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New Rules

Bonus Feat

You gain a free bonus feat at level 10  

Intelligence Buff

To make intelligence more viable, for each intelligence modifier you have above zero, you are able to learn a new language, tool proficiency, insturment, game, etc.  

Restricted Help Action

You can only use the help action if you are both proficient in the ability (unless you can justify a good reason why you should still be able to)  

Banned Spells

These spells aren't as compatable with a plot and world that revolves around intrigue, information, and mystery. Other spells might simply disrupt plots, or be anti-fun in combat:
  • ressurection
  • revivify
  • raise dead
  • hold person
  • counter spell
  • plane shift
  • long range teleportation spells
  • Guidance
  • protection from poison
  • Detect Thoughts
  • Speak with Dead
  • Wish
  • Strength Buff

    You gain certain additional advantages based on your strength score and level   At level 3, with a strength level of at least 14:
  • You become proficient with all improvised weapons
  • You are able to use strength for all intimidation checks
  • You become immune to the afraid condition
  • You can use your strength modifier for ranged weapons
  •   At level 8, with a strength level of at least 17:
  • Exhaustion is reduced by one level, meaning two causes of exhaustion must accumulate before one level is incurred.
  • Fall damage does not begin being tallied until 100 feet of distance fallen
  • Attacks that hit against a 1 hitpoint creature will automatically hit an adjacent 1 hitpoint creature of your choice within range. Damage received from a 1 hitpoint creature can be reduced by your strength modifier.
  • When you must make a dexterity saving throw, you can roll 1D6. On a 5 or 6 you are able to use your Strength saving throw instead of dexterity
  •   At level 13 with a strength of at least 20:
  • You can grapple up to Huge sized creatures
  • Your lifting capacity becomes an amount of physical force you can exert in general. This force raises to thousands of pounds of force. Acts like throwing a large creature, or tearing a door off its hinges become casual acts that can be done without an athletics check. Athletics checks can instead now be used for truly herculean feats like tearing a giant greek column from its base and throwing it hundreds of feet, collapsing a stone building with your bare hands, or bending steel like a pretzel.
  • Your movement increases by an amount equal to 5 + 5 x your strength modifier (additional 30ft for 20 strength) when jumping with a 10 foot running start, or half of that on a standing jump.

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