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Courser Ver. 1.0 (Unfinished)
Courser Ver. 1.0 (Unfinished)
Courser Ver. 1.0 (Unfinished)
N
ight has arrived once again. The sun has
fallen, and the hunt has begun. You arrived
at dusk, hoping to find the man responsible
for this so called "blood transfusion", a
procedure said to cure one from any
disease, but at a price. Gold in hand, you
walk into the building. Clutter litters the
floor, books piled high beyond sight. The door keeper closes
and locks the door behind you, slinking into a room on the left
after gesturing to the stairway ahead. You walk forwards, and
up the staircase. Inside you meet a man bound to a
wheelchair, a pale white beard covering his face. He motions
to the table, recently cleaned and prepped for another person.
You climb on top of the table, and the old man asks for your
signature on a piece of parchment. You sign, and the lights
dim. Your eyes grow heavy, and the man coughs a sinister
chuckle, as you feel the needles dig into your skin.
Class Features
Hit Dice: 1d10 per courser level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per courser level after 1st
Proficiencies
Armor: Light armor
Weapons: Martial weapons, Trick weapons, light crossbows
Tools: Tinker’s tools, one other tool of your choice
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics,
Insight, Investigation, Nature, Religion, Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a hand crossbow, or (b) a light crossbow
(a) padded armor, or (b) a shortsword
tinker’s tools, a trick weapon, 20 bolts, and an
explorer’s pack
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder
Courser
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Trick Weapons, Courser's Workshop — — — — — —
2nd +2 Covenant 2 2 ─ — — —
3rd +2 Courser's Flask 3 3 ─ — — —
4th +2 Ability Score Improvement 3 3 ─ — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Covenant Feature 4 4 2 — — —
7th +3 Trick Weapon Improvement 5 4 3 — — —
8th +3 Ability Score Improvement, Insight 5 4 3 — — —
9th +4 Flame Paper 6 4 3 2 — —
10th +4 Covenant Feature 6 4 3 2 — —
11th +4 ─ 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 Trick Weapon Upgrade 8 4 3 3 — —
14th +5 Covenant Feature 8 4 3 3 1 —
15th +5 Bolt Paper 9 4 3 3 1 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 Great One's Insight 10 4 3 3 2 1
18th +6 Trick Weapon Mastery 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Courser's Dawn 11 4 3 3 3 2
2
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder
3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder
4
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder
5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder
Saint's Greatblade.
The Saint's Greatblade in its default form is similar to a
one handed longsword. In its default form, the greatblade
deals 1d8 slashing damage. Using a bonus action, the
greatblade attaches to its oversized sheath, turning into
effectively a greatsword. The greatblade when transformed,
it 1d6 slashing damage and 1d4 radiant damage, and has
an increased critical hit range of 19 on the attack roll.
Purify Soul
At 2nd level, you can purge a soul of lies and corruption. As an
action, you can use this feature to Purify a creature in one of
three ways;
Flames of Purity. Deal 2d6 radiant damage to up to 3
creatures within 30ft of the caster. The damage increases
by 1d6 at 6th, 10th, and 14th level.
Purify Thoughts. Cast calm emotions on a single creature
within 120 feet. The DC is 8 + your wisdom modifier +
your proficiency bonus.
Radiant Charm. Inflict the Charm condition on a single
creature, no matter if they are hostile or not. The amount
of creatures you can Charm is increased by 1 at 6th, 10th,
and 14th level.
You can use this feature once per short rest.
Mark of Martydom
By 6th level, you have realized the strength your sacrifices
gives to others. Whenever you take damage, as a reaction you
can choose to expel a burst of radiant light, dealing 1d8
radiant damage to all of your enemies, and 1d8 healing to all
of your allies within 10ft of you. If a creature that is effected by
the radiant light is undead, they receive no healing / 2d8
radiant damage instead. You can use this feature twice per
short rest.
Blessing of Light
When you reach 10th level, your drive to purge the world of
corruption has seeped into your strikes. As a bonus action,
you can now apply radiant light to your weapon, which deals
1d10 radiant damage to the target if the attack hits.
Boon of the Crow King
At 14th level, a boon is found within the workshop. A
greatsword made of pure radiance, fit for those that devote
themselves to the cause. The name of this mythical blade; Eye
of the Eclipse.
Eye of the Eclipse
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