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DC20 Beta 0 9 Pa 20

The document outlines various subclasses for Rogues and Sorcerers, detailing unique abilities and requirements for each subclass. It includes features like the Unseen Ambusher and Sinister Shot for Rogues, and the Draconic Spark and Celestial Spark for Sorcerers, emphasizing their magical and combat capabilities. Additionally, it provides a Sorcerer Class Table and Wild Magic Table, along with Meta Magic options and subclass-specific enhancements.

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0% found this document useful (0 votes)
461 views5 pages

DC20 Beta 0 9 Pa 20

The document outlines various subclasses for Rogues and Sorcerers, detailing unique abilities and requirements for each subclass. It includes features like the Unseen Ambusher and Sinister Shot for Rogues, and the Draconic Spark and Celestial Spark for Sorcerers, emphasizing their magical and combat capabilities. Additionally, it provides a Sorcerer Class Table and Wild Magic Table, along with Meta Magic options and subclass-specific enhancements.

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 Rogue

Long Death Unseen Ambusher


Requirements: Debilitating Strike, Level 3
Your mastery over unseen attacks grants you the
Thousand Cuts following benefits:
When a creature fails its Save against your Debilitating
Strike, it also begins Bleeding (even if it’s immune to the Skulker: You have ADV on Stealth Checks made in
Condition). Bleeding caused in this way: Combat.
• Doesn’t end when the target regains HP. Backstab: Enemies you’re Hidden from have DisADV on
• The DC to end the Condition is equal to your Save DC. their Saves against your Debilitating Strikes.
• Can stack multiple times, dealing True damage equal to
the number of stacks. If a creature succeeds a Medicine
Check to remove Bleeding, they remove 1 additional Sinister Shot
stack for every 5 they succeed by. Requirements: Cheap Shot, Level 3

DC Tip: These Rogues are able to apply magic or alchemical Your Cheap Shot deals +1 damage for each additional
toxins to their blades that eat away at their targets over time, Condition on the target. Multiple stacks of the same
even things like Elementals or Undead that don’t have blood. Condition count only once.
The specific narrative reasoning is up to you.
DC Tip: Nested Conditions aren’t considered separate
Conditions on the target. For example, a creature with the
Prone Condition isn’t considered Exposed or Hindered
Hundred Ways to Die (Flavor for the purposes of this Feature, unless they’re Exposed or
Feature) Hindered by other effects.
You are an expert at studying and identifying weaknesses in
bodies and how best to kill creatures. You have ADV on any
Check made to determine how something died or could die
easier. This also extends to poisons, toxins, or identifying
other materials used to kill.

Swashbuckler
Renegade Duelist
You’re skilled at make a mockery of your opponents
while taking advantage of their openings. You gain the
following benefits:
• Flourishes: Your Cunning Action now also includes the
Disarm and Dodge Actions.
• Taunting Shot: Once on each of your turns when you
make an Attack against a creature with a Condition, you
can forgo your Cheap Shot damage to force the target to
make a Charisma Save. Failure: The target is Taunted
until the end of your next turn.
• Riposte: When a creature within your Melee Range
misses you with an Attack, it provokes an Opportunity
Attack from you.

Tall Tales (Flavor Feature)


You know how to play to a crowd. You can spend up to 5
minutes telling a story to a crowd of creatures (that are not
immediately hostile to you) and keep their rapt attention
the entire time. During this story, creatures within the
crowd have DisADV on Awareness Checks.

DC Tip: A creature with DisADV on Awareness would have a


-5 penalty to their Passive Awareness.

THE DUNGEON COACH 141


Sorcerer
Sorcerers tap into the raw magic in their own bodies as a Starting Equipment
conduit to harness, manipulate, and sculpt magic with
wild resolve. They can overload themselves and even cast • 1 Weapon
Spells without Mana, pushing the limits of magic and • 1 set of Novice Light Armor
their own bodies. • X or Y “Packs” (Adventuring Packs Coming Soon)
Source of Power: A Sorcerer’s magic is in their blood,
allowing them to tap into it naturally and use it in ways Sorcerer Spellcasting
others can’t. This could come from a lineage of angels,
dragons, demons, or something else. Some Sorcerers’ Mastery
power could come from an incident that caused their body Combat Training: Light Armor
to be suffused with magic (such as a magical explosion, a
blessing, or curse). Spell List: You choose 1 Spell List (Arcane, Divine, or
Primal). When you learn a new Spell, you can choose any
Spell from the chosen Spell List.

Beta Note: You get access to the following “Premade List”


that have had their Spells pre-selected for you: Fire &
Flames, Ice & Illusions, Lightning & Teleportation, or Psychic
& Enchantment

Cantrips Known: The number of Cantrips you know


increases as shown in the Cantrips Known column of the
Sorcerer 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 Sorcerer 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
Sorcerer Class Table.

Sorcerer 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

142 DC20 RPG BETA 0.9


Sorcerer Class Sorcerer Wild Magic Table
d20 Wild Surge Outcome

Features 1 You turn into a small creature with the stats of a Sheep (HP
2, PD 5, Melee Attack +2, Damage 1).
2 You explode with a magical blast wave. You take True
Level 1 Class Features damage equal to your Prime Modifier and creatures within
5 Spaces must succeed a Physical Save against your Save
DC or take the same amount of damage.
Innate Power 3 You are Stunned.
Choose a Sorcerous Origin that grants you a benefit: 4 You feel lethargic and lose a number of Rest Points equal to
Intuitive Magic, Resilient Magic, or Unstable Magic. your Prime Modifier and have DisADV on all Checks.
Additionally, you gain the following benefits: 5 Your maximum AP is decreased by 1 and you lose 1 AP (min
• Your Maximum MP increases by 1. of 0 AP).
• Once per Long Rest, you can use a 1 MP Spell 6 You are Blinded and Deafened.
Enhancement without spending any MP (up to your 7 All living creatures become Invisible to you.
Mana Spend Limit). You regain the ability to use this 8 You become affected by the Bane Spell.
benefit when you roll for Initiative. 9 You grow by 1 Size, become 2 times heavier, and your
Speed is reduced by 2.
Sorcerous Origins 10 A strong gravitational pull originates from you. All creatures
• Intuitive Magic: You learn an additional Spell and within 5 Spaces must make a Might Save or be pulled 4
Cantrip from your Sorcerer Spell List. Spaces toward you.
• Resilient Magic: You have ADV on Saves to maintain 11 Forceful winds shoot out from you in all directions. All
Concentration. creatures within 5 Spaces (except you) must make a Might
• Unstable Magic: When you Critically Succeed or Fail Save or be pushed 4 Spaces away from you.
on a Spell Check, roll on the Wild Magic Table. If it’s 12 You grow by 1 Size, become one and a half times heavier,
a Critical Success you roll with ADV, if it’s a Critical and your Speed is increased by 2.
Failure you roll with DisADV. The effect lasts until the 13 You become affected by the Bless Spell.
end of your next turn, unless stated otherwise. When you 14 You gain a Truesight of 10 Spaces.
roll on the Wild Magic Table in this way, you gain ADV 15 You become Invisible.
on the next Spell Check you make before the end of your 16 Your maximum AP increases by 1 and you gain 1 AP.
next turn.
17 You feel empowered and regain a number of Rest Points
equal to your Prime Modifier and have ADV on all Checks.
18 You gain a surge of power, granting you +5 to all Spell
Checks you make.
19 You overflow with life energy. You and creatures within 5
Spaces regain HP equal to your Prime Modifier.
20 You turn into a large creature with the stats of a Young
Purple Dragon, but without a Breath Weapon (HP 30, PD
16, Attack +10, Damage 4, Fly Speed 6).

Overload Magic
You can spend 2 AP in Combat to channel raw magical
energy for 1 minute, or until you become Incapacitated,
die, or choose to end it early at any time for free. For the
duration, your magic is overloaded and you’re subjected to
the following effects:
• You gain +5 to all Spell Checks you make.
• You must immediately make an Attribute Save (your
choice) against your Save DC upon using this Feature,
and again at the start of each of your turns. Failure: You
gain Exhaustion. You lose any Exhaustion gained in this
way when you complete a Short Rest.

Sorcery (Flavor Feature)


You learn the Sorcery Spell.

THE DUNGEON COACH 143


Level 2 Class Features
Meta Magic
You gain 2 unique Spell Enhancements from the list below.
You can only use 1 of these Spell Enhancements per Spell
you cast. MP spent on these Spell Enhancements doesn’t
count against your Mana Spend Limit.

Careful Spell
When you Cast a Spell that targets an Area of Effect,
you can choose to protect some of the creatures from the
Spell’s full force.
Spend 1 MP and choose a number of creatures up to your
Prime Modifier. All chosen creatures automatically succeed
on any Saves against the Spell, and have Resistance (Half)
to any damage dealt by it.
Alternatively, you can spend 2 MP instead to make the
chosen creatures Immune to the Spell’s damage and effects.

Heightened Spell
When you cast a Spell that forces a creature to make a Save
to resist its effects, you can spend 1 MP to give 1 target
DisADV on its first Save against the Spell.

Quickened Spell
You can spend 1 MP to reduce the AP cost of a Spell by 1
(minimum of 1 AP).

Subtle Spell
When you cast a Spell, you can spend 1 MP to cast it
without any Somatic or Verbal Components.

Transmuted Spell
When you cast a Spell that deals a type of damage from the
following list, you can spend 1 MP to change that damage
type to one of the other listed types: Cold, Corrosion, Fire,
Lightning, Poison, or Sonic.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

144 DC20 RPG BETA 0.9


Subclasses Draconic

Angelic Draconic Spark


You gain the following abilities:
Draconic Origin: You gain 2 Ancestry Points that can
Celestial Spark only be spent on Dragonborn Traits. Additionally, choose
You can use a Minor Action to emit Bright Light within a 5
a Draconic Origin from the Dragonborn Ancestry if you
Space Radius and can end the effect at any time. You also
haven’t already.
gain the following abilities:
Celestial Origin: You gain 2 Ancestry Points that can only Draconic Overload: While Overloaded, you gain Resistance
be spent on Angelborn Traits. (1) to Physical damage and your Draconic Origin damage
type.
Celestial Protection: You learn the Careful Spell Meta
Magic option (choose another Meta Magic option if you Draconic Transmutation: You gain the Transmuted Spell
already know it) and Careful Spell now costs 0 MP to use. Meta Magic (choose another Meta Magic option if you
already have Transmuted Spell). Transmuted Spell now
Celestial Overload: Once per Combat while you’re costs you 0 MP to use if you change the damage type to
Overloaded, you can spend 1 AP to release a burst of your Draconic Origin damage type.
radiant light in a 5 Space Radius. Creatures of your choice
within range are either healed or seared by the light (your
choice for each creature). Draconic Appearance (Flavor
• Healed: The creature regains 1 HP. Feature)
• Seared: Make a Spell Check against the target’s MD. You gain additional draconic features such as scales, fangs,
Success: The target takes 1 Radiant damage. claws, or other changes of your choice. If you already
have these features, they’re enhanced or expanded upon.
Additionally, you gain 1 level of Language Mastery in
Celestial Appearance (Flavor Draconic. If you’re already Fluent in Draconic, you gain
Feature) 1 level of Language Mastery in another Language of
You gain additional angelic features such as sparkling skin, your choice.
feathers, a faint halo, or other changes of your choice. If you
already have these features, they’re enhanced or expanded
upon. Additionally, you gain 1 level of Language Mastery
Paragon Sorcerer
in Celestial. If you’re already Fluent in Celestial, you
gain 1 level of Language Mastery in another Language of Greater Innate Power
your choice. Requirements: Innate Power, Level 3
You gain the following benefits:
• Your MP maximum increases by 1.
• When you use your Innate Power to reduce the cost of
a Spell, you gain ADV on the Spell Check you make to
cast the Spell.
• You gain another Sorcerous Origin of your choice.

Font of Magic
Requirements: Meta Magic, Level 3
Your magical vitality grants you the following benefits:
• You gain the following Rest Point Formula: Level +
Prime Modifier.
• You can spend Rest Points in place of MP on Meta Magic.
• You regain 1 Rest Point when you roll for Initiative.

THE DUNGEON COACH 145

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