[[],[],[],[],[],[],[],[{"id":6425,"name":"Pact of the ring bearer","type":"archetype","hit_die":"1d8","alignment":"Any","full_text":"

http:\/\/archetype.comRingbearer<\/a>Pact of the ring bearer<\/h2>

Type:<\/b> archetype
Hit Die:<\/b> 1d8

<\/p>

Requirements Warlock\/Paladin<\/h3>

To quilify for this class, a character must fulfill all the folowing criteria<\/p>

Alignment:<\/b> Any

<\/p>

Class Skills<\/h3>

Arcana, Investigation


Proficiencies:<\/b> Light armor , Simple weapons<\/p>




<\/p>

DESCRIPTION AND CLASS TABLE HERE

Reference:<\/b> 5 charges to start with 5 more gained at 10th 15th and 20th levels. The ring will regain charges after  a long or short rest in the same way as a Warlock regains their spell slots. <\/p>

 At will: Fly 60ft, Comprehend language<\/p>

 Constructs such as mele weapons, shields, and any simple constructs cost no charges and deal an equal amount of radiant damage as the weapon they resemble with and additional damage die of the same type dealt to undead. Other constructs have half the creators maximum hit points. Constructs such as bridges and ladders and bridges cost one charge. Constructs such as ropes, cuffs, and cages used to detain enemies cost two charges and can be broken by a DC of 10+ con modifier. Animated or golden like constructs cost 3 charges All constructs must be maintained by concentration and cannot move more than 60ft from the ring bearer<\/p>

 Construct size by level; 5th small and medium 5ft by 5ft, 10th large 10ft by 10ft, 15th huge 15ft by 15 ft, 20th gargantuan 20ft by 20ft<\/p>

 Alternate spells by color (decided both alignment)<\/p>

Blue; Cure wounds, Healing word, Sanctuary, Aid, Calm emotions, Prayer of healing, Beacon of hope Mass healing word, Spirit guardians, Guardian of faith, Mass cure wounds.<\/p>

Red; Control flames, Create bonfire, Burning hands, Compelled duel, Hellish rebuke, Flame blade, Haste Fireball<\/p>

Green; Eldritch blast, Minor illusions, Catapult, Ensnaring strike, Heroism, Magic Missile, Shield, Shield of faith, Hold Monster, Bigsbys hand<\/p>

Violet and Indigo; Friends, Charm person, Hold person, Hex, Thorn whip, Witch bolt, Dominant person, Entangle<\/p>

Yellow Dissonant whispers, Entangle, Hunters mark, Wrathful smite, Ray of enfeeblement, Bigsbys hand,<\/p>

Orange; can have up to two ongoing concentration spells. Find familiar, Conjure animals, Conjure barrage, Conjure minor elemental, Conjure woodland beings, Mordenkains faithful hound, animate objects.<\/p>

White; Bless, Cure wounds, Lesser Restoration, spiritual weapon, Revivify, Death Ward, Raise Dead, Regenerate, Resurrection. Mass Heal, True resurrection<\/p>

Black; False Life, Ray of sickness, Animate Dead, Feign Death, Create undead, Magic Jar. And Dalzims Horrid Wilting, Clone<\/p>

Beam of Insight:<\/strong> For the use of one Charge the Bearer gains the use of the Tongues <\/em>spell.<\/p>

Light as Air:<\/strong> At level 5 bearer gains use of the Fly<\/em> spell with a 60 speed.<\/p>

Multi-class: <\/strong>barbarian can use spells and constructs while rage is active. To take orange you must also have the rogue class. <\/p>

Touch spells:<\/strong> Touch spells can be used though Constructs<\/p>","reference":"Usergen","class_skills":"Arcana, Investigation","proficiencies":"Light armor , Simple weapons"},{"id":7430,"name":"Summoner","type":"base","hit_die":"1d8","alignment":"Any","full_text":"

Summoner<\/span><\/h3>

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul.<\/p>

Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.<\/p>

Class Features<\/span><\/h3>

As a Summoner you gain the following class features.<\/p>

Hit Points<\/big><\/dt><\/dl>

Hit Dice:<\/b> 1d8 per Summoner level
Hit Points<\/a> at 1st Level:<\/b> 8 + Constitution<\/a> modifier
Hit Points<\/a> at Higher Levels:<\/b> 1d8 (or 5) + Constitution<\/a> modifier per Summoner level after 1st<\/p>

Proficiencies<\/big><\/dt><\/dl>

Armor:<\/b> Light Armor
Weapons:<\/b> Simple Weapons
Tools:<\/b> None
Saving Throws:<\/b> Charisma and Wisdom
Skills:<\/b> Choose 3 from Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion, Survival or Nature<\/p>

Equipment<\/big><\/dt><\/dl>

You start with the following equipment, in addition to the equipment granted by your background:<\/p>