JNAProductions
2017-04-06, 10:58 AM
Meister
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier
PROFICIENCIES
Armor: All
Weapons: All
Tools: Any one
Saving Throws: Strength and Dexterity
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-a) Leather armor, b) scale mail, or c) chain mail
-Any one melee weapon
-Any one ranged weapon and 20 pieces of ammo
-Any one pack
Meister
Level
Proficiency Bonus
Features
1st
+2
Weapon Bond, Fighting Style
2nd
+2
Resonance Of The Soul
3rd
+2
Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Improved Weapon Bond
7th
+3
Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
Improved Resonance
10th
+4
Archetype Feature
11th
+4
Special Technique
12th
+4
Ability Score Improvement
13th
+5
-
14th
+5
Master Weapon Bond
15th
+5
Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
Advanced Special Technique
18th
+6
Master Resonance
19th
+6
Ability Score Improvement
20th
+6
Perfected Weapon Bond And Resonance
Weapon Bond-At level 1, a Meister forms a bond with their Weapon. This allows them to communicate telepathically so long as they are in contact with each other, or within 5' if the Weapon is not in weapon form.
Fighting Style-At level 1, a Meister may select a fighting style from the following:
-Archery
-Dueling
-Great Weapon Fighting
-Two Weapon Fighting
Resonance Of The Soul-At level 2, a Meister and their Weapon become one in soul. Anyone else who tries to wield the Weapon now suffers 3d6 psychic damage at the start of each round they're holding the Weapon and each time they make an attack. All attacks made with the Weapon are at a disadvantage, unless wielded by the Meister.
Archetype-At level 3, a Meister decides which path to follow. That of the Arcane Meister or the Divine Meister.
Ability Score Improvement-At the usual levels.
Extra Attack-It's extra attack, at level 5.
Improved Weapon Bond-At level 6, the bond deepens between Weapon and Meister. They now gain a floating +1 bonus they may apply to any one roll made on their turn so long as the Weapon is being wielded by the Meister, and their telepathy improves to 60'.
Improved Resonance-At level 9, the soul resonance between the Weapon and Meister grows stronger. The damage taken by anyone else wielding the Weapon increases to 6d6, and the Meister and Weapon gain a +2 bonus to all attack rolls so long as the Weapon is being wielded by the Meister.
Special Technique-At level 11, the Meister unlocks a special technique. Some examples are listed below:
-Hit Better: The Meister simply learns how to place their Weapon precisely for maximum damage. They gain 3d6 sneak attack when using their Weapon-this may apply regardless of what weapon the Weapon is.
-Smite: The Meister learns how to channel their spells through the Weapon, giving them the Smite ability of the Paladin.
-Action Surge: The Meister learns how to tap into reservoirs of energy, allowing them to Action Surge once per short rest as a Fighter can.
Master Weapon Bond-At level 14, the bond grows ever strong between Weapon and Meister. Their floating bonus improves to +2, and they may apply it as a penalty to any one roll made against them instead of a bonus to themselves as a reaction, or use it as a bonus to a saving throw as a reaction. In addition, their telepathy improves to 120'.
Advanced Special Technique-At level 17, the Meister improves their special technique.
-Hit Better: The Meister's sneak attack is improved to 6d6.
-Smite: The Meister gains Improved Smite.
-Action Surge: The Meister may now Action Surge twice per short rest.
Master Resonance-At level 18, the soul resonance between the Weapon and Meister grows to near peak levels. The damage taken by anyone else wielding the Weapon improves to 10d6, and the Meister and Weapon may channel this resonance on a hit. Once per turn, when the Weapon wielded by the Meister hits an enemy, they may deal an extra 2d10 psychic damage.
Perfected Weapon Bond And Resonance-At level 20, the Meister and Weapon are truly one. Their floating bonus improves to +3, their telepathy improves to one mile, the damage taken by anyone else trying to wield the Weapon improves to 15d6, and the channeling damage increases to 2d12.
Divine Meister
Spellcasting-At level 3, the Divine Meister gains 1/3rd spellcasting that draws from the Cleric list. Any one mental stat of their choice is their spellcasting modifier, but once chosen, it cannot be changed.
Three
Seven
Ten
Fifteen
Arcane Meister
Spellcasting-At level 3, the Arcane Meister gains 1/3rd spellcasting that draws from the Wizard list. Any one mental stat of their choice is their spellcasting modifier, but once chosen, it cannot be changed.
Three
Seven
Ten
Fifteen
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: None
Weapons: Yourself and all simple weapons
Tools: Any one
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any one melee weapon
-Any one ranged weapon and 20 pieces of ammo
-Any one pack
Weapon
Level
Proficiency Bonus
Features
1st
+2
Weapon Type, Unarmored Defense, Meister Bond
2nd
+2
Resonance Of The Soul, Spellcasting
3rd
+2
Weapon Feature I
4th
+2
Ability Score Improvement
5th
+3
Improved Weapon
6th
+3
Improved Meister Bond
7th
+3
Weapon Feature II
8th
+3
Ability Score Improvement
9th
+4
Improved Resonance
10th
+4
Weapon Feature III
11th
+4
Master Weapon
12th
+4
Ability Score Improvement
13th
+5
-
14th
+5
Master Meister Bond
15th
+5
Weapon Feature IV
16th
+5
Ability Score Improvement
17th
+6
Death's Scythe
18th
+6
Master Resonance
19th
+6
Ability Score Improvement
20th
+6
Perfected Meister Bond And Resonance
Meister Bond-At level 1, a Weapon forms a bond with their Meister. This allows them to communicate telepathically so long as they are in contact with each other, or within 5' if the Weapon is not in weapon form.
Unarmored Defence-At level 1, a Weapon gains preternatural durability. Their AC, when not wearing armor, is equal to 10+their Dexterity Modifier+the modifier of any one mental stat. Once chosen, it cannot be changed.
Weapon Type-At level 1, a Weapon must choose what their form will be.
Resonance Of The Soul-At level 2, a Meister and their Weapon become one in soul. Anyone else who tries to wield the Weapon now suffers 3d6 psychic damage at the start of each round they're holding the Weapon and each time they make an attack. All attacks made with the Weapon are at a disadvantage, unless wielded by the Meister.
Weapon Feature I-At level 3, a Weapon gains a new feature of their weapon. This allows them to grapple as if they were a person with two hands, regardless of their weapon type.
Ability Score Improvement-At the usual levels.
Improved Weapon-At level 5, a Weapon increases their damage die size by one. If they're already at 1d12, they go to 2d6. 2d6 becomes 2d8.
Improved Meister Bond-At level 6, the bond deepens between Weapon and Meister. They now gain a floating +1 bonus they may apply to any one roll made on their turn so long as the Weapon is being wielded by the Meister, and their telepathy improves to 60'.
Weapon Feature II-At level 7, a Weapon becomes able to teleport back to their Meister as a bonus action, so long as the distance is not greater than 120'.
Improved Resonance-At level 9, the soul resonance between the Weapon and Meister grows stronger. The damage taken by anyone else wielding the Weapon increases to 6d6, and the Meister and Weapon gain a +2 bonus to all attack rolls so long as the Weapon is being wielded by the Meister.
Weapon Feature III-At level 10, a Weapon becomes able to move and attack of their own accord, as if wielded by a Meister, for limited amounts of time. Spellcasting Stat modifier times per long rest, they may enter this state, allowing them to move and attack on their own in Weapon Form. This lasts for one minute.
Master Weapon-At level 11, a Weapon doubles their damage dice.
Master Meister Bond-At level 14, the bond grows ever strong between Weapon and Meister. Their floating bonus improves to +2, and they may apply it as a penalty to any one roll made against them instead of a bonus to themselves as a reaction, or use it as a bonus to a saving throw as a reaction. In addition, their telepathy improves to 120'.
Weapon Feature IV-At level 15, a Weapon may now enter the ability to attack on their own per short rest, rather than per long rest.
Death's Scythe-At level 17, a Weapon becomes truly fit for Death himself. Their damage die increases by one size again, and they now score a critical hit on a roll of 19 or 20.
Master Resonance-At level 18, the soul resonance between the Weapon and Meister grows to near peak levels. The damage taken by anyone else wielding the Weapon improves to 10d6, and the Meister and Weapon may channel this resonance on a hit. Once per turn, when the Weapon wielded by the Meister hits an enemy, they may deal an extra 2d10 psychic damage.
Perfected Weapon Bond And Resonance-At level 20, the Meister and Weapon are truly one. Their floating bonus improves to +3, their telepathy improves to one mile, the damage taken by anyone else trying to wield the Weapon improves to 15d6, and the channeling damage increases to 2d12.
Ranged Weapon
Form Of Bow-At level 1, a Ranged Weapon gains the ability to transform into a ranged weapon. This weapon either has a 120'/600' range with 1d8 damage, a 60'/300' range with 1d10 damage, or a 30'/150' range and 1d12 damage. This weapon does not require ammo.
3
7
10
15
Melee Weapon
Form Of Whapping Stick-At level 1, a Melee Weapon gains the ability to transform into a melee weapon (or two). This weapon does 1d12 damage if wielded in two hands, 1d10 if wielded in one, or 1d8 if a Light weapon. If the weapon has Reach, its damage die decreases by one step.
3
7
10
15
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier
PROFICIENCIES
Armor: All
Weapons: All
Tools: Any one
Saving Throws: Strength and Dexterity
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-a) Leather armor, b) scale mail, or c) chain mail
-Any one melee weapon
-Any one ranged weapon and 20 pieces of ammo
-Any one pack
Meister
Level
Proficiency Bonus
Features
1st
+2
Weapon Bond, Fighting Style
2nd
+2
Resonance Of The Soul
3rd
+2
Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Improved Weapon Bond
7th
+3
Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
Improved Resonance
10th
+4
Archetype Feature
11th
+4
Special Technique
12th
+4
Ability Score Improvement
13th
+5
-
14th
+5
Master Weapon Bond
15th
+5
Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
Advanced Special Technique
18th
+6
Master Resonance
19th
+6
Ability Score Improvement
20th
+6
Perfected Weapon Bond And Resonance
Weapon Bond-At level 1, a Meister forms a bond with their Weapon. This allows them to communicate telepathically so long as they are in contact with each other, or within 5' if the Weapon is not in weapon form.
Fighting Style-At level 1, a Meister may select a fighting style from the following:
-Archery
-Dueling
-Great Weapon Fighting
-Two Weapon Fighting
Resonance Of The Soul-At level 2, a Meister and their Weapon become one in soul. Anyone else who tries to wield the Weapon now suffers 3d6 psychic damage at the start of each round they're holding the Weapon and each time they make an attack. All attacks made with the Weapon are at a disadvantage, unless wielded by the Meister.
Archetype-At level 3, a Meister decides which path to follow. That of the Arcane Meister or the Divine Meister.
Ability Score Improvement-At the usual levels.
Extra Attack-It's extra attack, at level 5.
Improved Weapon Bond-At level 6, the bond deepens between Weapon and Meister. They now gain a floating +1 bonus they may apply to any one roll made on their turn so long as the Weapon is being wielded by the Meister, and their telepathy improves to 60'.
Improved Resonance-At level 9, the soul resonance between the Weapon and Meister grows stronger. The damage taken by anyone else wielding the Weapon increases to 6d6, and the Meister and Weapon gain a +2 bonus to all attack rolls so long as the Weapon is being wielded by the Meister.
Special Technique-At level 11, the Meister unlocks a special technique. Some examples are listed below:
-Hit Better: The Meister simply learns how to place their Weapon precisely for maximum damage. They gain 3d6 sneak attack when using their Weapon-this may apply regardless of what weapon the Weapon is.
-Smite: The Meister learns how to channel their spells through the Weapon, giving them the Smite ability of the Paladin.
-Action Surge: The Meister learns how to tap into reservoirs of energy, allowing them to Action Surge once per short rest as a Fighter can.
Master Weapon Bond-At level 14, the bond grows ever strong between Weapon and Meister. Their floating bonus improves to +2, and they may apply it as a penalty to any one roll made against them instead of a bonus to themselves as a reaction, or use it as a bonus to a saving throw as a reaction. In addition, their telepathy improves to 120'.
Advanced Special Technique-At level 17, the Meister improves their special technique.
-Hit Better: The Meister's sneak attack is improved to 6d6.
-Smite: The Meister gains Improved Smite.
-Action Surge: The Meister may now Action Surge twice per short rest.
Master Resonance-At level 18, the soul resonance between the Weapon and Meister grows to near peak levels. The damage taken by anyone else wielding the Weapon improves to 10d6, and the Meister and Weapon may channel this resonance on a hit. Once per turn, when the Weapon wielded by the Meister hits an enemy, they may deal an extra 2d10 psychic damage.
Perfected Weapon Bond And Resonance-At level 20, the Meister and Weapon are truly one. Their floating bonus improves to +3, their telepathy improves to one mile, the damage taken by anyone else trying to wield the Weapon improves to 15d6, and the channeling damage increases to 2d12.
Divine Meister
Spellcasting-At level 3, the Divine Meister gains 1/3rd spellcasting that draws from the Cleric list. Any one mental stat of their choice is their spellcasting modifier, but once chosen, it cannot be changed.
Three
Seven
Ten
Fifteen
Arcane Meister
Spellcasting-At level 3, the Arcane Meister gains 1/3rd spellcasting that draws from the Wizard list. Any one mental stat of their choice is their spellcasting modifier, but once chosen, it cannot be changed.
Three
Seven
Ten
Fifteen
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: None
Weapons: Yourself and all simple weapons
Tools: Any one
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any one melee weapon
-Any one ranged weapon and 20 pieces of ammo
-Any one pack
Weapon
Level
Proficiency Bonus
Features
1st
+2
Weapon Type, Unarmored Defense, Meister Bond
2nd
+2
Resonance Of The Soul, Spellcasting
3rd
+2
Weapon Feature I
4th
+2
Ability Score Improvement
5th
+3
Improved Weapon
6th
+3
Improved Meister Bond
7th
+3
Weapon Feature II
8th
+3
Ability Score Improvement
9th
+4
Improved Resonance
10th
+4
Weapon Feature III
11th
+4
Master Weapon
12th
+4
Ability Score Improvement
13th
+5
-
14th
+5
Master Meister Bond
15th
+5
Weapon Feature IV
16th
+5
Ability Score Improvement
17th
+6
Death's Scythe
18th
+6
Master Resonance
19th
+6
Ability Score Improvement
20th
+6
Perfected Meister Bond And Resonance
Meister Bond-At level 1, a Weapon forms a bond with their Meister. This allows them to communicate telepathically so long as they are in contact with each other, or within 5' if the Weapon is not in weapon form.
Unarmored Defence-At level 1, a Weapon gains preternatural durability. Their AC, when not wearing armor, is equal to 10+their Dexterity Modifier+the modifier of any one mental stat. Once chosen, it cannot be changed.
Weapon Type-At level 1, a Weapon must choose what their form will be.
Resonance Of The Soul-At level 2, a Meister and their Weapon become one in soul. Anyone else who tries to wield the Weapon now suffers 3d6 psychic damage at the start of each round they're holding the Weapon and each time they make an attack. All attacks made with the Weapon are at a disadvantage, unless wielded by the Meister.
Weapon Feature I-At level 3, a Weapon gains a new feature of their weapon. This allows them to grapple as if they were a person with two hands, regardless of their weapon type.
Ability Score Improvement-At the usual levels.
Improved Weapon-At level 5, a Weapon increases their damage die size by one. If they're already at 1d12, they go to 2d6. 2d6 becomes 2d8.
Improved Meister Bond-At level 6, the bond deepens between Weapon and Meister. They now gain a floating +1 bonus they may apply to any one roll made on their turn so long as the Weapon is being wielded by the Meister, and their telepathy improves to 60'.
Weapon Feature II-At level 7, a Weapon becomes able to teleport back to their Meister as a bonus action, so long as the distance is not greater than 120'.
Improved Resonance-At level 9, the soul resonance between the Weapon and Meister grows stronger. The damage taken by anyone else wielding the Weapon increases to 6d6, and the Meister and Weapon gain a +2 bonus to all attack rolls so long as the Weapon is being wielded by the Meister.
Weapon Feature III-At level 10, a Weapon becomes able to move and attack of their own accord, as if wielded by a Meister, for limited amounts of time. Spellcasting Stat modifier times per long rest, they may enter this state, allowing them to move and attack on their own in Weapon Form. This lasts for one minute.
Master Weapon-At level 11, a Weapon doubles their damage dice.
Master Meister Bond-At level 14, the bond grows ever strong between Weapon and Meister. Their floating bonus improves to +2, and they may apply it as a penalty to any one roll made against them instead of a bonus to themselves as a reaction, or use it as a bonus to a saving throw as a reaction. In addition, their telepathy improves to 120'.
Weapon Feature IV-At level 15, a Weapon may now enter the ability to attack on their own per short rest, rather than per long rest.
Death's Scythe-At level 17, a Weapon becomes truly fit for Death himself. Their damage die increases by one size again, and they now score a critical hit on a roll of 19 or 20.
Master Resonance-At level 18, the soul resonance between the Weapon and Meister grows to near peak levels. The damage taken by anyone else wielding the Weapon improves to 10d6, and the Meister and Weapon may channel this resonance on a hit. Once per turn, when the Weapon wielded by the Meister hits an enemy, they may deal an extra 2d10 psychic damage.
Perfected Weapon Bond And Resonance-At level 20, the Meister and Weapon are truly one. Their floating bonus improves to +3, their telepathy improves to one mile, the damage taken by anyone else trying to wield the Weapon improves to 15d6, and the channeling damage increases to 2d12.
Ranged Weapon
Form Of Bow-At level 1, a Ranged Weapon gains the ability to transform into a ranged weapon. This weapon either has a 120'/600' range with 1d8 damage, a 60'/300' range with 1d10 damage, or a 30'/150' range and 1d12 damage. This weapon does not require ammo.
3
7
10
15
Melee Weapon
Form Of Whapping Stick-At level 1, a Melee Weapon gains the ability to transform into a melee weapon (or two). This weapon does 1d12 damage if wielded in two hands, 1d10 if wielded in one, or 1d8 if a Light weapon. If the weapon has Reach, its damage die decreases by one step.
3
7
10
15