A searchable D&D 5e spell list, sorted by class and level. The Grimoire is operated by DiceBard.com, Dice Bard has everything you need to play 5e. As long as all you need to play 5e is dice. Level 1 Spells Armor of Agathys Arms of Hadar Hellish Rebuke Hex Level 3 Spells from HIST 1411 at Amarillo College.
Quarterstaff - Melee - Healer/dps/tank - Stamina Only! 22 point tree! Introduction - I have loved Friar type characters in Video games and DnD nights for a long long time. Swinging around a large Quarterstaff to concuss the enemy or assist allies with healing spells has always drawn me towards playing them when i can. I have designed the Quarterstaff to follow some of the rules of the Friar from other games while still allowing it to maintain its identity as a Destructive tool as well as a new Tanking style concept that i think would bring dynamic gameplay to 3 of the 4 roles (sorry ranged). The first thing you will notice on the list below is the insane Stamina costs of some of the skills. While these are not final they are 100% intended. The second thing you might notice is the unique #4 Passive which is how the Quarterstaff allows Healer or dps or tank roles. I will cover more in a little bit regarding the Roles and its passive, as well as why i choose them in that position and stat increase they provide. One last thing, I am aware that the game is over run with Stamina builds in pvp and i will be personally looking at Magicka builds and skill lines in the future to try to counteract this. BUT this is not about those builds. For now Enjoy the skills and even if you don’t make it to the bottom of the post 100% let me know what you would change or if it is just bad or if you like it. Ultimate: Guard:(150 Ultimate cost) Absorbs Physical damage used against the player for 5 seconds. - Magicka Guard: (150 Ultimate cost) Absorbs magicka cast at the player instead for 5 seconds. - Interception: (300 Ultimate cost)(10 Meter) No longer absorbs all physical damage, instead Absorbs up to 50% of nearby damage dealt to friendly players for 5 seconds. If this total is more than double your max health, it will fail. Active Abilities: Back Hand: (3700 Stamina)(5 Meter) Strikes the target once. - Figure Eight: (6000 Stamina) Strikes the opponent twice. The second strike also hits nearby enemies for half the damage but this damage can not heal. - Fore Hand: (3700 Stamina) Applies minor endurance to nearby players for 17 seconds. This ability can no longer heal friendly players or benefit from any passives. Sweeping Strike:(3700 Stamina)(5 Meter) Attacks all targets in front of you. - Wild Swing: (3100 Stamina)(8 Meter) Strikes all targets around you and sets them off balance. - Wild Strike: (5000 Stamina) Applies Major Fracture to the target for 15seconds but only hits one target. This ability can no longer heal friendly players or benefit from any passives. Provoke:(1148 Stamina)(12 Meter)Taunts an enemy for 15seconds to attack you. - Intimidate:(1148 Stamina)(28 Meter) Ranged Taunt - Duel:(1148 Stamina) (Passive) if only one enemy is attacking you gain 10% Weapon damage. Evade:(3672 Stamina) Increases Evasion chance by 15%. The player can no longer benefit from non Quarterstaff Evasion Effects while this is active. 5 second Duration - Shrug it off:(3672 Stamina) While active the player blocks all Heavy attacks. The player can no longer benefit from non Quarterstaff Evasion effects while this is active. - Brush it off:(3672 Stamina) While active the player blocks all Light attacks. The player can no longer benefit from non Quarterstaff Evasion effects while this is active. Power Strike:(4500 Stamina)(5 Meter) You leap towards an enemy, dealing a powerful strike and healing nearby players for 80% of its damage. - Skull Crack:(4500 Stamina) Lowers the Quarterstaff at full speed onto the targets head, Stunning them for 2seconds. - Rushed Assault:(9000 Stamina)(8 Meter) Ignores resistances, but can no longer heal friendly players or benefit from any passives. Passives 1. (2 points) Each time a target takes Physical damage while a Quarterstaff is equipped, Heal 1/2 nearby friendly players for 20%/45% of the damage done. 2. (2 points) Stamina Cost reduction: Gain 10%/20% Stamina reduction for Quarterstaff Abilities. 3. (3 points) Every time a target Dies restore 5%/10%/15%Magicka and 2%/5%/10% stamina to 2/4/6 nearby targets 4. Specialized: While you have a Quarterstaff Equipped. (1 point) Heavy Armor: If you have 3 pieces of Heavy armor equipped you take 6% more healing and take 4% less Damage, but can no longer heal with Quarterstaff abilities. Medium Armor: If you have 3 pieces of Medium Armor equipped increase Healing done and Evasion rating by 15% Light Armor: If you have 3 pieces of Light Armor equipped gain Melee Critical Strike rating by 984 and gain an Absorb Shield every 20seconds for 20% of your health. 5. (2 points) For every target hit or healed from a Quarterstaff ability in the past 2/3 seconds gain 1% damage increase. This ability does not refresh. Specialized Passive and what it does for Roles. The Specialized Passive is designed to encourage choice. To obtain any of these bonuses you MUST have 3 pieces of the armor type to obtain that bonus. This way you can only ever have 2 of the bonuses with 1 of the 3rd set you don’t have equipped to make out the undaunted. This means that you will never be able to have 3 heavy and 3 medium as well as 5 set medium bonus passives and so on. You can however still have your 3 Medium, 3 Heavy, 1 Light for that juicy Undaunted Passive. Tank – Specialized provides tanks with 6% incoming healing bonus (Heavy 5 set is 8%) and 4% damage reduction. The added effect stops you being able to heal while you are tanking. This means you should probably be looking at those high Stamina cost abilities to deal that damage or apply those debuffs. DPS – Specialized provides Dps with that unique 15% damage increase just from a skill tree. It also means that they will need to be looking at one of the other armor types to get that Weapon Crit buff and shield or increase their incoming healing and reduce damage incoming. Choices are a plenty Healing – Specialized Provides the melee healing concept a solid critical strike chance, a safety shield as well as an option to go into Medium to increase healing and damage which also increases healing. Or go into Heavy to get that Damage reduction and increased incoming healing for PvP. Required Game changes. Evasion needs to be an evade and not the damage reduction for area of effect it is atm. Evade should be exclusive to Medium Ultimate and Quarterstaff (MAYBE NIGHTBLADE, would need to look at the trees a little bit to see how high the Evade % could actually get to). The one thing that i feel will save DPS Quarterstaff builds is the high cost of the abilities. Yes they do an immense amount of damage with things like Rushed Assault. The drawback is the insane Stamina cost that slows down your combat a fair bit. Some classes might excel at this tho. See below for an example. I have gone through all the classes in the game and majority of the races (all the stamina ones at least) and matched them up to see some pretty insane combos. Redguard - Warden Quarterstaff + Stamina Bear Ult Wild Swing into Rushed assault while Stamina betty and Falcons swiftness (acceleration if you prefer) is going to be a heavy hitting combo that's for sure. Might need to look at it a little bit. Below is a couple sets that could be changed as well as a few new ones specific for Quarterstaff. Maelstrom Arena Weapon: Guard will always block Physical damage on you. New set: Friars Folly (2 items) 1032 Max Stamina (3 items) 124 Weapon Damage (4 items) 1032 Max Stamina (5 items) Adds 300 Weapon damage to your Quarterstaff abilities. Downfall of the Delver (2 items) 1032 Max Health (3 items) 1032 Max Stamina (4 items) 4% Healing done (5 items) Grants you the Duel Passive at all times. Crafty Khajit (2 items) Adds 1096 Max Stamina (3 items) Adds 1096 Max Stamina (4 items) Adds 1096 Max Stamina (5 items) While you have a Pet active increase your Stamina by 3150. Necropotence for Stamina. Also probably be best to have a Physical Penetration set here aswell. Set changes that would be good for Quarterstaff: Sanctuary (Update) (2 items) Adds 1206 Max Health (3 items) Adds 4% Healing Taken (4 items) Adds 1032 Max Magicka and Stamina. (5 items) Increases your healing received by 12% for you and up to 11 group members within 10 meters of you. Reasoning – Gives a solid ground for lower level gear to be applied to starting out characters. This can be applied to almost ALL of the healing sets. Just throw in a little stam with the Magicka and watch the healing fly. Galerion's Revenge (Rework) (2 items) Adds 1032 Max Stamina (3 items) Adds 129 Stamina Recovery (4 items) Adds 129 Weapon Damage (5 items) When you deal damage with a Light of Heavy Attack, you put a Mark of Revenge on the enemy for 15 seconds. This Effect stacks. After 15 seconds the mark of Revenge detonates on an enemy for 2350 Physical Damage per stack. Reasoning - DPS point of view, Quarterstaff is expensive to dps in. you will be auto attacking alot, this set could provide filler to allow you to deal some extra damage on the side while trying to get that Precious stamina back up for more Assault spamming. Healing point of view, This would just be a fun little addition to the healing you provide simply because dealing Physical damage in passive #1 grants healing, so a mini heal nuke basically. Leviathan (Rework) (2 items) Adds 1096 Max Stamina (3 items) Adds 1240 Weapon Critical (4 items) Adds 1240 Weapon Critical (5 items) Your Ultimate ability now costs Half Reasoning - Leviathan offers ALOT of Weapon Crit but is appreciated to the point where it’s only used in beginner builds. SOME end game builds use it but it’s just Crit stacking. This set being medium and Weapon Critical /stam aswell as halfing your Ultimate Cost for abilities would provide alot more Damage for all of the Stam Dps builds. (could also be OP, would have to look but the 5set probably) For healers this would provide not only more healing cooldowns but maybe those precious Interceptions from tanks and healers in raid that basically block half of the massive raid mechanic damage. Think of those Vet Mechanics you could put in because of it if you had that ability in game! Ranger's Gait (Rework) (2 items) Adds 129 Stamina Recovery (3 items) Adds 1096 Max Stamina (4 items) Adds 1096 Max Stamina (5 items) Adds 129 Stamina Recovery (5 items) Adds 500 Weapon Damage to Power Strike. Reasoning - DPS. Rushed Assault has a high cost high reward playstyle. The ability its self is not intended to be spammed but to be used as a means of finishing the enemy off in a desperate 'im going to use an extremely large chunk of my resource to end you' sorta scenario. The stamina recovery from Vampire/Werewolf aswell as the base class/race combination (redguards are looking fantastic in this) basically means you are going to be regenning like crazy so it sort of balances out. The number is not final for the Stamina cost on the ability but it should be really high based on what the Stamina recovery can be in the best cast scenario. Senche's Bite (Rework) (2 items) Adds 1096 Max Stamina (3 items) Adds 833 Weapon Critical (4 items) Adds 1096 Max Stamina (5 items) When you use Roll Dodge, your next Back hand will strike the target twice. Reasoning - Healing. Healers will always need some love. By giving the roll dodge option it gives a higher level of game play. By roll dodging your next Figure Eight could hit 4 times, aswell as 2 of those are free aoe damage. HEAVY HEALS! Witchman Armor (Rework) (2 items) Adds 1206 Max Health (3 items) Adds 5% Evasion (4 items) Adds 1206 Max Health (5 items) Adds 5500 Max Health while you have only 3 pieces of Heavy Armor Equipped. Reasoning - Quarterstaff is basically an evasion tank. it is going to take damage and plans to take damage but Evasion is its main source of Damage mitigation. The 5 set bonus would be almost unique to Quarterstaff tanking simply because their Specialized Passive Encourages 3 Heavy 3 Medium, or 3 Heavy 3 Light, or 3 medium 3 light. Let me know what you guys think and if there are any changes you would rather see.
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. https://imbcuiq.weebly.com/blog/ccleaner-mac-chrome-cleaner-settings. While not always benevolent, Aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials.
Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil Aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.
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Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.
PROTECTOR AASIMAR
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Behavior balance dmg liquid reviews 2017.
SCOURGE AASIMAR
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
FALLEN AASIMARDnd Armor Of Agathys Does It Always Do Max Dmg Until Gone Full
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.
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The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest
How to get rid of mac cleaner popup. Aasimar are placed in the world to serve as guardians of law and good. Xc2 blade list. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
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While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being-usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.
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NOTE TO THE DM: PLAYING AN ANGELIC GUIDE As DM, you take on the role of an aasimar's il-ngetk guide and decide what kind of advice or omens to send in dreams. The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards.
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Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away frorri the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.
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Most aasimar are born from human parents, and they use the same naming conventions as their native culture.
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