Initial Commit - Herbalist
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# Magicite
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Welcome to the World of Balance of Final Fantasy 6.
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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.
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## Principles
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### Only Humans
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There are no playable races in the World of Balance. Only Humans.
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Magi/Esper exist but they have initially also been humans, inflicted by the magic of Demon, Fiend and Goddess.
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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.
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You can, of course, still use these classes in a world with more races. This is up to you in the end.
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### Esper/Magicite System
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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.
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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.
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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.
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You can read more about it here: [Magicite System](rules/magicite.md)
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## Material
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### Characters
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- [Classes](classes/overview.md)
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- [Traits](traits/overview.md)
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- [Abilities](abilities/overview.md)
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### Equipment
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- [Equipment](equipment/overview.md)
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- [Magicite](equipment/magicite/overview.md)
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## GameMaster Material
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### Creatures
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- [Esper](creatures/esper/overview.md)
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- [Monsters](ceatures/monster/overview.md)
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### Locations
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- [World of Balance](world/wob_overview.md)
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# Herbalist
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## Herbalist Table
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| Level | Proficiency Bonus | Features | Magicite Efficacy |
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|:-----:|:-----------------:|----------------------------------------------|:-----------------:|
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| 1 | +2 | Balm mixing, Nature's Knowledge | 2 |
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| 2 | +2 | Potion mixing | 3 |
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| 3 | +2 | Path of Herbalist Feature | 3 |
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| 4 | +2 | Ability Score Improvement, Bow & Arrow Proficiency | 3 |
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| 5 | +3 | Befriending Animals | 4 |
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| 6 | +3 | Gardening, Herbalist Expert | 4 |
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| 7 | +3 | Potion & Balm Education | 5 |
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| 8 | +3 | Ability Score improvement, Path of Herbalist | 5 |
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| 9 | +4 | - | 5 |
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| 10 | +4 | Potion Potency & Injections | 6 |
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| 11 | +4 | - | 6 |
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| 12 | +4 | Ability Score Improvement | 6 |
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| 13 | +5 | Path of Herbalist - Merge | 6 |
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| 14 | +5 | - | 6 |
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| 15 | +5 | n/a | 7 |
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## Class Features
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### Hit Points
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**Hit Dice:** 1d8
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**Hit Points at 1st Level:** 8 + Constitution Modifier
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**Hit Points at higher Levels:** 1d8 (or 5) + Constitution Modifier per herbalist level after 1st
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### Proficiencies
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**Armor:** Light armor, medium armor, shields (herbalists will not use shields made out of metal)
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**Weapons:** Clubs, daggers, darts, maces, quarterstaffs, sickles, slings, spears, javelins
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**Tools:** Herbalism kit
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**Saving Throws:** Intelligence, Wisdom
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**Skills:** Choose three from Animal Handling, Insight, Medicine, Nature, Perception and Survival
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### Equipment
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You start with the following equipment, in addition to the equipment granted by your background:
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- (a) a wooden shield or (b) any simple weapon
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- any simple melee weapon
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- Leather armor, an explorer's kit, a herbalism kit
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### Abilities
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Herbalists are specialists at using natural resources to make balms, powder, potions and injections.
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#### Balm Mixing
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Using oily plants or beeswax as base, herbalists can create balms to heal wounds on allies bodies.
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These can be restocked by finding beecombs or oily plants and herbs in the wild.
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**Healing Balm:** Apply using one stack from your pouch. Recovers 1 HP and stops bleeding.
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##### Improvements
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Improving on the craft of the healing balm, you can now create more versatile balms to prepare your allies for combat and weather situations.
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- **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.
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- **Anti-Fire-Salve**
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- **Anti-Freeze-Salve**
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#### Potion Mixing
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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.
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Potion Brewing/Mixing can fail and you have to roll on Wisdom if you use sub par ingredients.
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**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.
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#### Path of Herbalist
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##### Medical Herbalist
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Choosing this path increases the medial potency of your potions and balms.
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##### Toxic Herbalist
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Choosing this path allows you to create toxic potions and paralyzing balms to coat your weapons in.
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# Classes
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These classes were developed in addition to use in the campaign.
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| Name |
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|-------------------------------|
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| [Herbalist](./herbalist.md) |
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| [Magitek](./magitek.md) |
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| [Mechanist](./mechanist.md) |
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Following classes would be cut out of the World of Balance for the complete experience:
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