Quinlan63
The Overlord
- Equipment Specializations
- Magic Augmentations
- Action Efficiency
- Resource Management
- Combat Oriented Bonuses
- Utility
Defender - Your END is doubled when wielding a shield (With a minimum of 1 END).
Dual Wielder - +2 AP and off-hand attacks do full damage when wielding two one-handed weapons.
Duelist - When using a single one-handed weapon and not holding a shield you can add half you STR to your END stat.
Great Weapon Master - You deal an additional (Player level+5) damage when wielding a two-handed weapon but gain a -1 AP.
Iron Fist - You deal an additional (Player level+1) damage when fighting completely unarmed.
Sharpshooter - You deal an additional (Player level+5) damage when wielding a long range weapon but gain a -5 END.
Healer - Your healing spells and skills heal an additional (Player level+5).
Ritual Caster - Spells marked as rituals can be cast for free if you take 10 minutes (or 1 round) to cast the spell (while casting a spell as a ritual you are unable to move).
Sage - Your spells deal an additional (Player level+10) damage when wielding a two-handed staff but gain a -10 END.
Patron - Creatures and being that are magically under your control gain an additional (Player level+5) HP, (Player level) END, and (Player level+2) damage.
Battle Magic- You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.
Demonologist- Demons that you come in contact with magically become linked to you with you gaining of control of them. You can control a number of demons equal to the combined level of yourself (Example: If the player is level 5 you can control five level 1 demons, a level 2 and level 3 demon, a level 1 and level 4 demon, or a single level 5 demon) [Does not work with boss type enemies]
Beast Mastery- Beast type creatures that you come in contact with magically become linked to you with you gaining of control of them. You can control a number of beast equal to the combined level of yourself (Example: If the player is level 5 you can control five level 1 beast, a level 2 and level 3 beast, a level 1 and level 4 beast, or a single level 5 beast) [Does not work with boss type enemies]
Control Undead- Undead that you come in contact with magically become linked to you with you gaining of control of them. You can control a number of undead equal to the combined level of yourself (Example: If the player is level 5 you can control five level 1 undead, a level 2 and level 3 undead, a level 1 and level 4 undead, or a single level 5 undead) [Does not work with boss type enemies]
Archfey- Fey type creatures that you come in contact with magically become linked to you with you gaining of control of them. You can control a number of fey equal to the combined level of yourself (Example: If the player is level 5 you can control five level 1 fey, a level 2 and level 3 fey, a level 1 and level 4 fey, or a single level 5 fey) [Does not work with boss type enemies]
Elementalist- Elemental creatures that you come in contact with magically become linked to you with you gaining of control of them. You can control a number of elementals equal to the combined level of yourself (Example: If the player is level 5 you can control five level 1 elementals, a level 2 and level 3 elementals, a level 1 and level 4 elementals, or a single level 5 elemental) [Does not work with boss type enemies]
[Passives that magically grant control over certain creatures do not stack]
Critical Hit - Every 5th attack deals double damage ignoring the targets END stat but after the next time you take damage you take double damage ignoring the END stat
Extra Attack- You can attack twice on your turn whenever you use a normal attack (does not work with spells or attack skills)
Action Economy - Increase your AP by +3. [Can be picked more than once]
Signature Move - Pick one spell or skill you have and at the first turn of battle you are able to use if for free once.
Tough - You gain (Player level*5) HP upon getting this passive then gain and addition 5 HP as you level up
Zen - For every 5 enemies killed you gain back 1 AP back [Stacks for Tortles]
Celestial Blood (REQUIRED: Level 10) - You gain the blood of a Celestial gaining bonuses. +3 AP/ You can conjure wings of light that you can fly with/ +1 Follower/ +(Player level+5) radiant damage to all attacks
Infernal Blood (REQUIRED: Level 10)- You gain the blood of an Infernal gaining bonuses. +3 AP/ You can conjure wings of darkness that you can fly with/ +1 Follower/ +(Player level+5) fire damage to all attacks
Inspiring Leader - Your followers/Party members/Party member's followers gain a bonus to all stats equal to (Player level/2) [Does not stack]
Lead From the Front - At the start of battle you get to go first before everyone bypassing the AGI stat. Starting on the next round you go in the correct order. [Bypasses the werewolf racial feature]
Martial Master (REQUIRED: Level 10, Iron Fist)- +2AP, Effect of Iron Fist is doubled, cost of all Active Abilities are reduced by 1 (minimum 1)
Vampire Lord (REQUIRED: Level 10, Vampire Race)- +3 AP, Character can opt to spend HP instead of AP for a spell using 15 HP per 1 AP of cost, Vampiric Drain can give HP over the character's HP cap.
Prodigy of the Arcane (REQUIRED: Level 10)- +5 AP, Get 3 additional spells. The player can also spend extra AP to increase the effect of their spells by their INT stat per point of extra AP spent.
Master-of-Arms (REQUIRED: Level 10)- +2 AP, player can choose to have their attacks do half damage as piercing attacks if beneficial, player gets an extra attack that stacks with the Extra Attack skill.
Smite- When performing a normal weapon attack you can spend 1 to 5 AP adding (Player level+5) damage per AP spent
Darkvision - You are able to see in the dark.
Diver - You gain the ability to breathe underwater.
Lizardkin - You gain a mutation that gives you lizard-like features, including poison immunity.
Lay On Hands- You gain a pool of magical healing equal to (Player level*10) HP that you can use on yourself or on another target that you can touch. You can spend 5 HP from this pool to cure a target from a negative effect. It takes 1 hour of rest to restore this pool before you can use it all over again.
Bunker Buster (Cost 3 AP)- You pull out a large hand cannon fire a large ball of lead dealing (Player level+Dex) blunt damage (This attack counts as a long range weapon when accounting the Sharpshooter passive skill) [Large targets like giants and dragons become knocked out until the end of your next turn or until they take damage]
Commander's Strike (Cost 1 AP)- You can have an ally take another attack in place of you on your turn with them dealing (Player level+5) bonus damage
Disarming Attack (Cost 1 AP)- You deal normal damage and knock the weapon out of the targets hand
Draining strike (Cost 2 AP)- You attack the target and are healed for half the damage dealt
En Garde [Reaction] (Cost 2 AP)- When attacked (by a single target attack) you can use a melee weapon to block the attack and retaliate immediately dealing normal damage to the target
Evasive Strike (Cost 3 AP)- You deal (Player level) additional damage and automatically will perform the Dodge or Uncanny Dodge actions the next time you are subjected to an attack
Flurry of Blows [Bonus Action] (Cost 1 AP)- You can perform two bonus unarmed melee attacks
Goading Attack (Cost 1 AP)- You deal normal damage and until the end of your next turn the target you attacked will only attack you
Ki Blast (Cost 3 AP)- You fire a blast of Ki force energy from your hands dealing (Player level+Strength+10)
Piercing Strike [Must use a dagger] (Cost 2 AP)- Attack causing normal dmg, but leaving the enemies armor weakened, lowering END by (Player level) [This effect does not stack]
Poison Strike (Cost 2 AP)- You attack the target dealing poison damage (based on your normal damage) then starting on their turn they take (Player level+5) damage for 5 rounds [The poison damage does not stack but resets the duration]
Stunning Strike (Cost 3 AP)- With an unarmed melee attack you can disrupt the ki flow in the target stunning them until the end of your next turn
Sweep Attack (Cost 2 AP)- You are able to hit 2 Targets with a single melee weapon attack dealing normal damage
Trip Attack (Cost 3 AP)- The target takes half damage, falls prone negating the effects of the END stat, and have to use an action to stand up on their turn
Volley (Cost 1 AP pre Target)- With a long range weapon you can attack any number of enemies dealing half damage
Shield Charge (Cost 3 AP)- Raise your shield and charge for 15 ft, knocking aside and dealing normal dmg to enemies in a line.
Cutting Words (Cost 2 AP)- You insult the target into submission dealing (Player level+5) psychic damage and their next attack will only do half damage.
Action Surge [Bonus Action] (Cost 1 AP)- The user surges into battle doubling the number of attacks they can perform
Bravado (Cost 1 AP)- Forfeit your attack turn. You can cast a spell or use a skill with your bonus action, so long as it does not include or incorporate an attack. If you are hit between the casting and your next turn, on your next turn you may take the attack that did the most damage and add the damage before END to an attack against that specific creature. If no enemy in combat attacks you, all enemies are frightened of you and will not willingly move towards you for a whole round.
Phalanx [Bonus Action] (Cost 0 AP)- When three or more characters with shields perform this action next to each other, they can perform the Dodge action on behalf of the people next to them.
Rage [Bonus Action] (Cost 2 AP)- For the next 10 rounds of combat you have resistance to slashing and burgeoning non-magical attacks and deal an additional (Player level+2) damage with all melee based attacks (You cannot cast spells while using Rage)
Second Wind [Bonus Action] (Cost 1 AP)- In the heat of battle you can heal yourself for (Player level*5) HP
Shield Up (Cost 2 AP)- Raise your shield, blocking all attacks until your next turn. You are unable to attack during this time.
Bardic Inspiration [Bonus Action] (Cost 1 AP)- You instill inspiration to others granting them one of 3 bonuses on there next turn. They can deal (Player level+5) bonus damage on the next hit they land before the end of their turn. They can increase their END by (Player level+5) until the end of their next turn. Or the next skill they use can have the cost cut in half (rounded up) with a minimum of 1 AP being the cost.
Acid splash (Cost 2 AP)- You create a vial of acid that you can throw (or store for later with a max of 3) at a target dealing (Player level+Int) acid damage then for the next 3 round the target has there END cut in half for 3 rounds
Alchemist Fire (Cost 2 AP)- You create a vial of liquid fire that you can throw (or store for later with a max of 3) at a target dealing (Player level+Int) fire damage then deals (Player level+5) fire damage to the target at the beginning of their next 3 turns. [Damage does not stack]
Healing Potion (Cost 2 AP)- You create a potion that you can use (or store for later with a max of 3) to heal yourself or another for (Player level*5) [Does not stack with Healer]
Stealth (Cost 3 AP)- You become completely invisible to the naked eye and stay that way until you attack (or make contact with) someone/ You deal double damage coming out of stealth
Poison of Slowing (Cost 2 AP)- You create a vial of poison that you can throw, apply to a weapon, place in food, (or store for later with a max of 3). The poison reduces the targets AGI for (Player level+AGI) for 5 rounds of combat (or 1 hour outside combat) [Poison consumed in food is tasteless and undetectable] [AGI can't drop lower than 0]
Poison of Weakening (Cost 2 AP)- You create vial of poison that you can throw, apply to a weapon, place in food, (or store for later with a max of 3). The poison reduces the targets STR and DEX for (Player level+5) for 5 rounds of combat (or 1 hour outside combat) [Poison consumed in food is tasteless and undetectable] [Stats can't drop lower that 1]
Counterspell [Reaction] (Cost 5 AP)- You negate the effects of a spell cast in the same round
Haste (Cost 2 AP)- The target of this spell gets another action (which can be used to Attack, cast spell, or use a skill) for 5 rounds. Once the effects of this spell ends the target is unable to move and take any actions until until the end of their next turn. [The caster of this spell can only use this on one person at a time]
Heal (Cost 1 AP)- You can heal the target for (Player level*[Int/2]) HP
Magic Weapon [Bonus Action] (Cost 2 AP)- For the next 5 rounds of combat your weapon deals an additional (Int) damage and makes your attacks magical
Mass Heal (Cost 4 AP)- You gain a pool of healing worth (Player level*70) and can divide that among any number of creatures of your choice
Cure (Cost 3 AP)- Removes the effects of any negative effects the target may be affected by.
Charm (Cost 1 AP)- Your charming qualities shine through charming the target. Until the end of your next turn the target will become non-hostile, unable to attack or move while they are focused on you.
Fear (Cost 1 AP)- The target of this spell becomes fearful of the caster and will not willingly approach them until the end of your next turn
Mirror Image (Cost 2 AP)- 3 illusionary duplicates of yourself appear next to you. The next three times you get attacked a duplicate will take the attack instead and they are destroyed on contact. This spell ends when all 3 duplicates are destroyed.
Shield (Cost 2 AP)-The target gains a magical shield that absorbs (Player level+Int+5) damage before they take damage
Vine Grapple (Cost 2 AP)- The target becomes unable to move for 3 rounds.
Call Lightning (Cost 4 AP)- You summon forth a storm cloud that has a 60 ft radius overhead that follows you while in combat for 10 rounds. As a bonus action you can call two lightning bolts to strike two separate targets for (Player level+[Int/2]) lightning damage
Chilling Touch (Cost 1 AP)- Touching the target you deal (Int) ice damage, and can't regain HP until the start of your next turn, and if the target is undead they will miss their next attack
Fireball (Cost 3 AP)- You throw a ball of fire that explodes in a 20 ft radius area dealing (Player level+Int+10) damage to everyone in the area
Firebolt (Cost 1 AP)- You launch a bolt of fire at the target dealing (Player level+Int) damage
Ice Spear (Cost 1 AP)- You fire a spear of ice at the target dealing (Player level+Int) damage
Lightning Steam (Cost 1 AP)- You fire a stream of lightning at the target dealing (Player level+Int) damage
Magic Missile (Cost 0 AP)- You shoot a missile of pure magic at the target dealing (Player level+ Int) damage
Spectral Blades (Cost 1 AP per blade)- You conjure a blade of spectral energy and launch it at the target dealing (Player level+[Int/2]) piercing damage (At levels 2,4,6, and 8 you can conjure and extra blade)
Portal [Ritual] (Cost 5 AP)- You are able to open a portal for a group of people back to any city, village, or campsite that you have been too
Teleport [Ritual] Cost 3 AP)- You are able to teleport yourself back to any city, village, or campsite that you have been too
Water Breathing [Ritual] (Cost 3 AP)- The target of this spell is able to breath underwater for 1 hour
Water Walk [Ritual] (Cost 3 AP)- The target of this spell is able to walk on water for 1 hour
Weapon of Choice [Ritual] (Cost 3 AP)- Select a weapon in your inventory. Until this ritual is cast again, the weapon will do an extra (Player Level) Damage in your hands. This can only be cast once a day, and only on one weapon at a time.
Daggers deal half damage, deal piercing damage, and can be thrown using DEX to determine the damage
Clubs, hammers, and impact based weapons deal bludgeoning damage
When dual wielding you can make a second bonus attack (using your bonus action) that deals half damage (daggers will do the same amount of damage)
In combat everyone gets to make one action (normal attack, spell, or skill) and one bonus action (actions, abilities or spells labeled bonus action). The use of a skill or spell negate the effect of the Extra Attack skill unless it is a bonus action. Players only get one reaction per round of combat.
Reactions are used after the corresponding action has taken place and have to be done at the beginning of your turn
Weapons like bows and crossbows come with infinite ammo
Bladed weapons do slashing damage
1 round equals every single person involved in combat takes their turn
Leveling will be based on the number of pages in the thread starting with the first level up coming after 4 pages have been written. After that 5 more pages have to be written the 6, 7, 8, 9, 10, 11, and 12 more need to be written to progress in each level. [Note: After each level the number of pages needed to be written starts over and adds to the next level.]
The number of reactions a player can perform in one round is equal to 1/3 their AGI rounded up
Passive skills
Iron Fist- You deal an additional (Player level+1) damage when fighting completely unarmed
Duelist- When using a single one-handed weapon and not holding a shield you can add half you STR to your END stat
Dual Wielder- +2 AP and off-hand attacks do full damage when wielding two one-handed weapons
Great Weapon Master- You deal an additional (Player level+5) damage when wielding a two-handed weapon but gain a -1 AP
Sharpshooter- You deal an additional (Player level+5) damage when wielding a long range weapon but gain a -5 END
Defender- Your END is doubled when wielding a shield (With a minimum of 1 END)
Sage- Your spells deal an additional (Player level+10) damage when wielding a two-handed staff but gain a -10 END
Healer- Your healing spells and skills heal an additional (Player level+5)
Lizardkin- You gain a mutation that gives you lizard-like features including poison immunity
Diver- You gain the ability to breath under water
Darkvision- You are able to see in the dark
Summoner- Summons created from spells gain an additional (Player level+5) HP, (Player level) END, and (Player level+2) damage
Ritual Caster- Spells marked as rituals can be cast for free if you take 10 minutes (or 1 round) to cast the spell (while casting a spell as a ritual you are unable to move)
Tough- You gain (Player level*5) HP upon getting this passive then gain and addition 5 HP as you level up
Extra Attack- You can attack twice on your turn whenever you use a normal attack (does not work with spells or attack skills)
Critical Hit- Every 5th attack deals double damage ignoring the targets END stat but after the next time you take damage you take double damage ignoring the END stat
Active skills
Action Surge [Bonus Action] (Cost 1 AP)- The user gets to do one more additional attack
Rage [Bonus Action] (Cost 2 AP)- For the next 10 rounds of combat you have resistance to slashing and burgeoning non-magical attacks and deal an additional (Player level+2) damage with all melee based attacks (You cannot cast spells while using Rage)
Second Wind [Bonus Action] (Cost 1 AP)- In the heat of battle you can heal yourself for (Player level*5) HP
Commander's Strike (Cost 1 AP)- You can have an ally take another attack in place of you on your turn with them dealing (Player level+5) bonus damage
Disarming Attack (Cost 1 AP)- You deal normal damage and knock the weapon out of the targets hand
Evasive Strike (Cost 3 AP)- You deal (Player level) additional damage and automatically will perform the Dodge or Uncanny Dodge actions the next time you are subjected to an attack
Goading Attack (Cost 1 AP)- You deal normal damage and until the end of your next turn the target you attacked will only attack you
En Garde [Reaction] (Cost 2 AP)- When attacked (by a single target attack) you can use a melee weapon to block the attack and retaliate immediately dealing normal damage to the target
Sweep Attack (Cost 2 AP)- You are able to hit 2 Targets with a single melee weapon attack dealing normal damage
Trip Attack (Cost 3 AP)- The target takes half damage, falls prone negating the effects of the END stat, and have to use an action to stand up on their turn
Flurry of Blows [Bonus Action] (Cost 1 AP)- You can perform two bonus unarmed melee attacks
Ki Pulse (Cost 3 AP)- You fire a blast of Ki force energy from your hands dealing (Player level+Strength+10)
Stunning Strike (Cost 3 AP)- With an unarmed melee attack you can disrupt the ki flow in the target stunning them until the end of your next turn
Draining strike (Cost 2 AP)- You attack the target and are healed for half the damage dealt
Volley (Cost 1 AP pre Target)- With a long range weapon you can attack any number of enemies dealing half damage
Stealth (Cost 3 AP)- You become completely invisible to the naked eye and stay that way until you attack (or make contact with) someone/ You deal double damage coming out of stealth
Poison Strike (Cost 2 AP)- You attack the target dealing poison damage (based on your normal damage) then starting on their turn they take (Player level+5) damage for 5 rounds [The poison damage does not stack but resets the duration]
Spells
Magic Missile (Cost 0 AP)- You shoot a missile of pure magic at the target dealing (Player level+ Int) damage
Teleport [Ritual] Cost 3 AP)- You are able to teleport yourself back to any city, village, or campsite that you have been too
Portal [Ritual] (Cost 5 AP)- You are able to open a portal for a group of people back to any city, village, or campsite that you have been too
Heal (Cost 1 AP)- You can heal the target for (Player level*[Int/2]) HP
Firebolt (Cost 1 AP)- You launch a bolt of fire at the target dealing (Player level+Int) damage
Ice Spear (Cost 1 AP)- You fire a spear of ice at the target dealing (Player level+Int) damage
Lightning Steam (Cost 1 AP)- You fire a stream of lightning at the target dealing (Player level+Int) damage
Counterspell [Reaction] (Cost 5 AP)- You negate the effects of a spell cast in the same round
Shield (Cost 2 AP)-The target gains a magical shield that absorbs (Player level+Int+5) damage before they take damage
Magic Weapon [Bonus Action] (Cost 2 AP)- For the next 5 rounds of combat your weapon deals an additional (Int) damage and makes your attacks magical
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