{"name":"Banished","overview":"","hitdice":"d8","hitpointsfirstlevel":"8+Con Mod","hitpointsathigherlevels":"1d8+Con Mod or 5+Con Mod","armorproficiencies":"Light and Medium Armor","weaponproficiences":"All weapons","tools":"Splicing kit, Armor Smith Kit","savingthrows":"Dex and Strength","skills":"Skills: choose 2: Athletics, acrobatics, survival, intimidation, nature, stealth, perception, investigation.","equipment":"[ul]\r\n[li](A) Light Fractal Armor (B) Medium Fractal Armor[\/li]\r\n[li](A) 2 Thermal Pistols (B) any Martial CQC weapon[\/li]\r\n[li](A) 2 heat hawks (B) Mag Pistol[\/li]\r\n[li](A) Explorers pack (B) dungeoneer's pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"Lev 1 Superiority dice: you have 4 d8s superiority dice to spend on maneuvers, you gain another dice at 8th and 14th level.\r\n\r\nRanged Expert\r\nThanks to extensive practice with ranged weapons, you gain the following benefits:\r\nYou ignore the loading quality of crossbows with which you are proficient.\r\nBeing within 5 feet of a hostile creature doesn\u2019t impose disadvantage on your ranged attack rolls.\r\nWhen you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.\r\n\r\n\r\n\r\n\r\n\r\nDisarming Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.\r\nEvasive Footwork\r\nWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.\r\nRiposte\r\nWhen a creature misses you with an attack, you can use your reaction and expend one superiority die to make a weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\nQuick draw\r\nWhen initiative is rolled, but before any turns are taken, you may use your reaction to make a single weapon attack.\r\nDrawing or stowing a weapon does not consume your object interaction.\r\nAs a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack\u2019s damage roll.\r\n\r\nStudious Eye\r\nWhen you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.\r\n\r\nLev 2: Weapons are part of my religion: at level 2 the character has advantage on wisdom saving throws during combat and against any attempt to dissuade them from combat.\r\n\r\nLev 3: sub class choice: choose a subclass from one of the provided fighting styles that make each banished unique.\r\n\r\nLev 4: Ability score increase\r\n\r\nLev 5: Warrior Spirit: at 5th level you possess an indomitable spirit to achieve your goals and rise again. Gain 1 charge of the fighter skill indomitable\r\n\r\nLev 6: expertise\r\n\r\nLev 7: archetype ability\r\n\r\nLev 8: ability score increase\r\n\r\nLev 9: Warmonger: at 9th level the horrors of war do not sway you in the slightest, you are immune to intimidation and gain the barbarian\u2019s skill danger sense as you are ready for anything\r\n\r\nLev 10: archetype ability\r\n\r\nLev 11: I like those odds: at 11th level you are so proficient in combat that you suffer no penalties for being engaged by multiple opponents, once per turn if an attack successfully hits you the next attack automatically misses as long as there are 2 or more opponents within 5 ft of you\r\n\r\nLev 12: Ability Score Improvement\r\n\r\nLev 13: Warrior of the wastes: your experience with the toxic jungles and the general wilderness of serberus grants you \u2018freedom of movement\u2019\r\n\r\nLev 14: Way of the Phoenix: at level 14 you have mastered the usage of the banished icarus harness, which allows for short flight and the use of slowfall\r\n\r\nLev 15: Archetype Ability\r\n\r\nLev 16: ability score increase\r\n\r\nLev 17: Red Warrior: the red ones were said to have existed before the 12 days of fire, as warriors of extraordinary renown, this title has been bestowed upon you for your achievements, with its benefits. Once per long rest you may embody the red warriors of old for 2d4 turns. When you activate this ability your movement speed doubles, you gain 20 extra Hp, gain an additional attack and may add an extra 2d6 to damage rolls for the duration as the spirits of the ancestors envelope you. After the state ends you take 1d2 levels of exhaustion\r\n\r\nLev 18: Archetype ability\r\n\r\nLev 19: ability score increase\r\n\r\nLev 20: Death of Honor: honor cannot be maintained within us forever, though the banished have a strict code it must sometimes be broken. Discard the code to achieve a moment of greatness. This ability can only be used once per day, when activated you may discard your warrior\u2019s honor and automatically crit on one attack roll, skill check, or saving throw. \r\n","subclasses":"Two-Weapon Fighting (Douche)\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. You can use your bonus action to disengage by using your second weapon to fend off attackers.\r\nLev 7: Uncanny dodge\r\nLev 10: deflect missile\r\nLev 15: Economy of movement: dex mod is added to ac for one round, you have the parry reaction, and a flat 20 increase to movement.\r\nLev 18: cheap shot: make a melee riposte as a free action if you are hit\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.\r\nWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.\r\nLev 7: Unarmed attack\r\nLev 10: Honor bound warrior\r\nLev 15: Decisive strikes\r\nLev 18: Blade of the red wind\r\n\r\n\r\n\r\nArchery\r\nYou gain a +2 bonus to Attack rolls you make with Ranged Weapons. They start 3d6 they can add to damage. When an ability score improvement arrives they are able to instead get an extra d6 to spend.\r\nLev 7: Hide as a bonus action\r\nLev 10:Exotic Arms\r\nLev 15: ignores cover \r\nLev 18: Ace in the Hole","tabledata":"","tags":"","templateId":"25","blockId":"487125","world":"c059a5d3-847d-4784-8342-96ae52d7874d","folder":"","isShared":"on"}