Вы находитесь на странице: 1из 2

Aurgray: An Introduction

The Continent:
Aurgray is a continent on the North Western hemisphere of the world with its northern reaches
encompassing the magnetic north of the planet and its southern portion existing in a tropical
equator-like climate. With a history spanning back eons, Aurgray has housed a variety of
creatures including those who would go on to shape the Universe in their image. Many travelers
claim that they understand how such great legends arose from this land, as the very earth radiates
power of unknown limits. An adventurer will be truly hard pressed to discover the secrets of this
land but all are welcome to try at their own risk.

Some specific character rules:

BARD:
When it says choose a musical instrument please make sure it is one you can carry around
with you. No grand pianos.
You can use as many bardic inspirations as your charisma modifier but no player you
give inspiration to can have more than one. You must also provide them with the
inspiration before they roll for whatever skill check they make. Being that we are at level
5 your bardic inspiration die is d8. You regain all of your bardic inspiration after a short
or long rest.
You can add half your proficiency bonus (3) to any ability check that you are not already
proficient in.
Song of rest lets you heal any of your wounded allies during a short rest with a 1d6. This
does apply to your own character given that you can hear the song.
Choose 2 skill proficiencies you have, you can double the proficiency bonus for those
two on any ability check you make.
Homebrew Rule: If the bard performs a limerick or song irl during the short rest the the
dice roll for healing goes up to a d10. The limerick must be original however.
(other features depend on school you choose)
FIGHTER:
Second Wind : once per turn you have the option to use your bonus action to regain hp =
1d10 + your fighter level . this ability is then only available after a short or long rest.
Action Surge: you can once per turn use 1 extra action on top of your regular action and
bonus action. This may be used for an extra attack, movement, or another bonus action.
Once used you must complete a short or long rest to use again.
Extra Attack: You may attack a second time every time you make an attack . This counts
as one action.
(Remaining abilities depend on the archetype you choose)
WARLOCK:
Warlock can only cast spells at the level of slot they have. Meaning if you have at level 5
2 3rd level spell slots you can cast spells initially level 1 but they come out at level 3 and
use up your slot.
The fiend patron affords you the ability to gain hp equal to your charisma modifier +
warlock level when you reduce an enemy to 0 hp. This only applies if your character is
the one making the final blow.
Your pact of the blade weapon can be desidgnated as any magical weapon you have
conducted a 1 hour ritual on. Special rituals may be available upon consulting
experienced wizards and warlocks, but the base ritual allows you to put your weapon in
an extradimensional location to pull out on command. If using fiendish chains you can
deal 1d8 magical damage
(remaining features depend on eldritch invocations)
MONK:
Ki is considered a form of magic. One amongst the many different branches of magic
found in Aurgrey.
AC = 10 + dexterity modifier + wisdom modifier
You may make 2 attacks per turn any turn and 3 assuming you havent used a bonus
action. You can use a 1d4 instead of general d1 for unarmed attacks. Use dext modifier
instead of strength for attack rolls but not damage calculations.
You can catch any ranged attack and reduce the damage by 1d10 + dexterity modifier.
o By expending 1 ki you can attack with the ammunition . the damage is 1d4
You can reduce any falling damage by 5xmonk level
You can use 1 ki point to attempt a stunning strike on an enemy.
You may use your ki points to
o Flurry of Blows
o Patient Defense
o Step of the Wind

Вам также может понравиться