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classes:blackguard:ploys [2024/01/15 03:19] Kathariusclasses:blackguard:ploys [2024/01/15 03:55] (current) – removed Katharius
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-# Ploys 
-Below are the Ploys available to Blackguards, originally designed by laserllama. If a ploy has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites. 
- 
-## 1st-Degree Ploys 
-Ploys of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Blackguards with modest training and have no level prerequisite. 
- 
-### Aerial Maneuver 
-*Prerequisites: Dexterity of 11*   
-When you fall, you can use a reaction to expend a Ploy Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet. 
- 
-### Alchemical Adept 
-*Prerequisites: Intelligence of 11*   
-When you make an alchemist's supplies, herbalism kit, or poisoner's kit check, you can expend one Ploy Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail. 
- 
-### Arresting Strike   
-When you hit a target with a weapon attack, you can expend one Ploy Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Ploy Die and its speed is 0 until the start of your next turn. 
- 
-### Commanding Presence 
-*Prerequisites: Charisma or Strength of 11*   
-When you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can expend one Ploy Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed. Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead. 
- 
-### Cunning Instinct 
-*Prerequisites: Wisdom of 11*   
-Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can expend one Ploy Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail. 
- 
-### Disarm   
-When you hit a creature with a weapon attack, you can expend a Ploy Die to force it to make a Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Ploy Die, and it drops one item of your choice that it is currently holding on the ground at its feet. 
- 
-### Eloquent Speech 
-*Prerequisites: Intelligence of 11*   
-Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check. Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check, you can expend one Ploy Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed. 
- 
-### Feint   
-As a bonus action, you can expend one Ploy Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn. 
- 
-### First Aid   
-As an action, you can touch a creature that has at least 1 hit point and expend Ploy Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier. 
- 
-### Inquisitive Eye 
-*Prerequisites: Intelligence or Wisdom of 11*   
-When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can expend one Ploy Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail. 
- 
-### Lightstep 
-*Prerequisites: Dexterity of 11*   
-When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check, you can expend one Ploy Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail. 
- 
-### Mechanical Insight 
-*Prerequisites: Intelligence of 11*   
-Whenever you make an ability check with a set of thieves' tools or tinker's tools, you can expend one Ploy Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail. 
- 
-### Modify Device 
-*Prerequisites: proficiency with tinker's or thieves' tools*   
-As an action, you can expend one Ploy Die and use either tinker's or thieves' tools to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Ploy save DC, or increases by 5 (your choice). 
- 
-### Precision Strike 
-*Prerequisites: Dexterity of 11*   
-As part of a weapon attack, you can expend one Ploy Die, roll it, and add the result to your attack roll. You can use this Ploy after you roll, but before you know if you hit or miss. 
- 
-### Quick Quip 
-*Prerequisites: Intelligence or Charisma of 11*   
-While speaking, you can expend a Ploy Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds preceding this Ploy, and instead only remember your quip. Creatures that are immune to being charmed are immune to this Ploy. Once you use this Ploy on a creature, it is immune to the effects of this Ploy for the next 24 hours. 
- 
-### Reliable Skill   
-Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one Ploy Die to treat the d20 roll as an 8. 
- 
-### Roguish Charm 
-*Prerequisites: Charisma of 11*   
-As an action, you can expend a Ploy Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you. This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you. Once a creature succeeds on its saving throw against this Ploy, it is immune to this Ploy for the next 24 hours. 
- 
-### Rustic Intuition 
-*Prerequisites: Wisdom of 11*   
-When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check, you can expend a Ploy Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result. 
- 
-### Scholarly Recall 
-*Prerequisites: Intelligence of 11*   
-Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can expend a Ploy Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed or fail. 
- 
-### Subtle Con 
-*Prerequisite: Dexterity or Charisma of 11 or higher*   
-When you make a Dexterity (Sleight of Hand), Charisma (Deception), or Charisma (Performance) check, you can expend a Ploy Die, roll it and add it to your check. You can do so after you roll the d20, but before you know if you succeed or fail. 
- 
-### Sweeping Strike   
-When you hit a creature with a melee weapon attack, you can expend a Ploy Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Ploy Die and falls prone. A creature more than one size larger than you has advantage on its saving throw. 
- 
-## 2nd-Degree Ploys 
-Ploys of this degree represent the absolute peak of blackguard skill that is achievable without dedicated training. 2nd-degree Ploys can be learned by any Blackguard of 5th level or higher. 
- 
-### Alchemical Oil 
-*Prerequisites: 5th level, proficiency with alchemist's supplies*   
-As an action, you can expend one Ploy Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Ploy Die spent on this oil until you expend this Alchemical Oil. 
- 
-### Blinding Debris 
-*Prerequisites: 5th level, Dexterity of 13*   
-As a bonus action, you can expend a Ploy Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Ploy Die and be blinded until the start of your next turn. 
- 
-### Craft Minor Poison 
-*Prerequisites: 5th level, proficiency with poisoner's kit*   
-As an action, you can expend one Ploy Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Ploy Die until you expend this poison. 
- 
-### Crippling Strike 
-*Prerequisites: 5th level*   
-When you hit a target with a weapon attack, you can expend a Ploy Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Ploy Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn. 
- 
-### Dirty Hit 
-*Prerequisites: 5th level, Dexterity of 13*   
-When you hit a creature with a melee weapon attack, you can expend a Ploy Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Ploy Die, it falls prone, and it cannot take reactions until the start of your next turn. 
- 
-### Exposing Strike 
-*Prerequisites: 5th level*   
-When you hit a creature with a weapon attack, you can expend a Ploy Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Ploy Die. 
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/data0/somn.quest/public_html/data/attic/classes/blackguard/ploys.1705288785.txt.gz · Last modified: 2024/01/15 03:19 by Katharius