Adventuring Party

Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except “heroes” might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit ... messy.
Skills Defenses
Diplomacy: -1 Communications: 11
Espionage: 0 Resolve:12
Lore: +1 Resources: 10
Operations: +2
Domain Titles
  • Cap'n: You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn.
  • Doc: You gain pro ciency in the Medicine skill and pro ciency with an herbalism kit. Whenever you take a long rest, you can craft two potions of healing during the rest using the supplies in an herbalism kit. Potions created this way are e ective only if consumed within 24 hours of their creation.
  • Know-It-All: You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute.
  • Smart Mouth: You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature’s initiative by a number equal to your Charisma modifier.
  • Weirdo: You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modi er. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest. Additionally, you can cast the counterspell spell, and regain the ability to do so when you finish a long rest.
Domain Power   Adventuring party officers gain access to the following domain power.   Never Tell Me the Odds: When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain’s pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws.   Domain Features   Officers gain access to the following domain features.   Call in a Favor: As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm’s attitude toward your domain as shown on the following table.
Attitude Diplomacy DC
Hostile 18
Suspicious 15
Neutral 13
Friendly 10
Allied 8
    To Arms, Fellow Adventurers (Special Unit): As a domain action, you make a DC 13 Operations test. On a success, you muster the Ratcatchers- a unit of adventurers.  

Specializations

Disorganized Misfits: You’re ... well, you’re trying your best. You might not be the most disciplined or most knowledgeable. You all ght a lot and rarely agree on anything. But you’re hard to kill. More importantly, though, you all have good hearts, and you’re willing to do whatever it takes to help those in need.
Skill Bonus Defense Bonus
Operations: +1 Resolve: +1
 
  • AVENGE ME: When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your o cer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first.
  • Like in the Great Stories: As a domain action, you make a DC 14 Operations test. On a success, your domain’s Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage.
  • Whatever it Takes: At the end of the next deployment, you can make a DC 15 Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle: Walk it Off- The first time this unit would become broken as a result of an in icted casualty, the unit can make a DC 13 Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers.
Explorers’ Society As the name suggests, your adventuring party is a band of explorers, dedicated to traversing uncharted forests and plumbing the depths of mysterious caverns in search of new discoveries.
Skill Bonus
Lore: +2
 
  • What Does This Button Do?: Your curiosity gets the better of you as you explore. When you take the Use an Object action, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.
    d10 Effect
    1 Energy Burst
    2 Arcane Surge
    3 Shadow Infusion
    4 Destructive Force
    5 Weaking Energy
    6 Magic Investment
    7 Light Blades
    8 Energy Shield
    9 Bold Energy
    10 Rejuvenation Aura
  • I've Seen Weirder: Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain’s Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle.
  • Research, Research, Research: If your time spent delving through dungeons has taught you anything, it’s that it pays to know what you’re walking into. As a domain action, make a DC 16 Lore test. On a success, each of your domain’s defense levels increases by 1 until the end of the current intrigue.
  Mercenary Company You’re a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.
Skill Bonus Defense Bonus
Operations: +1 Resources: +1
 
  • Fighting Dirty: Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die.
  • Can We Get A Raise?: As a domain action, make a DC 14 Operations test. On a success, choose one of the following benefits. (You can use this feature multiple times, but must pick a di erent bene t each time. The DC increases by 2 for each successive use.)
  1. Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls
  2. The next time you muster a cavalry or artillery unit, you can also muster an additional infantry unit.
  3. Each infantry unit you muster from now until the start of the next battle has its experience increased one level
  • Survive Till Payday: If your domain’s Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle.
Taken from MCDM'S KIngdoms and Warfare
What's this Button do Effects:
  • Energy Burst: An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.
  • Arcane Surge: You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.
  • Shadow Infusion: You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.
  • Destructive Force: A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30ft of you.
  • Weakening Energy: Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die. 
  • Magic Investment: Magical energy re nes a gem or art object you carry, increasing its gp value by 250 × the number on the power die.
  • Light Blades: Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.
  • Energy Shield: Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.
  • Bold Energy: Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.
  • Rejuvenating Aura: A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points.

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