing weapon or sling with a shield or torch, the character will use Shield Fighting or Torch Fighting if they possess those feats.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield Proficiency ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat has the training required to use a shield.&amp;lt;br/&amp;gt;Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Toughness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;TwoWeap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Two-Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Two-Weapon Fighting.&amp;lt;br/&amp;gt;Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -6 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).&amp;lt;br/&amp;gt;Use: Used automatically when fighting with two weapons.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Two-Weapon Fighting at level 6, granting a second extra attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;WeapFinesse&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Finesse ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).&amp;lt;br/&amp;gt;Use: Automatic when using any of the following weapons: dagger, handaxe, kama, katana, kukri, light hammer, longsword, mace, quarterstaff, rapier, scimitar, short sword, sickle, whip and unarmed strike.&amp;lt;br/&amp;gt;Special: Innate to all characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ResistPoison&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resist Poison ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stealthy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stealthy ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Character gains a +2 bonus on Stealth checks.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;FEAT_EPIC_AUTOMATIC_QUICKEN_1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quicken Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 4 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;FEAT_SCRIBE_SCROLL&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Item Creation&amp;lt;br/&amp;gt;Prerequisite: Spellcaster Level 1st+.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs ichor equal to the level of the spell. Offensive/damaging spells use red ichor, healing/restorative spells use green, and all other types of spell use blue.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;2HStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Great-Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Great-Weapon Fighting&amp;lt;br/&amp;gt;Specifics: A character with this feat can make powerful attacks when wielding a single melee weapon with both hands. Gain a +3 bonus to the damage roll when wielding these weapons.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, increasing the damage bonus to +6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;1HStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Single Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required For: Improved Single Weapon Fighting&amp;lt;br/&amp;gt;Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. Tiny and Small weapons (excluding whips) also gain a +1 damage bonus.&amp;lt;br/&amp;gt;Use: Passive&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ShieldStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: While wielding a shield, the character gains a +10% resistance to all physical damage.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage resistance to +20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;TorchStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Torch Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Torch Fighting&amp;lt;br/&amp;gt;Specifics: While wielding a torch in the off-hand, opponents in melee range suffer a -2 penalty to attacks for 3 rounds following an attack against you. While suffering this effect, any further attacks provoke a counterattack of fire damage equal to half your Constitution modifier (rounded up). This counterattack may be performed a maximum number of times per round equal to your attacks per round, with each counterattack resetting one round after its execution.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Torch Fighting at level 6, increasing the AB reduction to -3 and the damage bonus to the character&#039;s full Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Knockdown&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockdown ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character&#039;s Maneuver DC or be struck prone for one round. On a failed save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Barbarians receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Blind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Blind ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character&#039;s Maneuver DC or be blinded for one round. On a failed save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Rogues receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Commander&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Commander Strike ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat rallies their allies. The nearest friendly character receives an extra attack for a duration of (1 + Cha mod) rounds. Additional applications of this maneuver from either the same or another character will stack the effects&#039; durations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: Affects all nearby allies, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Provoke&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Provoke ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat distracts and infuriates their enemies. The target is interrupted and forced to attack the provoker with a -1 AC penalty, and any damage they deal to others is reduced by half. This lasts for (Cha mod + 1, minimum 1) rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Clarity clears Provoke.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to provoke all nearby enemies, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_CalledShot&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat makes a targeted strike on their opponent. The defender suffers a -2 attack bonus penalty and a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Rangers receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Mass&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver (Modifier)&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat is able to apply certain Combat Maneuvers against more than one target. Activating this feat will cause the character to attempt a Mass version of the next Maneuver they attempt.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The details of any Mass variant of a Maneuver are detailed under that Maneuver&#039;s description.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Fighters receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Bypass&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Bypass ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character using this Maneuver may pass through other characters&#039; spaces for one round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: Grant all nearby allies to move through other characters&#039; spaces for one round. Repeated applications stack durations.&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Sprint&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Free Action&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character using this feat gains +50% movement speed for one round. An additional +1% movement speed is granted for each point of Athletics skill. Dash may be used a number of times equal to the character&#039;s Constitution Modifier + 2. Slaying any non-Minion creature restores one use of Dash.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: You may use this feat again before its duration has expired to extend the duration of the Dash you currently have applied. All characters receive this feat for free at level 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Silent&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silent Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Extend&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extend Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell will have their duration doubled. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Empower&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Empower Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: Spells will have variable effects from sources such as dice increased by 50%. Costs 2 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Selective&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Heighten&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heighten Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 2 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Conversion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&amp;lt;br/&amp;gt;Special: Bards, Clerics, Druids, Wizards, and Sorcerers receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_ReelIn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Reel In ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can throw out a chain to hook an opponent and reel them in. The defender must make a Reflex save against the character&#039;s Maneuver DC or be pulled toward them.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to reel in all enemies near to the target, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Knockback&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockback ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to knock an opponent back a short distance. The defender must make a Fortitude save against the character&#039;s Maneuver DC or be pushed away.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Martial_Acuity&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martial Acuity ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 5 plus half your character level (rounded up).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strategic_Defense&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategic Defense ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: You gain a bonus to AC equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The combined bonus of Dexterity modifier and this ability cannot exceed +10, and is subject to the Maximum Dexterity Bonus property of armour.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Monks receive this feat for free at level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple_Weapon_Mastery&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Barbarians, Fighters, Paladins, Monks, Rangers, and Rogues receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Stun&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Stun ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character&#039;s Maneuver DC or be stunned. On a failed save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Monks receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Selective_Gadget&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Gadget ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Gadgets only damage hostile creatures. Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb, tanglefoot bag, acid flask, and alchemist&#039;s fire.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Movement_Dodgeroll&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dodgeroll ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Free Action&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Uses up 1 use of Dash.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spell_Focus&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spell Focus ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: Spellcasting Level 1&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Channel Divinity ==&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&lt;br /&gt;
Prerequisite: Channel Divinity&lt;br /&gt;
&lt;br /&gt;
Specifics: The character may spend one Channel Divinity to add his Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 10 rounds. This level is capped by the total sum of your paladin and cleric levels.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
Special: Paladins receive this feat for free at 3rd level.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&lt;br /&gt;
Prerequisite: Channel Divinity&lt;br /&gt;
&lt;br /&gt;
Specifics: The character may spend one Channel Divinity to gain damage reduction against physical damage. The threshold for this damage reduction is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, for a duration of 10 rounds.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
Special: Paladins receive this feat for free at 3rd level.&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Barbarian&amp;diff=1202</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Barbarian&amp;diff=1202"/>
		<updated>2021-02-21T21:25:32Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Berserker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barbarians draw [[&amp;quot;Power&amp;quot;|Power]] from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They possess the highest base hit points of every class, and their core abilities either trigger automatically or build up resources as they take damage. Their various [[#Archetypes|Archetypes]] allow them to supplement their basic frontline warrior foundation with increased damage, more efficient and effective tanking, or support abilities.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save. It also contributes to core class features and some optional retributive fighting styles.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support [[General_Mechanics_Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d12 (12 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Feats#Maneuver_Knockdown|Maneuver: Knockdown]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Rage|Rage]], [[#Grit|Grit I]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Uncanny_Dodge_II|Uncanny Dodge II]], [[#Bonus_Feat:_Maneuver|Bonus Feat: Maneuver]], [[#Grit|Grit II]] &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Rage|Rage II]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]], [[#Grit|Grit III]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Grit|Grit IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Uncanny_Dodge_III|Uncanny Dodge III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barbarian Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Knockdown&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian receives the [[Feats#Maneuver_Knockdown|Knockdown Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rage&#039;&#039;&#039; ===&lt;br /&gt;
A Barbarian may enter a Rage. They may use this ability once per rest per class level, and the Rage lasts one minute per use. Rage activates automatically without consuming a feat use upon the barbarian&#039;s hit points being reduced to the Injured, Badly Wounded, or Near Death states. The Barbarian also regains a use of Rage when slaying an enemy of Elite rating or higher. Rage increases the Barbarian&#039;s attack damage, will saving throws, and grants a number of temporary HP at the start of each combat round. This Rage increases in power with the Barbarian&#039;s class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Temp HP per Round&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Will Saves&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +2&lt;br /&gt;
|Con Mod / 2 (Rounded Up)&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +4&lt;br /&gt;
|Con Mod&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Grit&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian has a Grit pool with a capacity equivalent to their class level multiplied by 5. This capacity is filled on rest. The Barbarian may activate this feat to roll 1d4 for each Barbarian class level and gain temporary HP equal to this amount, deducting the total from their Grit. This temporary HP has a duration in rounds equal to the Barbarian&#039;s Constitution modifier. When a Barbarian takes damage, their Grit feature also gains a number of HP equal to a portion of the damage received, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grit Conversion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Maneuver&#039;&#039;&#039; ===&lt;br /&gt;
The character receives a bonus feat that may be used to learn a Maneuver of their choice.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge III&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an additional +1 bonus to reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Berserker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;BLEEEUUUAAARRRGGGHHH!&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Berserk&#039;&#039;&#039;&lt;br /&gt;
| While [[#Rage|raging]], you may consume another use of [[#Rage|&#039;&#039;Rage&#039;&#039;]] to enter a Berserk state. While Berserk, you deal an additional 1d6 damage with all attacks. If wielding a Great-Weapon, you instead deal an additional 2d6 damage. If Dual Wielding, you instead deal an additional 2d10 damage. You must have been in the [[#Rage|&#039;&#039;Rage&#039;&#039;]] state for at least one round before you may use this ability. This ability will also activate upon receiving injury like the [[#Rage|&#039;&#039;Rage&#039;&#039;]] feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Once per round while &#039;&#039;Berserk&#039;&#039;, if you hit with at least two attacks in a round, you gain an additional attack. Each extra attack gained through this feature lasts 2 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Further Beyond&#039;&#039;&#039;&lt;br /&gt;
|You become truly apoplectic. Activating [[#Rage|&#039;&#039;Rage&#039;&#039;]] again while already &#039;&#039;Berserk&#039;&#039; drives you &#039;&#039;Further Beyond&#039;&#039;, consuming another use of [[#Rage|&#039;&#039;Rage&#039;&#039;]] and granting an additional 1d6 damage to all attacks. In addition, once per round upon making a successful attack, the force of your blow also strikes each enemy near your target. Any enemy within 10m witnessing your activation of &#039;&#039;Further Beyond&#039;&#039; must roll a successful Will save (DC 20 + Charisma modifier) or suffer the effects of Fear for a number of rounds equaling your Charisma modifier (minimum 1). Their movement is also slowed by 50%. &#039;&#039;Further Beyond&#039;&#039; lasts a number of rounds equivalent to your Constitution modifier, and if no enemies remain in your vicinity when this effect ends, you regain a use of [[#Rage|&#039;&#039;Rage&#039;&#039;]]. You must have been in the &#039;&#039;Berserk&#039;&#039; state for at least one round before you may use this ability.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Behemoth&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I&#039;ll give you the first hit. Better make it count.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Meaty&#039;&#039;&#039;&lt;br /&gt;
| You convert an additional +15% of incoming damage into [[#Grit|&#039;&#039;Grit&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Seasoned&#039;&#039;&#039;&lt;br /&gt;
| While [[#Rage|raging]], when using [[#Grit|&#039;&#039;Grit&#039;&#039;]] to grant yourself temporary HP, apply the roll total as a Damage Reduction shield with a threshold equal to Your Constitution modifier, an absorption limit equal to the [[#Grit|&#039;&#039;Grit&#039;&#039;]] roll, and a duration in rounds also equal to your Constitution modifier. Successive uses of this ability add hit points to this absorption limit if its effect already exists.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tenderized&#039;&#039;&#039;&lt;br /&gt;
| While [[#Rage|raging]], you may expend another use of [[#Rage|Rage]] to grant yourself a physical damage immunity effect with a magnitude equal to your last [[#Grit|&#039;&#039;Grit&#039;&#039;]] roll. This effect lasts for a number of rounds equal to your Constitution modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Agitator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Let&#039;s do &#039;em, lads!&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Instigator&#039;&#039;&#039;&lt;br /&gt;
| You project an aura while under the effects of [[#Rage|&#039;&#039;Rage&#039;&#039;]]. Allies within this aura also gain the effects of your [[#Rage|&#039;&#039;Rage&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Stoking the Coals&#039;&#039;&#039;&lt;br /&gt;
| You gain [[#Grit|Grit]] when allies within your aura receive damage. When you expend [[#Grit|Grit]] while your aura is active, all allies within the aura receive the temporary hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Mob Rule&#039;&#039;&#039;&lt;br /&gt;
| While under the effects of [[#Rage|&#039;&#039;Rage&#039;&#039;]], you expend a use of [[#Rage|&#039;&#039;Rage&#039;&#039;]] to further inspire your allies. Allies currently within your aura gain one extra attack and +1 damage per ally within the aura at the time of activation, to a maximum of +5 damage. This effect lasts a number of rounds equal to the total Charisma modifier of all allies within the aura, to a maximum of ten rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1197</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1197"/>
		<updated>2021-02-14T15:40:48Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a Deity. Their [[#Spells|spell selection]] is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|Channel Divinity]] features.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turn Undead|Channel Divinity: Turn Undead]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || &lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || &lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Clerics receive the &#039;&#039;Turn Undead&#039;&#039; option for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turn Undead&#039;&#039;&#039; ===&lt;br /&gt;
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Fear|Remove Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sanctuary|Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph Of Warding|Glyph Of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer Of The Gods|Hammer Of The Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle of Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warpriest&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;On the battlefield, every man is a believer.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Power&#039;&#039;. When you activate &#039;&#039;Power&#039;&#039;, the next applicable Cleric spell may gain additional effects. The effect is then consumed. At level 4, if you cast a spell which increases attack bonus ([[Spells#Bless|&#039;&#039;Bless&#039;&#039;]], [[Spells#Prayer|&#039;&#039;Prayer&#039;&#039;]]), Power grants the recipients a Divine damage bonus equal to the amount of attack bonus granted. You also now benefit from the effects of any [[Spells#Bless|&#039;&#039;Bless&#039;&#039;]] spells you cast.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Power&#039;&#039; feature may apply to the [[Spells#Aid|&#039;&#039;Aid&#039;&#039;]] spell. The target receives a damage shield that afflicts attackers with Divine damage. This damage is equal to the target&#039;s Constitution modifier plus one roll of their highest hit die (for example, a character with any Barbarian levels inflicts an additional 1d12 damage).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Power&#039;&#039; feature may apply to the [[Spells#Battletide|&#039;&#039;Battletide&#039;&#039;]] spell. Enemies afflicted by the Slow effect of [[Spells#Battletide|&#039;&#039;Battletide&#039;&#039;]] cause an additional burst of damage when struck by an attack. This damage applies to all enemies within 2m of the struck target, for half the amount of Divine damage dealt in the attack (rounded up), to a maximum of half the Warpriest&#039;s Wisdom modifier (rounded down).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chaplain&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Have faith.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ministration&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, Ministration. When you activate this [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]], the next &#039;&#039;Cure Wounds&#039;&#039; spell you cast will also apply a Regeneration effect equal to your Wisdom modifier, for a number of rounds equal to the spell&#039;s level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
| When &#039;&#039;Ministration&#039;&#039; takes effect on a target, a heal over time effect is created. Each round this effect will seek out the ally with the lowest current hit points within 10m of its current target, and apply your Wisdom modifier in healing to that ally. That ally then becomes the new target of this effect. If no injured allies can be found, the effect ends. This effect lasts a number of rounds equal to your Wisdom modifier. If the target of &#039;&#039;Communion&#039;&#039; receives fatal damage, their hit points will halt at 1, and any remaining healing from Communion will be applied, consuming the effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Confession&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Ministration&#039;&#039; is applied to a target, also grant a damage reduction shield with a threshold equal to your Wisdom modifier, and an absorption limit equal to the healing done. This shield lasts for one minute, and overwrites instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Radiant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I came not to bring peace.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Radiance&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Radiance&#039;&#039;. For one minute, your Cleric damage spells restore the first instance you have memorised but expended of that same spell after casting, including that same memorisation. Your [[Spells#Negative Energy Ray|&#039;&#039;Negative Energy Ray&#039;&#039;]], &#039;&#039;Inflict Wounds&#039;&#039;, [[Spells#Slay Living|&#039;&#039;Slay Living&#039;&#039;]], and [[Spells#Circle of Doom|&#039;&#039;Circle of Doom&#039;&#039;]] spells now deal Divine damage instead of Negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Brilliance&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is struck by one of your Cleric damage spells while you are under the effects of &#039;&#039;Radiance&#039;&#039;, they suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Effulgence&#039;&#039;&#039;&lt;br /&gt;
| You may use &#039;&#039;Radiance&#039;&#039; again while under the effects of &#039;&#039;Radiance&#039;&#039;, extending the duration by another minute. For the remaining duration of &#039;&#039;Radiance&#039;&#039;, when you cast an area of effect Cleric damage spell, one round later the area is bathed in light. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 Divine damage per point of your Wisdom modifier. If a single target spell is cast, the target instead suffers 1d4 damage per point of Wisdom modifier each round for the next 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1196</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1196"/>
		<updated>2021-02-14T15:40:18Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a Deity. Their [[#Spells|spell selection]] is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|Channel Divinity]] features.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turn Undead|Channel Divinity: Turn Undead]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || &lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || &lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Clerics receive the &#039;&#039;Turn Undead&#039;&#039; option for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turn Undead&#039;&#039;&#039; ===&lt;br /&gt;
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Fear|Remove Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sanctuary|Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph Of Warding|Glyph Of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer Of The Gods|Hammer Of The Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle Of Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warpriest&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;On the battlefield, every man is a believer.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Power&#039;&#039;. When you activate &#039;&#039;Power&#039;&#039;, the next applicable Cleric spell may gain additional effects. The effect is then consumed. At level 4, if you cast a spell which increases attack bonus ([[Spells#Bless|&#039;&#039;Bless&#039;&#039;]], [[Spells#Prayer|&#039;&#039;Prayer&#039;&#039;]]), Power grants the recipients a Divine damage bonus equal to the amount of attack bonus granted. You also now benefit from the effects of any [[Spells#Bless|&#039;&#039;Bless&#039;&#039;]] spells you cast.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Power&#039;&#039; feature may apply to the [[Spells#Aid|&#039;&#039;Aid&#039;&#039;]] spell. The target receives a damage shield that afflicts attackers with Divine damage. This damage is equal to the target&#039;s Constitution modifier plus one roll of their highest hit die (for example, a character with any Barbarian levels inflicts an additional 1d12 damage).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Power&#039;&#039; feature may apply to the [[Spells#Battletide|&#039;&#039;Battletide&#039;&#039;]] spell. Enemies afflicted by the Slow effect of [[Spells#Battletide|&#039;&#039;Battletide&#039;&#039;]] cause an additional burst of damage when struck by an attack. This damage applies to all enemies within 2m of the struck target, for half the amount of Divine damage dealt in the attack (rounded up), to a maximum of half the Warpriest&#039;s Wisdom modifier (rounded down).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chaplain&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Have faith.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ministration&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, Ministration. When you activate this [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]], the next &#039;&#039;Cure Wounds&#039;&#039; spell you cast will also apply a Regeneration effect equal to your Wisdom modifier, for a number of rounds equal to the spell&#039;s level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
| When &#039;&#039;Ministration&#039;&#039; takes effect on a target, a heal over time effect is created. Each round this effect will seek out the ally with the lowest current hit points within 10m of its current target, and apply your Wisdom modifier in healing to that ally. That ally then becomes the new target of this effect. If no injured allies can be found, the effect ends. This effect lasts a number of rounds equal to your Wisdom modifier. If the target of &#039;&#039;Communion&#039;&#039; receives fatal damage, their hit points will halt at 1, and any remaining healing from Communion will be applied, consuming the effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Confession&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Ministration&#039;&#039; is applied to a target, also grant a damage reduction shield with a threshold equal to your Wisdom modifier, and an absorption limit equal to the healing done. This shield lasts for one minute, and overwrites instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Radiant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I came not to bring peace.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Radiance&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Radiance&#039;&#039;. For one minute, your Cleric damage spells restore the first instance you have memorised but expended of that same spell after casting, including that same memorisation. Your [[Spells#Negative Energy Ray|&#039;&#039;Negative Energy Ray&#039;&#039;]], &#039;&#039;Inflict Wounds&#039;&#039;, [[Spells#Slay Living|&#039;&#039;Slay Living&#039;&#039;]], and [[Spells#Circle of Doom|&#039;&#039;Circle of Doom&#039;&#039;]] spells now deal Divine damage instead of Negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Brilliance&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is struck by one of your Cleric damage spells while you are under the effects of &#039;&#039;Radiance&#039;&#039;, they suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Effulgence&#039;&#039;&#039;&lt;br /&gt;
| You may use &#039;&#039;Radiance&#039;&#039; again while under the effects of &#039;&#039;Radiance&#039;&#039;, extending the duration by another minute. For the remaining duration of &#039;&#039;Radiance&#039;&#039;, when you cast an area of effect Cleric damage spell, one round later the area is bathed in light. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 Divine damage per point of your Wisdom modifier. If a single target spell is cast, the target instead suffers 1d4 damage per point of Wisdom modifier each round for the next 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Monk&amp;diff=1191</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Monk&amp;diff=1191"/>
		<updated>2021-02-12T05:34:34Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Way of Wave and River */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Monks draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are lightly armored warriors who specialize in using [[General_Mechanics_Information#Maneuvers|Maneuvers]] in rapid succession for a &amp;quot;burst&amp;quot; playstyle and possess some unique defensive abilities. Monk archetypes take a flexible warrior and allows them to focus on enhancing their burst damage, their tanking ability, or gaining support abilities.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons or your fists and using most [[General_Mechanics_Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from being unarmored and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributes to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your [[#Ki|Ki]] pool, certain [[#Archetypes|Archetype]] features, and Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save, certain [[#Archetypes|Archetype]] features and support [[General_Mechanics_Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, [[#Monk Weapons|Monk]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: All&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Ki|Ki]], [[#Flurry_of_Blows|Flurry of Blows]], [[#Improved_Unarmed_Strike|Improved Unarmed Strike]], [[#Maneuver: Stun|Maneuver: Stun]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Deflect_Missiles|Deflect Missiles]], [[#Strategic_Defense|Strategic Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Evasion|Evasion]], [[#Wholeness_of_Body|Wholeness of Body]], [[#Martial_Arts|Martial Arts]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Bonus_Feat:_Maneuver|Bonus Feat: Maneuver]], [[#Ki_Strike|Ki Strike I]], [[#Monk_AC|Monk AC I]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Still_Mind|Still Mind]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Purity_of_Body|Purity of Body]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Improved_Evasion|Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Ki_Strike|Ki Strike II]], [[#Monk_AC|Monk AC II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monk Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ki&#039;&#039;&#039; ===&lt;br /&gt;
A Monk has a Ki pool with a maximum capacity equal to 3 + Wisdom modifier. This is used by class features such as [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] and [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]]. The Monk recovers 1 Ki upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Flurry of Blows&#039;&#039;&#039; ===&lt;br /&gt;
The Monk may expend 1 [[#Ki|Ki]] to become capable of using [[General Mechanics Information#Maneuvers|Maneuvers]] with only a 1 second cooldown for one round.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Improved Unarmed Strike&#039;&#039;&#039; ===&lt;br /&gt;
Armed opponents no longer get attacks of opportunity against the character when they make an unarmed attack without gauntlets. In addition, the character receives a bonus to Shield AC when fighting unarmed equal to the AC bonus of any equipped gauntlets or bracers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Stun&#039;&#039;&#039; ===&lt;br /&gt;
The Monk receives the [[Feats#Maneuver_Stun|Stun Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Monk receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Deflect Missiles&#039;&#039;&#039; ===&lt;br /&gt;
The character can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against DC 20. The character must have at least one hand free to use this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Strategic Defense&#039;&#039;&#039; ===&lt;br /&gt;
The Monk receives the [[Feats#Strategic_Defense|Strategic Defense]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wholeness of Body&#039;&#039;&#039; ===&lt;br /&gt;
The Monk may expend 1 Ki to restore their health by an amount equal to twice their class level. This ability may be used once per round.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Martial Arts&#039;&#039;&#039; ===&lt;br /&gt;
Monks receive a passive bonus depending on the type of weapons they have equipped, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Style&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
| +1 Attack per Round&lt;br /&gt;
|-&lt;br /&gt;
|Great-Weapon&lt;br /&gt;
| +4 Damage&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wielding&lt;br /&gt;
| +1 Attack per Round&lt;br /&gt;
|-&lt;br /&gt;
|Single Weapon&lt;br /&gt;
| +4 Damage&lt;br /&gt;
|-&lt;br /&gt;
|Implement&lt;br /&gt;
| +1 Attack per Round&lt;br /&gt;
|-&lt;br /&gt;
|Ranged (Non-Crossbow)&lt;br /&gt;
| +1 Attack per Round&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
| +4 Damage&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Maneuver&#039;&#039;&#039; ===&lt;br /&gt;
The character receives a bonus feat that may be used to learn a [[General Mechanics Information#Maneuvers|Maneuver]] of their choice.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ki Strike&#039;&#039;&#039; ===&lt;br /&gt;
The Monk&#039;s unarmed attack counts as a magic weapon against creatures with damage reduction (+1 at 5th level, +2 at 10th).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Monk AC&#039;&#039;&#039; ===&lt;br /&gt;
All Monks passively receive a +1 bonus to their Dodge AC at level 5. This improves to +2 at level 10.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Still Mind&#039;&#039;&#039; ===&lt;br /&gt;
The Monk gains a +2 competence bonus on all saving throws against mind-affecting spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Purity of Body&#039;&#039;&#039; ===&lt;br /&gt;
The Monk is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Improved Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
&lt;br /&gt;
== Monk Weapons ==&lt;br /&gt;
&lt;br /&gt;
The Monk weapon proficiency includes the club, dagger, handaxe, shortsword, light crossbow, quarterstaff, shuriken, kama, and sling.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Way of Thunder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Empty your mind. Now - strike.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Break Down&#039;&#039;&#039;&lt;br /&gt;
| When you strike with at least three offensive [[General Mechanics Information#Maneuvers|Maneuvers]] during your [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] feature, you gain a bonus equal to your Monk level in damage to your attacks for one minute. Single weapon wielding and ranged weapons receive half this bonus (rounded up). Dual wielding confers an additional +2 damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Build Up&#039;&#039;&#039;&lt;br /&gt;
| When you strike with at least three offensive [[General Mechanics Information#Maneuvers|Maneuvers]] during [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]], while under the effects of your &#039;&#039;Break Down&#039;&#039; bonus, you also gain two additional attacks for one minute. In addition, when you use [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]] you also recover a number of [[General Mechanics Information#Maneuvers|Maneuvers]] equal to your Wisdom modifier. &#039;&#039;Build Up&#039;&#039; cannot activate in the same use of [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] as &#039;&#039;Break Down&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| You may activate [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] again while it is active and you are under the effects of &#039;&#039;Build Up&#039;&#039;. For three rounds, each successful [[General Mechanics Information#Maneuvers|Maneuver]] you strike an opponent with also inflicts 1d6 sonic damage for each point of Wisdom modifier you possess. If the [[General Mechanics Information#Maneuvers|Maneuver]] used is [[Feats#Maneuver: Knockback|Knockback]], the Sonic damage also strikes all enemies within 2m of the target&#039;s starting position.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Way of Wave and River&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Be like water.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Flow&#039;&#039;&#039;&lt;br /&gt;
| You gain a +1 Dodge bonus to AC. You gain an additional +1 Dodge AC at level 10. You also gain 10% physical and elemental damage immunity.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Crash&#039;&#039;&#039;&lt;br /&gt;
| When you use your [[#Wholeness_of_Body|&#039;&#039;Wholeness of Body&#039;&#039;]] feature, you restore additional hit points equal to your Constitution modifier plus Wisdom modifier. You also gain temporary hitpoints equal to the amount restored for one minute. While you have these temporary hitpoints, any melee attacker receives 1 bludgeoning damage for each point of Constitution modifier if they hit, or 1 piercing damage for each point of Wisdom modifier if they miss.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Formless&#039;&#039;&#039;&lt;br /&gt;
| While your [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] is active, any enemy who attacks you in melee is immediately struck by the [[Feats#Maneuver: Knockdown|Knockdown Maneuver]] if they miss, or the [[Feats#Maneuver: Stun|Stun Maneuver]] if they hit. These allow saving throws as usual, but have no associated [[General_Mechanics_Information#Maneuvers|Maneuvers]] cost to you.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Way of the Heavens&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Again.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Demonstrate&#039;&#039;&#039;&lt;br /&gt;
| When your [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] ends, if you used at least three [[General_Mechanics_Information#Maneuvers|Maneuvers]] within that [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]], any allies within 10m receive the benefits of your [[#Martial Arts|Martial Arts]] feature for one minute. The Will saving throws of these recipients is also increased by +1.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Encourage&#039;&#039;&#039;&lt;br /&gt;
| When you use your [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]] feature, any allies you have within 10m also receive some of its healing effects. A pool of extra healing is created equal to your Monk class level multiplied by the total of your Wisdom modifier plus Charisma modifier. The ally with the lowest hit points receives healing; should this healing restore them to full hit points, the next lowest hit point ally receives the remainder of the healing, and so on until the healing pool is expended. All allies within 10m also receive the benefits of your [[#Monk AC|Monk AC]] for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Chastise&#039;&#039;&#039;&lt;br /&gt;
| When an ally under the effects of either your &#039;&#039;Demonstrate&#039;&#039; or &#039;&#039;Encourage&#039;&#039; features is struck by a critical hit, they receive a physical damage shield with a damage threshold equal to your Wisdom plus Charisma modifiers, and an absorption limit equal to your [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]] healing pool granted by &#039;&#039;Encourage&#039;&#039;. This effect has a duration in rounds equal to your Wisdom + Charisma modifiers, and overwrites any existing instances of itself. In addition, while under this damage reduction effect the target will receive temporary hitpoints equal to any healing received from &#039;&#039;Encourage&#039;&#039;. These temporary hitpoints also have a duration in rounds equal to your Wisdom + Charisma modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1181</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1181"/>
		<updated>2021-02-09T05:17:59Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Divine Grace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|Power]] from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by &#039;&#039;Channel Divinity&#039;&#039; features and a small support spell list to make them an effective martial combatant and ally. Paladin [[#Archetypes|Archetypes]] focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Health|Divine Health]], [[#Lay on Hands|Lay on Hands I]], [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Divine Smite|Smite I]], [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Lay on Hands|Lay on Hands II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]], [[#Divine Smite|Smite II]] &lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Lay on Hands|Lay on Hands III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Divine Smite|Smite III]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Lay on Hands|Lay on Hands IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]], [[#Divine Smite|Smite IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Lay on Hands|Lay on Hands V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Health&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|8 || 4&lt;br /&gt;
|-&lt;br /&gt;
|10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Aura of Courage&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Paladins receive the [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] and [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] options for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend a use of &#039;&#039;Smite&#039;&#039; and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of &#039;&#039;Smite&#039;&#039; when an enemy rated Elite or higher is slain. A Paladin may use &#039;&#039;Smite&#039;&#039; a number of times per day according to their class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|5 || 4&lt;br /&gt;
|-&lt;br /&gt;
|7 || 6&lt;br /&gt;
|-&lt;br /&gt;
|9 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds half their Paladin level rounded down to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#AuraOfGlory|Aura Of Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Avenger&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Your sins have been counted.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. In addition, if a creature you have previously struck with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] is slain, you regain one use of [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] any creature whilst under the effects of &#039;&#039;Judge&#039;&#039;, you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] damage, for a total of 12 rounds. If the target dies while under the effects of &#039;&#039;Jury&#039;&#039;, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of &#039;&#039;Jury&#039;&#039; in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| When you strike a creature with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Templar&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;My will is steel.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| 25% of the damage you take is recorded. When this value exceeds your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] absorption limit, you regain a use of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]]. In addition, whenever you cast Divine Shield any remaining absorption will be included in the new shield.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| When [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier. In addition, Smite extends your Divine Shield&#039;s duration and changes its DR value to your total Smite damage.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| While [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hospitaller&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Fending Gauntlet&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] on an ally, they also gain the effects of your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] at no cost. When you use your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], a point is deducted from your [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is restored.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Furious Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] restores a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] when used, and causes the next [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] used within [Charisma modifier] rounds to have an empowered effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Ablative Assault&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], your target also receives temporary hit points equal to your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] target. These temporary hit points also last a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1180</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1180"/>
		<updated>2021-02-09T05:17:08Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Templar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|Power]] from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by &#039;&#039;Channel Divinity&#039;&#039; features and a small support spell list to make them an effective martial combatant and ally. Paladin [[#Archetypes|Archetypes]] focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Health|Divine Health]], [[#Lay on Hands|Lay on Hands I]], [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Divine Smite|Smite I]], [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Lay on Hands|Lay on Hands II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]], [[#Divine Smite|Smite II]] &lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Lay on Hands|Lay on Hands III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Divine Smite|Smite III]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Lay on Hands|Lay on Hands IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]], [[#Divine Smite|Smite IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Lay on Hands|Lay on Hands V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Health&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|8 || 4&lt;br /&gt;
|-&lt;br /&gt;
|10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Aura of Courage&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Paladins receive the [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] and [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] options for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend a use of &#039;&#039;Smite&#039;&#039; and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of &#039;&#039;Smite&#039;&#039; when an enemy rated Elite or higher is slain. A Paladin may use &#039;&#039;Smite&#039;&#039; a number of times per day according to their class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|5 || 4&lt;br /&gt;
|-&lt;br /&gt;
|7 || 6&lt;br /&gt;
|-&lt;br /&gt;
|9 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds their Charisma bonus to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#AuraOfGlory|Aura Of Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Avenger&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Your sins have been counted.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. In addition, if a creature you have previously struck with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] is slain, you regain one use of [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] any creature whilst under the effects of &#039;&#039;Judge&#039;&#039;, you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] damage, for a total of 12 rounds. If the target dies while under the effects of &#039;&#039;Jury&#039;&#039;, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of &#039;&#039;Jury&#039;&#039; in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| When you strike a creature with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Templar&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;My will is steel.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| 25% of the damage you take is recorded. When this value exceeds your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] absorption limit, you regain a use of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]]. In addition, whenever you cast Divine Shield any remaining absorption will be included in the new shield.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| When [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier. In addition, Smite extends your Divine Shield&#039;s duration and changes its DR value to your total Smite damage.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| While [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hospitaller&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Fending Gauntlet&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] on an ally, they also gain the effects of your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] at no cost. When you use your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], a point is deducted from your [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is restored.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Furious Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] restores a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] when used, and causes the next [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] used within [Charisma modifier] rounds to have an empowered effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Ablative Assault&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], your target also receives temporary hit points equal to your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] target. These temporary hit points also last a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Barbarian&amp;diff=1179</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Barbarian&amp;diff=1179"/>
		<updated>2021-02-07T17:07:12Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Berserker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barbarians draw [[&amp;quot;Power&amp;quot;|Power]] from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They possess the highest base hit points of every class, and their core abilities either trigger automatically or build up resources as they take damage. Their various [[#Archetypes|Archetypes]] allow them to supplement their basic frontline warrior foundation with increased damage, more efficient and effective tanking, or support abilities.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save. It also contributes to core class features and some optional retributive fighting styles.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support [[General_Mechanics_Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d12 (12 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Feats#Maneuver_Knockdown|Maneuver: Knockdown]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Rage|Rage]], [[#Grit|Grit I]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Uncanny_Dodge_II|Uncanny Dodge II]], [[#Bonus_Feat:_Maneuver|Bonus Feat: Maneuver]], [[#Grit|Grit II]] &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Rage|Rage II]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]], [[#Grit|Grit III]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Grit|Grit IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Uncanny_Dodge_III|Uncanny Dodge III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barbarian Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Knockdown&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian receives the [[Feats#Maneuver_Knockdown|Knockdown Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rage&#039;&#039;&#039; ===&lt;br /&gt;
A Barbarian may enter a Rage. They may use this ability once per rest per class level, and the Rage lasts one minute per use. Rage activates automatically without consuming a feat use upon the barbarian&#039;s hit points being reduced to the Injured, Badly Wounded, or Near Death states. The Barbarian also regains a use of Rage when slaying an enemy of Elite rating or higher. Rage increases the Barbarian&#039;s attack damage, will saving throws, and grants a number of temporary HP at the start of each combat round. This Rage increases in power with the Barbarian&#039;s class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Temp HP per Round&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Will Saves&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +2&lt;br /&gt;
|Con Mod / 2 (Rounded Up)&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +4&lt;br /&gt;
|Con Mod&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Grit&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian has a Grit pool with a capacity equivalent to their class level multiplied by 5. This capacity is filled on rest. The Barbarian may activate this feat to roll 1d4 for each Barbarian class level and gain temporary HP equal to this amount, deducting the total from their Grit. This temporary HP has a duration in rounds equal to the Barbarian&#039;s Constitution modifier. When a Barbarian takes damage, their Grit feature also gains a number of HP equal to a portion of the damage received, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grit Conversion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Maneuver&#039;&#039;&#039; ===&lt;br /&gt;
The character receives a bonus feat that may be used to learn a Maneuver of their choice.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge III&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an additional +1 bonus to reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Berserker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;BLEEEUUUAAARRRGGGHHH!&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Berserk&#039;&#039;&#039;&lt;br /&gt;
| While [[#Rage|raging]], you may consume another use of [[#Rage|&#039;&#039;Rage&#039;&#039;]] to enter a Berserk state. While Berserk, you deal an additional 1d6 damage with all attacks. If wielding a Great-Weapon, you instead deal an additional 2d6 damage. If Dual Wielding, you instead deal an additional 2d12 damage. You must have been in the [[#Rage|&#039;&#039;Rage&#039;&#039;]] state for at least one round before you may use this ability. This ability will also activate upon receiving injury like the [[#Rage|&#039;&#039;Rage&#039;&#039;]] feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Once per round while &#039;&#039;Berserk&#039;&#039;, if you hit with at least two attacks in a round, you gain an additional attack. Each extra attack gained through this feature lasts 2 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Further Beyond&#039;&#039;&#039;&lt;br /&gt;
|You become truly apoplectic. Activating [[#Rage|&#039;&#039;Rage&#039;&#039;]] again while already &#039;&#039;Berserk&#039;&#039; drives you &#039;&#039;Further Beyond&#039;&#039;, consuming another use of [[#Rage|&#039;&#039;Rage&#039;&#039;]] and granting an additional 1d6 damage to all attacks. In addition, once per round upon making a successful attack, the force of your blow also strikes each enemy near your target. Any enemy within 10m witnessing your activation of &#039;&#039;Further Beyond&#039;&#039; must roll a successful Will save (DC 20 + Charisma modifier) or suffer the effects of Fear for a number of rounds equaling your Charisma modifier (minimum 1). &#039;&#039;Further Beyond&#039;&#039; lasts a number of rounds equivalent to your Constitution modifier, and if no enemies remain in your vicinity when this effect ends, you regain a use of [[#Rage|&#039;&#039;Rage&#039;&#039;]]. You must have been in the &#039;&#039;Berserk&#039;&#039; state for at least one round before you may use this ability.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Behemoth&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I&#039;ll give you the first hit. Better make it count.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Meaty&#039;&#039;&#039;&lt;br /&gt;
| You convert an additional +15% of incoming damage into [[#Grit|&#039;&#039;Grit&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Seasoned&#039;&#039;&#039;&lt;br /&gt;
| While [[#Rage|raging]], when using [[#Grit|&#039;&#039;Grit&#039;&#039;]] to grant yourself temporary HP, apply the roll total as a Damage Reduction shield with a threshold equal to Your Constitution modifier, an absorption limit equal to the [[#Grit|&#039;&#039;Grit&#039;&#039;]] roll, and a duration in rounds also equal to your Constitution modifier. Successive uses of this ability add hit points to this absorption limit if its effect already exists.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tenderized&#039;&#039;&#039;&lt;br /&gt;
| While [[#Rage|raging]], you may expend another use of [[#Rage|Rage]] to grant yourself a physical damage immunity effect with a magnitude equal to your last [[#Grit|&#039;&#039;Grit&#039;&#039;]] roll. This effect lasts for a number of rounds equal to your Constitution modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Agitator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Let&#039;s do &#039;em, lads!&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Instigator&#039;&#039;&#039;&lt;br /&gt;
| You project an aura while under the effects of [[#Rage|&#039;&#039;Rage&#039;&#039;]]. Allies within this aura also gain the effects of your [[#Rage|&#039;&#039;Rage&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Stoking the Coals&#039;&#039;&#039;&lt;br /&gt;
| You gain [[#Grit|Grit]] when allies within your aura receive damage. When you expend [[#Grit|Grit]] while your aura is active, all allies within the aura receive the temporary hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Mob Rule&#039;&#039;&#039;&lt;br /&gt;
| While under the effects of [[#Rage|&#039;&#039;Rage&#039;&#039;]], you expend a use of [[#Rage|&#039;&#039;Rage&#039;&#039;]] to further inspire your allies. Allies currently within your aura gain one extra attack and +1 damage per ally within the aura at the time of activation, to a maximum of +5 damage. This effect lasts a number of rounds equal to the total Charisma modifier of all allies within the aura, to a maximum of ten rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1178</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1178"/>
		<updated>2021-02-07T16:59:34Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Positive Properties Master List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapons that fit an aesthetic instead of mechanical superiority and allows a character to use different weapon types without sacrificing combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d4	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d4||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Dart||	1d4||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d4||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||	1d6||	20||	x2||	Slashing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||	1d6||	20||	x2||	Piercing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||	1d6	||20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||	1d8||	20||	x2||	Slashing||	Small||	Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||	1d8||	20	||x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||	1d8||	20||	x2||	Piercing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||	1d8||	20||	x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||	1d8||	20||	x2||	Bludgeoning||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||	1d8||	20||	x2||	Bludgeoning/Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||	1d8||	20||	x2||	Slashing||	Medium	||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-	&lt;br /&gt;
|Halberd||	2d6||	20||	x2||	Slashing/Piercing||	Large	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||	2d6||	20||	x2||	Bludgeoning||	Large||	&lt;br /&gt;
|-&lt;br /&gt;
|Trident||	2d6||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d6||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||	0||	10||	0||	0%||	1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||	1||	+9||	-1||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||	2||	+8||	-2||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||	3||	+7||	-3||	0%||	10.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt    ||	4||	+6||	-4||	0%||	15.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat ||	5||	+5||	-5||	0%||	30.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate    ||	6||	+4||	-6||	0%||	40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||	7||	+3||	-7||	0%||	45.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||	8||	+2||	-8||	0%||	50.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||	9||	+1||	-9||	0%||	55.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item&#039;s core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
When an item reaches 40 Power, the character receives a general +1 AB as a &#039;Capstone Bonus&#039; while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).&lt;br /&gt;
&lt;br /&gt;
Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.&lt;br /&gt;
&lt;br /&gt;
Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each item has a Core Bonus which is a function of the item&#039;s Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.&lt;br /&gt;
&lt;br /&gt;
For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.&lt;br /&gt;
&lt;br /&gt;
Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Scrap !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Infusion || 10|| 2 Red, 1 Green || Increase an item&#039;s Power by 1. Consumes an amount of XP equal to the cube of the item&#039;s current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Stability || 10|| 2 Blue, 1 Green || Decrease an item&#039;s Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item&#039;s Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Abrogation || 10|| 3 Red || Remove a specific positive item property.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Potential || 10 || 1 Red, 1 Blue, 1 Green || Rolls a positive property within the available free Capacity on an item.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Transference || 10 || 1 Red, 2 Blue || Transfers properties and power between items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.&lt;br /&gt;
&lt;br /&gt;
The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.&lt;br /&gt;
&lt;br /&gt;
When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item&#039;s Capacity is expended; beyond which the purchased rank is random. This is to provide &#039;tentpole&#039; bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.&lt;br /&gt;
&lt;br /&gt;
Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).&lt;br /&gt;
&lt;br /&gt;
If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Spells generated on items require a number of charges equal to their spell level to cast.&lt;br /&gt;
&lt;br /&gt;
The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the &#039;Increased Charges&#039; property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.&lt;br /&gt;
&lt;br /&gt;
Charges on items can be restored while in the rest/wellpower state, using the &#039;Recharge&#039; power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unique Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tiers Table&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Tiers of items for generation in the loot table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Level Range!!Power (Base)!!Power (Dice)!!Disruption (Base)!!Disruption (Dice)&lt;br /&gt;
|-&lt;br /&gt;
| Low    || 3-5  || 4  || 1d6 || 2 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6-8  || 8  || 2d6 || 5 || 2d4&lt;br /&gt;
|-&lt;br /&gt;
| High   || 9-10 || 12 || 3d6 || 8 || 3d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Range of Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Low   ||3-7&lt;br /&gt;
|-&lt;br /&gt;
|Medium||4-13&lt;br /&gt;
|-&lt;br /&gt;
|High  ||10-19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Negative Properties Table&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Disruption Prerequisite!!Property (Negative)!!Repeatable?&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increase Weight 5lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increase Weight 10lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Increase Weight 15lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Vulnerability 5%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||Damage Vulnerability 10%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-1 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-2 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-3 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Maneuvers -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Metamagic -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced HP (1/2 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced HP (1 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Charges -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Charges -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Charges -3||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Stability -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Stability -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Stability -3||No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Positive Properties Master List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Property (Positive)!!Power!!Repeatable?!!Item Slots&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Skill (See Table)||1||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Skill (See Table)||2||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Skill (See Table)||3||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Saves vs Specific (See Table)||1||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Saves vs Specific (See Table)||2||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Saves vs Specific (See Table)||3||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 AC vs Damage Type||2||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 AC vs Damage Type||4||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 AC vs Damage Type||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Light 5m||1||No||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Light 10m||2||No||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Light 15m||3||No||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Weight Reduction 80%||2||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||Weight Reduction 60%||4||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 40%||6||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 20%||8||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Cast Spell L1||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Cast Spell L2||12||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Cast Spell L3||18||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Bonus Spell Slot L1||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus Spell Slot L2||12||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus Spell Slot L3||18||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus HP (1/2 HD)||4||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus HP (1 HD)||8||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Maneuvers +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increased Charges +2||4||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|1+||Rune Damage 1d8||3||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Rune Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Rune Damage 1d12||9||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Oil Damage 1d6||2||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Oil Damage 1d8||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Oil Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Massive Criticals 1d10||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Massive Criticals 2d10||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||+1 General Saves (See Table)||5||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Mighty +2||3||No||Ranged Weapon (Except Thrown)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Mighty +4||6||No||Ranged Weapon (Except Thrown)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Mighty +6||9||No||Ranged Weapon (Except Thrown)&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Ability (See Table)||11||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Ability (See Table)||16||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|30+||+4 Ability (See Table)||21||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Stability||2||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Stability||4||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Sneak Attack 1d6||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Skills&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Insight, Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acrobatics, Athletics, Stealth, Survival&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Acrobatics, Athletics, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Trapping, Sleight of Hand, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Animal Handling, Arcana, Medicine&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Insight, Trapping, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Stealth, Sleight of Hand, Survival&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Specific Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Mind Affecting, Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Positive, Negative&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Acid&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Fear, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Poison, Disease&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!General Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Will&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Fortitude&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acid, Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ability Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||.&lt;br /&gt;
|-&lt;br /&gt;
|Chest||.&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Dexterity, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Strength, Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Strength, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1177</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1177"/>
		<updated>2021-02-07T16:57:56Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Skills Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapons that fit an aesthetic instead of mechanical superiority and allows a character to use different weapon types without sacrificing combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d4	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d4||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Dart||	1d4||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d4||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||	1d6||	20||	x2||	Slashing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||	1d6||	20||	x2||	Piercing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||	1d6	||20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||	1d8||	20||	x2||	Slashing||	Small||	Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||	1d8||	20	||x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||	1d8||	20||	x2||	Piercing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||	1d8||	20||	x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||	1d8||	20||	x2||	Bludgeoning||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||	1d8||	20||	x2||	Bludgeoning/Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||	1d8||	20||	x2||	Slashing||	Medium	||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-	&lt;br /&gt;
|Halberd||	2d6||	20||	x2||	Slashing/Piercing||	Large	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||	2d6||	20||	x2||	Bludgeoning||	Large||	&lt;br /&gt;
|-&lt;br /&gt;
|Trident||	2d6||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d6||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||	0||	10||	0||	0%||	1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||	1||	+9||	-1||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||	2||	+8||	-2||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||	3||	+7||	-3||	0%||	10.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt    ||	4||	+6||	-4||	0%||	15.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat ||	5||	+5||	-5||	0%||	30.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate    ||	6||	+4||	-6||	0%||	40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||	7||	+3||	-7||	0%||	45.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||	8||	+2||	-8||	0%||	50.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||	9||	+1||	-9||	0%||	55.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item&#039;s core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
When an item reaches 40 Power, the character receives a general +1 AB as a &#039;Capstone Bonus&#039; while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).&lt;br /&gt;
&lt;br /&gt;
Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.&lt;br /&gt;
&lt;br /&gt;
Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each item has a Core Bonus which is a function of the item&#039;s Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.&lt;br /&gt;
&lt;br /&gt;
For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.&lt;br /&gt;
&lt;br /&gt;
Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Scrap !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Infusion || 10|| 2 Red, 1 Green || Increase an item&#039;s Power by 1. Consumes an amount of XP equal to the cube of the item&#039;s current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Stability || 10|| 2 Blue, 1 Green || Decrease an item&#039;s Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item&#039;s Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Abrogation || 10|| 3 Red || Remove a specific positive item property.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Potential || 10 || 1 Red, 1 Blue, 1 Green || Rolls a positive property within the available free Capacity on an item.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Transference || 10 || 1 Red, 2 Blue || Transfers properties and power between items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.&lt;br /&gt;
&lt;br /&gt;
The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.&lt;br /&gt;
&lt;br /&gt;
When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item&#039;s Capacity is expended; beyond which the purchased rank is random. This is to provide &#039;tentpole&#039; bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.&lt;br /&gt;
&lt;br /&gt;
Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).&lt;br /&gt;
&lt;br /&gt;
If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Spells generated on items require a number of charges equal to their spell level to cast.&lt;br /&gt;
&lt;br /&gt;
The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the &#039;Increased Charges&#039; property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.&lt;br /&gt;
&lt;br /&gt;
Charges on items can be restored while in the rest/wellpower state, using the &#039;Recharge&#039; power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unique Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tiers Table&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Tiers of items for generation in the loot table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Level Range!!Power (Base)!!Power (Dice)!!Disruption (Base)!!Disruption (Dice)&lt;br /&gt;
|-&lt;br /&gt;
| Low    || 3-5  || 4  || 1d6 || 2 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6-8  || 8  || 2d6 || 5 || 2d4&lt;br /&gt;
|-&lt;br /&gt;
| High   || 9-10 || 12 || 3d6 || 8 || 3d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Range of Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Low   ||3-7&lt;br /&gt;
|-&lt;br /&gt;
|Medium||4-13&lt;br /&gt;
|-&lt;br /&gt;
|High  ||10-19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Negative Properties Table&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Disruption Prerequisite!!Property (Negative)!!Repeatable?&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increase Weight 5lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increase Weight 10lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Increase Weight 15lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Vulnerability 5%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||Damage Vulnerability 10%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-1 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-2 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-3 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Maneuvers -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Metamagic -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced HP (1/2 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced HP (1 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Charges -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Charges -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Charges -3||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Stability -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Stability -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Stability -3||No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Positive Properties Master List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Property (Positive)!!Power!!Repeatable?!!Item Slots&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Skill (See Table)||1||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Skill (See Table)||2||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Skill (See Table)||3||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Saves vs Specific (See Table)||1||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Saves vs Specific (See Table)||2||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Saves vs Specific (See Table)||3||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 AC vs Damage Type||2||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 AC vs Damage Type||4||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 AC vs Damage Type||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Light 5m||1||No||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Light 10m||2||No||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Light 15m||3||No||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Weight Reduction 80%||2||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||Weight Reduction 60%||4||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 40%||6||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 20%||8||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Cast Spell L1||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Cast Spell L2||12||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Cast Spell L3||18||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Bonus Spell Slot L1||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus Spell Slot L2||12||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus Spell Slot L3||18||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus HP (1/2 HD)||4||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus HP (1 HD)||8||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Maneuvers +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increased Charges +2||4||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|1+||Rune Damage 1d8||3||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Rune Damage 1d10||6||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Rune Damage 1d12||9||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Oil Damage 1d6||2||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Oil Damage 1d8||4||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Oil Damage 1d10||6||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Massive Criticals 1d10||4||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Massive Criticals 2d10||10||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||+1 General Saves (See Table)||5||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Mighty +2||3||No||Ranged Weapon (Except Thrown)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Mighty +4||6||No||Ranged Weapon (Except Thrown)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Mighty +6||9||No||Ranged Weapon (Except Thrown)&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Ability (See Table)||11||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Ability (See Table)||16||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|30+||+4 Ability (See Table)||21||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Stability||2||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Stability||4||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Sneak Attack 1d6||10||No||Melee Weapon, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Skills&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Insight, Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acrobatics, Athletics, Stealth, Survival&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Acrobatics, Athletics, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Trapping, Sleight of Hand, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Animal Handling, Arcana, Medicine&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Insight, Trapping, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Stealth, Sleight of Hand, Survival&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Specific Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Mind Affecting, Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Positive, Negative&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Acid&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Fear, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Poison, Disease&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!General Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Will&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Fortitude&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acid, Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ability Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||.&lt;br /&gt;
|-&lt;br /&gt;
|Chest||.&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Dexterity, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Strength, Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Strength, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1176</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1176"/>
		<updated>2021-02-07T16:53:22Z</updated>

		<summary type="html">&lt;p&gt;Inf: /* Templar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|Power]] from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by &#039;&#039;Channel Divinity&#039;&#039; features and a small support spell list to make them an effective martial combatant and ally. Paladin [[#Archetypes|Archetypes]] focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Health|Divine Health]], [[#Lay on Hands|Lay on Hands I]], [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Divine Smite|Smite I]], [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Lay on Hands|Lay on Hands II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]], [[#Divine Smite|Smite II]] &lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Lay on Hands|Lay on Hands III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Divine Smite|Smite III]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Lay on Hands|Lay on Hands IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]], [[#Divine Smite|Smite IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Lay on Hands|Lay on Hands V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Health&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|8 || 4&lt;br /&gt;
|-&lt;br /&gt;
|10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Aura of Courage&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Paladins receive the [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] and [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] options for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend a use of &#039;&#039;Smite&#039;&#039; and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of &#039;&#039;Smite&#039;&#039; when an enemy rated Elite or higher is slain. A Paladin may use &#039;&#039;Smite&#039;&#039; a number of times per day according to their class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|5 || 4&lt;br /&gt;
|-&lt;br /&gt;
|7 || 6&lt;br /&gt;
|-&lt;br /&gt;
|9 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds their Charisma bonus to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#AuraOfGlory|Aura Of Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Avenger&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Your sins have been counted.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. In addition, if a creature you have previously struck with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] is slain, you regain one use of [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] any creature whilst under the effects of &#039;&#039;Judge&#039;&#039;, you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] damage, for a total of 12 rounds. If the target dies while under the effects of &#039;&#039;Jury&#039;&#039;, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of &#039;&#039;Jury&#039;&#039; in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| When you strike a creature with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Templar&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;My will is steel.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| 25% of the damage you take is recorded. When this value exceeds your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] absorption limit, you regain a use of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]]. In addition, whenever you cast Divine Shield any remaining absorption will be included in the new shield.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| When [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| While [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hospitaller&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Fending Gauntlet&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] on an ally, they also gain the effects of your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] at no cost. When you use your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], a point is deducted from your [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is restored.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Furious Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] restores a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] when used, and causes the next [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] used within [Charisma modifier] rounds to have an empowered effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Ablative Assault&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], your target also receives temporary hit points equal to your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] target. These temporary hit points also last a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inf</name></author>
	</entry>
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