special_features
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special_features [2020/01/29 19:44] – andrew | special_features [2020/02/03 16:43] (current) – andrew | ||
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- | //Note: I'm building this using a spreadsheet, | + | |
^Index^Name^Type^Description^ | ^Index^Name^Type^Description^ | ||
|0|Absentee Landlord|Land|Your have inherited a piece of land, rented out to tenants, which nets you an income of 50gp each month.| | |0|Absentee Landlord|Land|Your have inherited a piece of land, rented out to tenants, which nets you an income of 50gp each month.| | ||
- | |1|Already Died Once|HP|The next time you fall to zero hit points, you immediately regain 1D8 hit points on your next round as you immediately return from the dead. When mortally injured in the future, you may roll twice on the injury | + | |1|Already Died Once|HP|The next time you fall to zero hit points, you immediately regain 1D8 hit points on your next round as you immediately return from the dead. When mortally injured in the future, you may roll twice on the [[healing# |
|2|Angelic Blessing|Spells|The Archangel Michael appeared over your head at your birth and blessed you in the name of the Lord. If you choose the Cleric archetype, you gain 1 extra level-1 spell known.| | |2|Angelic Blessing|Spells|The Archangel Michael appeared over your head at your birth and blessed you in the name of the Lord. If you choose the Cleric archetype, you gain 1 extra level-1 spell known.| | ||
|3|Axe Mastery|Proficiency|You learn some fancy new techniques from a wandering Icelandic axe master, and from now on you gain +1 to hit and damage with a Dane Axe.| | |3|Axe Mastery|Proficiency|You learn some fancy new techniques from a wandering Icelandic axe master, and from now on you gain +1 to hit and damage with a Dane Axe.| | ||
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|48|Lordly Legacy|Land|You have inherited a ruined keep and the lordship of “hundred” of vacant land just over the border. The area is accessible, but the land is empty of population and the keep requires some repair.| | |48|Lordly Legacy|Land|You have inherited a ruined keep and the lordship of “hundred” of vacant land just over the border. The area is accessible, but the land is empty of population and the keep requires some repair.| | ||
|49|Loyal Squire|Hench|You gain the service of Squire (first level warrior) with his own Riding Horse, light armor, shield and mace. Each time you advance in level, the squire advances as well. When the squire reaches 3rd level, he will ask to be knighted. When the squire is knighted, you must make a CHA check. Success indicates that the squire wishes to remain in the character' | |49|Loyal Squire|Hench|You gain the service of Squire (first level warrior) with his own Riding Horse, light armor, shield and mace. Each time you advance in level, the squire advances as well. When the squire reaches 3rd level, he will ask to be knighted. When the squire is knighted, you must make a CHA check. Success indicates that the squire wishes to remain in the character' | ||
- | |50|Master Chucker|Combat|You have learned an old Viking technique of throwing two spears or javelins simultaneously from each hand. You must throw both weapons at the same target, but do get two attacks. | + | |50|Master Chucker|Combat|You have learned an old Viking technique of throwing two spears or javelins simultaneously from each hand. You must throw both weapons at the same target, but do get two attacks. |
|51|Medieval Nerd|Stuff|In a pile of your family' | |51|Medieval Nerd|Stuff|In a pile of your family' | ||
|52|Mighty War Cry|Combat|Once per fight you can make a mighty shout as a quick action, causing all within 10' to make a Morale check or lose their next turn, stunned by the noise.| | |52|Mighty War Cry|Combat|Once per fight you can make a mighty shout as a quick action, causing all within 10' to make a Morale check or lose their next turn, stunned by the noise.| | ||
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|75|Terrifying Glare|Combat|Once per fight, you can cause one enemy within 30', who can see you clearly, to make a morale check or flee in terror for 1d6 combat rounds, just by looking at him.| | |75|Terrifying Glare|Combat|Once per fight, you can cause one enemy within 30', who can see you clearly, to make a morale check or flee in terror for 1d6 combat rounds, just by looking at him.| | ||
|76|The Kavorka|Skill|Despite your appearance, or unpleasant habits, you are strangely magnetic. You gain advantage at any CHA skill checks. You are truly a dangerous person.| | |76|The Kavorka|Skill|Despite your appearance, or unpleasant habits, you are strangely magnetic. You gain advantage at any CHA skill checks. You are truly a dangerous person.| | ||
- | |77|Time Enough for the Earth in the Grave|Resistance|Having saved an air-spirit from doom, you get +4 to saves vs. being turned to stone and take half damage from all attacks by Earth Elementals and their earthy kin. | + | |77|Time Enough for the Earth in the Grave|Resistance|Having saved an air-spirit from doom, you get +4 to saves vs. being turned to stone and take half damage from all attacks by Earth Elementals and their earthy kin.| |
|78|Totally Trustworthy Companion|Hench|You gain the service of a first level thief, with his own light armor and club. He gains 1 level each time your character advances in level, until he reaches 3rd level, when he makes a morale check and either leaves or agrees to keep working for the character. There' | |78|Totally Trustworthy Companion|Hench|You gain the service of a first level thief, with his own light armor and club. He gains 1 level each time your character advances in level, until he reaches 3rd level, when he makes a morale check and either leaves or agrees to keep working for the character. There' | ||
|79|Tough Upbringing|HP|Add 3 hit points as a one-time bonus to your hit point total.| | |79|Tough Upbringing|HP|Add 3 hit points as a one-time bonus to your hit point total.| |
special_features.1580327066.txt.gz · Last modified: 2020/01/29 19:44 by andrew