Initial Commit - Herbalist

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# Magicite
Welcome to the World of Balance of Final Fantasy 6.
This repository holds add-on content for the DnD 5e ruleset to be used in my personal campaign but you are free to use the classes, characters, monsters and esper system in your own adventures.
## Principles
### Only Humans
There are no playable races in the World of Balance. Only Humans.
Magi/Esper exist but they have initially also been humans, inflicted by the magic of Demon, Fiend and Goddess.
You could think of a Moogle or Wolf race, but for simplicity's sake and due to the fact that these creatures can't talk in human language, i have left them out.
You can, of course, still use these classes in a world with more races. This is up to you in the end.
### Esper/Magicite System
Normal people have no access to magic per default. Magic is only acquired by the use of magicites or by being subjected to Magitek experiments.
There is a Magitek class available which has access to magic but it is limited to basic spells and is also unable to learn stronger ones without the use of magicites.
To retrieve magicite, players have to either defeat espers or befriend them. This opens up a way for them to turn into magicite. The precise implementation is up to the gamemaster.
You can read more about it here: [Magicite System](rules/magicite.md)
## Material
### Characters
- [Classes](classes/overview.md)
- [Traits](traits/overview.md)
- [Abilities](abilities/overview.md)
### Equipment
- [Equipment](equipment/overview.md)
- [Magicite](equipment/magicite/overview.md)
## GameMaster Material
### Creatures
- [Esper](creatures/esper/overview.md)
- [Monsters](ceatures/monster/overview.md)
### Locations
- [World of Balance](world/wob_overview.md)

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# Herbalist
## Herbalist Table
| Level | Proficiency Bonus | Features | Magicite Efficacy |
|:-----:|:-----------------:|----------------------------------------------|:-----------------:|
| 1 | +2 | Balm mixing, Nature's Knowledge | 2 |
| 2 | +2 | Potion mixing | 3 |
| 3 | +2 | Path of Herbalist Feature | 3 |
| 4 | +2 | Ability Score Improvement, Bow & Arrow Proficiency | 3 |
| 5 | +3 | Befriending Animals | 4 |
| 6 | +3 | Gardening, Herbalist Expert | 4 |
| 7 | +3 | Potion & Balm Education | 5 |
| 8 | +3 | Ability Score improvement, Path of Herbalist | 5 |
| 9 | +4 | - | 5 |
| 10 | +4 | Potion Potency & Injections | 6 |
| 11 | +4 | - | 6 |
| 12 | +4 | Ability Score Improvement | 6 |
| 13 | +5 | Path of Herbalist - Merge | 6 |
| 14 | +5 | - | 6 |
| 15 | +5 | n/a | 7 |
## Class Features
### Hit Points
**Hit Dice:** 1d8
**Hit Points at 1st Level:** 8 + Constitution Modifier
**Hit Points at higher Levels:** 1d8 (or 5) + Constitution Modifier per herbalist level after 1st
### Proficiencies
**Armor:** Light armor, medium armor, shields (herbalists will not use shields made out of metal)
**Weapons:** Clubs, daggers, darts, maces, quarterstaffs, sickles, slings, spears, javelins
**Tools:** Herbalism kit
**Saving Throws:** Intelligence, Wisdom
**Skills:** Choose three from Animal Handling, Insight, Medicine, Nature, Perception and Survival
### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden shield or (b) any simple weapon
- any simple melee weapon
- Leather armor, an explorer's kit, a herbalism kit
### Abilities
Herbalists are specialists at using natural resources to make balms, powder, potions and injections.
#### Balm Mixing
Using oily plants or beeswax as base, herbalists can create balms to heal wounds on allies bodies.
These can be restocked by finding beecombs or oily plants and herbs in the wild.
**Healing Balm:** Apply using one stack from your pouch. Recovers 1 HP and stops bleeding.
##### Improvements
Improving on the craft of the healing balm, you can now create more versatile balms to prepare your allies for combat and weather situations.
- **Hardening Paste:** Using bark powder and oil, you can create a thick layer which you can apply to allies weakspots to protect from attacks. This allows to throw a saving throw to evade taking damage at covered locations.
- **Anti-Fire-Salve**
- **Anti-Freeze-Salve**
#### Potion Mixing
Instead of using oily bases, potions are based on watery solutions. Using this, herbalists can serve potions to enhance allies' powers from within, albeit regeneration, power or other.
Potion Brewing/Mixing can fail and you have to roll on Wisdom if you use sub par ingredients.
**Regeneration Potion:** Using water, berries and herbs you can brew these potions over a fire in a bottle. It regenerates (1+Constitution Modifier \* Level) HP at 1 HP per turn or instantly the player's Constitution Modifier \* (Level / 2, rounded up) out of battle. One-Time-Use.
#### Path of Herbalist
##### Medical Herbalist
Choosing this path increases the medial potency of your potions and balms.
##### Toxic Herbalist
Choosing this path allows you to create toxic potions and paralyzing balms to coat your weapons in.

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# Classes
These classes were developed in addition to use in the campaign.
| Name |
|-------------------------------|
| [Herbalist](./herbalist.md) |
| [Magitek](./magitek.md) |
| [Mechanist](./mechanist.md) |
Following classes would be cut out of the World of Balance for the complete experience: