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DC20 Beta 0 9 Pa 17

The document outlines the features and abilities of various subclasses within a role-playing game, focusing on the Paragon Commander and Druid classes. It details specific skills, spells, and transformations available to players, including the mechanics of Commanding Auras and Wild Forms. Additionally, it provides information on how players can interact with nature and utilize their powers in combat and exploration scenarios.

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myhnea1509
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0% found this document useful (0 votes)
309 views5 pages

DC20 Beta 0 9 Pa 17

The document outlines the features and abilities of various subclasses within a role-playing game, focusing on the Paragon Commander and Druid classes. It details specific skills, spells, and transformations available to players, including the mechanics of Commanding Auras and Wild Forms. Additionally, it provides information on how players can interact with nature and utilize their powers in combat and exploration scenarios.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Subclasses Paragon Commander

Crusader Seize Momentum


Requirements: Commander’s Call, Commanding Aura,
Level 3
Virtuous Vanguard When an ally within your Commanding Aura scores
You gain the following benefits:
a Heavy Hit, you can use your Commander’s Call
Aura of Courage: While within your Commanding Aura, as a Reaction.
creatures of your choice have ADV on Saves against
effects that would make them Frightened, Intimidated, or
Rattled. Coordinated Command
Requirement: Commander’s Call, Level 3
Protective Orders: When a creature gains the benefits of
Once per Round when you use your Commander’s Call,
your Commander’s Call, they also gain Resistance (1)
you can spend 1 additional SP to target a second creature
against the next damage they take before the start of your
within range (including yourself), and they also gain the
next turn.
benefits of the chosen command. You choose who acts first
Restoring Rally: When you grant a Bloodied creature between the targeted creatures.
Temp HP in Combat using Rally (Commanding Aura),
they regain that amount of HP instead.

Gallant Hero (Flavor


Feature)
Your presence is a symbol of hope and safety to those around
you. You have ADV on Checks to convince creatures not
to be afraid.

DC Tip: This Flavor Feature doesn’t interact with Conditions.

Warlord
Offensive Tactics
You gain the following benefits:
• Morale Breaker: Once per Combat when you use your
Commander’s Call, you can use the Intimidate Action
for free against a creature of your choice within 15 Spaces.
• Battlefield Tactics: Allies within your Commanding Aura
deal +1 damage on their first Melee Attack on each of
their turns against a creature they’re Flanking.
You gain a new Commanding Aura option:
• Priority Target: (1 AP + 1 SP) Choose a creature within
15 Spaces. Until the start of your next turn, each creature
within your Aura has ADV on the first Attack it makes on
each of its turns against the chosen creature.

Battlefield Tactician (Flavor


Feature)
Through years of study and experience, you’ve mastered
military history and strategy. You gain ADV on Checks
related to analyzing fields of battle, understanding historical
battles and military organizations, or deciphering complex
tactical maneuvers.

126 DC20 RPG BETA 0.9


Druid
Druids tap into the power of nature, drawing upon the Starting Equipment
energies that flow through the world and creatures around
them. and connect to plants, animals, and the plane itself. • 1 Weapon
They can channel both the restorative and destructive • 1 set of Novice Light Armor
forces of nature and shapeshift into wild beasts. • X or Y “Packs” (Adventuring Packs Coming Soon)
Source of Power: A Druid’s connection to nature can come
from a deep respect, love, and appreciation of the natural Druid Spellcasting
world. Some Druids are blessed by a god or spirit of nature,
granting them innate magical abilities. Others immerse Mastery
themselves in nature by living in the wild, communing with Combat Training: Light Armor
the land and creatures to gain power and insight. They can
sense and connect to nature and use its magic as their own. Spell List: When you learn a new Spell, you can choose any
Spell on the Primal Spell List.

Beta Note: You can choose from the following Spells when
picking your Cantrips and Spells Known:
Cantrips: Poison Bolt, Lightning Bolt, Frost Bolt, Fire Bolt,
Close Wounds, Gust, Dancing Flames
1 MP Spells: Heal, Crackling Lightning, Return Shock, Ice
Knife, Grease, Fire Shield, Fog Cloud, Burning Flames,
Tethering Vines

Cantrips Known: The number of Cantrips you know


increases as shown in the Cantrips Known column of the
Druid Class Table. Cantrips are Spells with the Cantrip
Spell Tag.
Spells Known: The number of Spells you know increases
as shown in the Spells Known column of the Druid Class
Table. These can be Spells with or without the Cantrip
Spell Tag.
Mana Points: Your maximum number of Mana Points
increases as shown in the Mana Points column of the Druid
Class Table.

Druid Class Table

Char Bonus Attribute Skill Mana Cantrips Spells Features


Level HP Points Points Points Known Known
1 +6 +2 +3 Class Features
2 +1 Class Feature, Talent
3 +1 +2 +1 Subclass Feature
4 +1 +1 Talent, 2 Ancestry Points
5 +1 +2 +2 +1 Class Feature
6 +1 +2 +1 Subclass Feature
7 +1 Talent, 2 Ancestry Points
8 +1 +1 +2 +1 Class Capstone Feature
9 +1 +2 +1 Subclass Capstone Feature
10 +1 +2 Epic Boon, Talent

THE DUNGEON COACH 127


Druid Class Wild Form
You can spend 1 AP and 1 MP to transform into a Wild

Features Form of your choice. You can spend 1 AP on your turn


to shift back and forth between your True Form and any
Wild Forms you currently have available. Once per Long
Level 1 Class Features Rest, you can transform without spending MP or using MP
enhancements.

Druid Domain True Form


You can spend 1 AP and 1 MP to create your own Druid When you transform from your Wild Form to your True
Domain that includes small plant life, sand, shallow water, Form, your statistics return to normal. You immediately
or other naturally occurring features. You create up to 8 revert to your True Form when your Wild Form HP is
Domain Spaces along the ground or walls. The first Domain reduced to 0 or you die.
Space must be within 1 Space of you, and each additional
Domain Space must be adjacent to another Domain Space. Wild Form
If you use this Feature again, the first Domain Space of it When you transform into a Wild Form, you gain the Wild
must be within 1 Space of you or another Domain Space. Form’s current Wild Form HP (see Wild Form HP below),
Domain Spaces: The area is considered to be Difficult retaining any HP losses.
Terrain for creatures of your choice, and when you cast a • Duration: Each Wild Form remains available until its
Spell, you can do so as if you were standing in any Space Wild Form HP is reduced to 0 or you complete a Long
within your Domain. Rest.
Losing Domain Spaces: A Domain Space also disappears if • Multiple Forms: You can have multiple Wild Forms
you end your turn farther than 15 Spaces away from it or available at a time which have their own Wild Form HP
you die. and Traits.
• Equipment: Your equipment falls to the ground or merges
into your Wild Form (your choice for each item). You
Domain Actions gain the benefits of Magic Items merged with your Wild
While you have Domain Spaces, you can take any of the Form, but you can’t activate them or spend their charges.
following Domain Actions:
• Nature’s Grasp: You can spend 1 AP to attempt to bind Statistics
a creature of your choice within your Domain. Make a While in your Wild Form, you’re subjected to the following
Spell Check against the target’s Repeated Physical Save. changes (unless otherwise stated):
Success: The target is bound by your Domain, preventing • Stat Block: You use the Wild Form Stat Block below to
it from moving for 1 minute or until the Domain Space it determine your statistics.
occupies ends. • Identity: You maintain your personality, intellect, and
• Move Creature: You can spend 1 AP to move a ability to speak.
creature bound by this feature up to 2 Spaces within • Wild Form HP: You gain a secondary pool of Wild Form
your Domain. Health Points, which is 3 with a maximum of 3. Damage
• Move Object: You can take the Object Action to use and healing effects target your Wild Form HP before
your vines to interact with any object within your your True Form HP, and any excess damage or healing
Domain as if you were standing in any of your Domain carries over to your own HP.
Spaces. When you do, you can move the object up to 5 • Natural Weapon: You have Natural Weapons (claws,
Spaces within your Domain. horns, fangs, etc.) which you can use to make Unarmed
• Wild Growth: You can spend 1 AP and 1 MP to make a Strikes that deal 1 Bludgeoning, Piercing, or Slashing
DC 10 Spell Check to heal a target within your Domain. damage (your choice when you use this Feature).
Success: The target immediately regains 2 HP. For the • Features & Talents: You don’t benefit from Talents or
next minute, they regain an additional 1 HP each time Class Features, except Druid Class Features, Subclass
they end their turn within your Domain. Success (each Features, and Talents. Additionally, you can’t cast Spells
5): They immediately regain +1 HP. Failure: The target or perform Techniques.
only regains 2 HP immediately. • Traits: You don’t benefit from your Ancestry Traits, but
you gain 3 Trait Points to spend on Beast Traits or Wild
Form Traits of your choice. You can’t select negative
Beast Traits. When you use this Feature, you can spend
additional MP (up to your Mana Spend Limit) to gain 2
additional Trait Points per MP spent.

DC Tip: Most animals can be modeled by giving them the


Keen Senses and Skillful Traits.

128 DC20 RPG BETA 0.9


Wild Form Stat Block WILD SPEECH SIDEBAR
Small or Medium Beast (your choice)
HP 3 AP Same
One thing to keep in mind with communicating
PD 8+CM+PM PDR 0 with plants and animals is that they have a
MD Same MDR Same very different worldview than people.
Speed 5 Masteries Same
Prime Same Save DC Same Communicating with Animals
MIG 1 CHA Same The World: An animal might know a lot
AGI 1 INT Same about the region it lives in, such as local
sources of food and water, the presence
DC Tip: Shapeshifting presents a unique problem for players, of other animals, and the location of roads
since they can have Mastery in something that’s physically and shelters of nearby savage and civilized
difficult or even impossible for them. Fish don’t pick locks
societies.
and slugs can’t intimidate, but maybe a monkey can. Consider
changing DCs for Checks in some animal forms.
Other Inhabitants: An animal might only
recognize the existence of creatures as prey
Wild Speech (Flavor) (deer, sheep, and rabbits) and predators
You learn the Druidcraft Cantrip and can choose 1 of the (bears, tigers, and wolves).
following options:
• Animals: You can understand and speak with Beasts in Quirks: If asked a question, an animal would
a limited manner. You can understand the meaning of respond with words rather than sentences,
their movements, sounds, and behaviors, and they can such as “cold” , “hungry” , “scared” , and “safe”
understand the meanings of simple words, concepts, and . They are instinctual creatures that operate
emotions. on emotion.
• Plants: You can understand and speak with Plants in a
limited manner. You can understand the meaning of their
swaying, folding, unfolding of their leaves and flowers, Communicating with Plants
and they can understand the meanings of simple words,
The World: A plant might not be able to
concepts, and emotions.
conceive the possibility of other locations,
• Weather: You can reach out to nature and cast the
and may describe creatures as having
Commune with Nature Spell as a Ritual once per Long
appeared then disappeared with no notion
Rest.
of where they came from or went to.
Level 2 Class Features
Other Inhabitants: A plant might only
Nature’s Torrent recognize the existence of creatures as
When a creature within 10 spaces of you takes Elemental friends (bees, birds, and frogs) and enemies
damage, you can spend 1 AP as a Reaction to summon (rabbits, deer, and lumberjacks).
a torrent of nature. The torrent fills a 1 Space Radius
Sphere centered on the target that lasts for 1 minute. While
Passing of Time: A seedling might consider
creatures are within the area, they have Vulnerability (1)
a recent event something that happened
against the triggering damage type and have DisADV on
a moment ago and an ancient event
Checks and Saves to resist being moved or knocked Prone.
something that happened yesterday. An
Ending Early: The torrent ends early if you use this Feature ancient oak tree might consider a recent
again, become Incapacitated, die, or choose to end it for event something that happened 10 years
free at anytime. ago, and an ancient event something over
100 years.

Talent
You gain 1 Talent of your choice. If the Talent has any Expertise: A plant may be able to describe
prerequisites, you must meet those prerequisites to choose in keen detail the different kinds of rains,
that Talent. storms, quality of soil, and various local bugs
and herbivores.

THE DUNGEON COACH 129


Wild Form Traits Rampant Growth
Below is a list of repeatable and unique Wild Form Traits.
You can choose repeatable traits multiple times, but unique Overgrowth
traits only once. You gain the following benefits:
Plant Form: When you use your Wild Form, you can
Unique Traits choose for your creature type to become Plant instead of
(2) Size: Your size changes to Tiny or Large (your choice). Beast. Additionally, your Wild Forms become immune to
Bleeding and you can choose Poison as the damage type of
your Wild Form’s Natural Weapon.
Repeatable Traits
(1) Attribute Increase: You gain +2 to Might or Agility Vineguard: Plant-life in your Domain swirls to protect and
(your choice), up to your Attribute Limit. support you. Creatures of your choice within your Domain
gain the benefits of 1/2 Cover.
(1) Defensive: Your PD or MD increases by 2 (your choice).
Thorny Grasp: When a creature fails a Save against your
(1) Healthy: You gain +2 maximum HP.
Nature’s Grasp, it begins Bleeding.
(1) Resistance (1): Choose a Physical or Elemental damage
type. You gain Resistance (1) to the chosen damage type.
Seed Vault (Flavor Feature)
(1) Skillful: You gain Skill Mastery in 2 of the following You can magically produce the seeds of any mundane plant
Skills of your choice, up to your Skill Mastery Cap: that you’ve ever touched.
Acrobatics, Animal, Athletics, Awareness, Intimidation,
Stealth, or Survival. If your Mastery with the chosen Skill
is already equal to your Skill Mastery Cap, you instead gain Paragon Druid
ADV on the Check.
(1) Swift: Your Speed is increased by 1 Space (you can Wild Form Expansion
choose this Trait up to 5 times). Requirements: Wild Form, Level 3
You gain the following benefits:

Subclasses • At the start of each of your turns, you can transform


into your True Form or a Wild Form you have access to
without spending AP.
Phoenix • When you use Wild Form, you get 2 additional Trait
Points to spend.

Flames of Rebirth Nature’s Vortex


You wield the power of fire to lay destruction to what exists
Requirements: Nature’s Torrent, Level 3
and foster new life. You gain the following benefits:
You gain the following benefits:
Fiery Form: When you use your Wild Form, you can
choose for your creature type to become Elemental (Fire) • Creatures of your choice are immune to your Nature’s
instead of Beast. Additionally, your Wild Forms gain Fire Torrent.
Resistance (1) and you can choose Fire as the damage type • When you use Nature’s Torrent, you can choose to
of your Wild Form’s Natural Weapon. increase its radius by 1 and impose DisADV on Ranged
Attacks made against creatures within the area.
Cleansing Flames: When a creature within your Druid • You can spend 2 AP on your turn to use Nature’s Torrent
Domain is Healed by one of your MP effects, you can without requiring a creature to take Elemental damage.
remove one of the following Conditions from it: Impaired, When you do, the Torrent is instead an Aura centered on
Dazed, Burning, or Poisoned. you and you choose its Elemental damage type.
Rolling Wild Fire: Creatures of your choice take 1 Fire
damage for each Space they move within your Druid
Domain, or if they start their turn within your Domain.

Fire Within (Flavor Feature)


You are unaffected by cold weather conditions and can bring
a gallon (4 liters) of liquid to a boil after making physical
contact with it or its container for 1 minutes.

130 DC20 RPG BETA 0.9

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