Beckonfall Additional Classes 2

 


The Wedgearm
You are a person who has been encased in a set of permanent armor and has been affixed with a pike of metal in place of a left hand. Flesh and metal have merged.

You start encased in your armor(+1 AC), with your wedgearm and 10S.
Proficiency: N/A

Level 1. Your hand of choice is a spike of metal jutting outward, rigidly. The hand cannot be used normally. As a counterpoint, the wedge is now a 1d6 damage weapon with -1 AC.
The wedge cannot break and the armor cannot be removed.

You gain Lunge. It's an action. The next Attack you make this turn ignores AC.

Level 2. You may attack through objects up to 3 feet thick as if they weren't there.

Level 3. Your attacks crack the air with their speed, Your counter attacks now automatically hit and you cannot be counter attacked.



The Chronoclast

You are a man stuck in fractured time, he exists in the present and the past and uses that to his advantage.

You start with a simple weapon of your choice, Leather Armor, and 10S.
Proficiency: Light Armor.

Level 1. You may include where you were a turn ago (about 5 seconds) for all matters such as range, sight and attacks.

Level 2. Once per combat, you may take an additional turn. You may choose where in the order this extra turn is.

Level 3. You gain Time Rend. It's an Attack. You may draw a line between your present and past self. All enemies in the line take 1d8 damage.



The Paladin is a highly skilled fighter with some spell-casting abilities drawn from their chosen god.

You start with an Advanced weapon of your choice, HEAVY ARMOR, and 10S.
Proficiency: All weapons except firearms, all shields and heavy armor.

You gain 1MP per level.

Level 1. You gain Smite. It's an Instant Spell that costs 1MP. Once per day per Paladin level, the Paladin can invoke their deity and add 1d6 divine damage to their attack.

Level 2. You gain Consecration. It's a Spell. You may spend any amount of MP to heal 2d4 HP to any target you can touch.

Level 3. You gain Divine Crescendo. It's an Action. You may activate this to +1 AC and take and receive double damage for the rest of the turn.

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