Difference between revisions of "Scion/1st/Pre"

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If your first class level is gained as a scion, your maximum {{hp}} increases by 8 + your {{con}} modifier.
 
If your first class level is gained as a scion, your maximum {{hp}} increases by 8 + your {{con}} modifier.
  
Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your {{con}} modifier to that number.  Your maximum {{hp}} increases by an amount equal to the result.
+
Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your {{con}} modifier to that number.  Your maximum {{hp}} increases by an amount equal to the result.  If you choose to roll the d8 and the die lands on a 1, you can re-roll until you get a result other than 1.
  
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.

Revision as of 14:53, 1 January 2022

Starting equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d8. Heart Containers are used primarily during short rests to recover heart points.

If your first class level is gained as a scion, your maximum heart points increases by 8 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your Constitution modifier to that number. Your maximum heart points increases by an amount equal to the result. If you choose to roll the d8 and the die lands on a 1, you can re-roll until you get a result other than 1.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Proficiency

If scion is your first class, you have proficiency with the following. These proficiencies are in addition to any from your progenitor and proficiency points.

Armor: Light armor
Weapons: Simple weapons, rods; you can use Charisma as your casting ability with rods instead of Intelligence
Saving Throws: Constitution, Charisma

Proficiency Points

Background Alternative
Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes. If it is your DM's preference, you are instead proficient in two skills of your choice from Arcana, Deception, History, Insight, Intimidation, Nature, Persuasion, and Religion. These proficiencies are in addition to any proficiencies from your background and progenitor.

If your first class level is gained as a scion, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new means.  Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.

If you multiclass, you can only re-invest points in accordance with your first class.