Go Dungeons Wiki
(Mage, Bard, Druid in depth info)
Tag: Visual edit
mNo edit summary
Tag: Visual edit
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
   
<div style="text-align: center; font-size: x-large; padding: 1em;">'''Welcome to the {{SITENAME}}! (BETA)'''</div>Hello this page is still under construction but I have listed out the Races and Classes available for my game. Enjoy!
+
<div style="text-align: center; font-size: x-large; padding: 1em;">'''Welcome to the {{SITENAME}}! (BETA_1.0)'''</div>Hello this page is still under construction but I have listed out the Races and Classes available for my game. Enjoy!
  +
  +
Attribute Calculator: https://docs.google.com/spreadsheets/d/1GSG2Fv0Ms97hfTZBA8HgkVIWnRqTjyj4EYE_F4v0-ng/edit?usp=sharing
   
 
== '''Races''' ==
 
== '''Races''' ==
Line 6: Line 8:
   
 
=== '''<u>Human</u>''' ===
 
=== '''<u>Human</u>''' ===
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Race_Human Stats Here]
* ''Attribute Bonus'': ALL +1
 
* ''Hit Dice'': 10d8 + 10
 
* ''Age'': 0-100
 
* ''Size'': Medium
 
* ''Speed'': Normal
 
* ''Extra Skills/Traits'':
 
** '''Great Potential''' - Gain an extra proficiency in a skill.
 
** '''Ambitious''' - Gain a +1 bonus on all skill checks.
 
   
 
=== '''<u>Elf</u>''' ===
 
=== '''<u>Elf</u>''' ===
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Race_Elf Stats Here]
* ''Attribute Bonus'': DEX +2, INT+2
 
* ''Hit Dice'': 10d8 + 20
 
* ''Age'': 0-500
 
* ''Size'': Medium
 
* ''Speed'': Fast
 
* ''Extra Skills/Traits'':
 
** '''Dark Vision''' - You are able to see in the dark.
 
** '''Elven Touch''' - You are able to heal someone or yourself with a touch. Heal for d4 + Hit Dice.
 
   
 
=== '''<u>Dwarf</u>''' ===
 
=== '''<u>Dwarf</u>''' ===
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Race_Dwarf Stats Here]
* ''Attribute Bonus'': CHA +2, WIS +2
 
* ''Hit Dice'': 10d8
 
* ''Age'': 0-250
 
* ''Size'': Small
 
* ''Speed'': Normal
 
* ''Extra Skills/Traits'':
 
** '''Dark Vision''' - You are able to see in the dark.
 
** '''Haggling''' - You have advantage in all Charisma checks.
 
   
 
=== '''<u>Goliath</u>''' ===
 
=== '''<u>Goliath</u>''' ===
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Race_Goliath Stats Here]
* ''Attribute Bonus'': STR +2, DEF +2
 
* ''Hit Dice'': 10d10 + 30
 
* ''Age'': 0-120
 
* ''Size'': Large
 
* ''Speed'': Normal
 
* ''Extra Skills/Traits'':
 
** '''Super Strength''' - You have advantage on Strength checks.
 
** '''Tough Skin''' - You gain a bonus of +2 AC
 
   
 
=== '''<u>Dragonborn</u>''' ===
 
=== '''<u>Dragonborn</u>''' ===
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Race_Dragonborn Stats Here]
* ''Attribute Bonus'': CHA +2, DEF +2
 
* ''Hit Dice'': 10d10 + 10
 
* ''Age'': 0-150
 
* ''Size'': Varies
 
* ''Speed'': Fast
 
* ''Extra Skills/Traits'':
 
** '''Tough Skin''' - You gain a bonus of +2 AC
 
** '''Dragon Breath''' - You have a special skill with your breath depending on the color of your skin.
 
*** '''Red''' - Able to breath fire. Deals a lot of damage. Resistant to fire or heat damage
 
*** '''Blue''' - Able to breath water and ice, Deals damage and chance to freeze (if ice). Resistant to cold damage.
 
*** '''Green''' - Able to breath poison (gas or liquid) and acid. Immune to poison.
 
   
 
=== '''<u>Triton</u>''' ===
 
=== '''<u>Triton</u>''' ===
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Race_Triton Stats Here]
* ''Attribute Bonus'': DEX +2, WIS +2
 
* ''Hit Dice'': 10d8 + 15
 
* ''Age'': 0-200
 
* ''Size'': Varies
 
* ''Speed'': Fast
 
* ''Extra Skills/Traits'':
 
** '''Amphibian''' - Able to breath in air and water.
 
** '''Fish Talk''' - Can communicate with sea creatures
 
** '''Tough Skin''' - You gain a bonus of +2 AC
 
   
 
=== '''<u>Others:</u>''' ===
 
=== '''<u>Others:</u>''' ===
Line 79: Line 35:
   
 
=== '''<u>Barbarian</u>''' ===
 
=== '''<u>Barbarian</u>''' ===
''Req. 13+ STR''
+
''Req. 13+ STR, Main Damage Attribute: STR''
 
==== '''Barbarian''' '''Primary''' ====
 
* '''Rage''' - You can activate rage mode.
 
** During this, you gain extra damage and take less damage on physical attacks.
 
** Rage ends when you go unconscious or if your turn ends and you failed to attack something.
 
** You can choose to end Rage mode as a bonus action
 
** Rage only lasts for around 1 min. If used all 1 min Raged, you lose rage mode and lose a turn due to exhaustion.
 
* '''Feral Instinct''' - Gain Advantage in initiative rolls.
 
* '''Extra Attack''' - You gain an extra attack.
 
** You can select a different target or hold it to use another time during the round.
 
** If unused until next turn, you lose the extra attack.
 
* '''Reckless Attack''' - You stop caring about defense and hit a target.
 
** This target needs to be in range and cannot dodge or block the attack.
 
** After this, even if missed, your AC is cut in half until you are able to re position yourself.
 
 
==== '''Barbarian''' '''Secondary''' ====
 
* '''Brutal Critical''' - When you roll a successful critical, You add an extra damage dice to your total damage.
 
* '''Relentless Rage''' - Rage lasts longer. When you reach 0 HP while raging, you gain 1 HP and don't go unconscious.
 
* '''Primal Path''' - Chose how your rage is shaped
 
** '''Ancestral Guardian''' - Draw power from ancestors.
 
*** After attacking a target, you can summon a spirit warrior to attack the same target on the next turn.
 
**** Spirit Warriors have the same damage as you and will disappear if got hit.
 
**** Can stack with multiple targets. 1 spirit warrior per target.
 
*** If a spirit warrior is present, you can command it to protect a creature as long as it's not you.
 
**** The creature takes half damage and the spirit warrior disappears.
 
**** The attacker takes the other half of it's damage as it's own damage
 
** '''Berzerker''' - Violent rage allows you to enter Frenzy state.
 
*** You can choose to attack as a bonus action.
 
*** You can counter attack someone who hits you in melee range.
 
*** You can't be charmed or frightened.
 
*** You can use your action to frighten a target with your presence.
 
**** Target needs to be able to see or hear you.
 
***** Target must succeed a WIS saving throw 10 + your Mental Resistance modifier
 
***** If target fails, they will be frightened until you can no longer be seen
 
***** If target succeeds, you can't try this again on the same target
 
** '''Storm Herald''' - Able to harness and materialize the rage within.
 
*** You have a magical aura around you while you rage. You can chose 1 environment only. Typically an environment that you are very familiar with.
 
*** You can also choose to move the aura to surround another creature
 
**** '''Desert'''
 
***** All creatures around you take fire damage each turn.
 
***** You gain resistance to fire damage.
 
***** You can set something on fire.
 
**** '''Sea'''
 
***** All creatures around you take lightning damage each turn.
 
***** You gain resistance to lightning damage.
 
***** You can electrocute something
 
**** '''Tundra'''
 
***** All creatures around you take ice damage each turn.
 
***** You gain resistance to cold damage.
 
***** You can freeze something
 
** '''Totem Warrior'''
 
*** You gain a Spirit Animal. You must be wearing a physical totem with that animal.
 
*** You are able to communicate with the animal chosen.
 
*** If the animal isn't listed above, then you can chose the closest beast representing the one you chose and gain the same skill set.
 
**** '''Bear'''
 
***** Resistant to physical damage.
 
***** You gain advantage on Brute Force checks.
 
***** Creatures around you gain disadvantage on their attack rolls.
 
**** '''Eagle'''
 
***** Able to dodge. Take half damage if successful.
 
***** Advantage on Perception checks.
 
***** You are able to fly during the duration of your rage.
 
**** '''Elk'''
 
***** Increase movement speed to next tier.
 
***** Advantage on Athletics checks.
 
***** Headbutt as a bonus attack which will prone the enemy.
 
**** '''Tiger'''
 
***** Increase damage.
 
***** Advantage in Acrobatics checks.
 
***** Increase your attack range by jumping to the target.
 
**** '''Wolf'''
 
***** Allies have advantage on attack rolls within your range..
 
***** Advantage in Stealth checks.
 
***** Howl to give allies +2 attack bonus.
 
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Barbarian Skills Here]
 
=== '''<u>Fighter</u>''' ===
 
=== '''<u>Fighter</u>''' ===
''Req. 13+ STR/DEX''
+
''Req. 13+ STR/DEX, ''Main Damage Attribute: STR/DEX
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Fighter Skills Here]'''<nowiki/>'''
==== '''Fighter''' '''Primary''' ====
 
* '''Weapon Mastery''' - You are proficient in melee combat
 
** Gain a +2 attack bonus on melee attacks
 
* '''Fighting Style''' - Must choose one style
 
** '''Duelist''' - When using a 1h weapon and no other weapon, add a damage dice.
 
** '''Dual Wielder''' - You can add your damage modifier on your second attack.
 
** '''Great Weapon''' - If you roll less than 3 on your damage roll, you can roll again.
 
*** Must use the new roll even if it's lower
 
* '''Extra Attack''' - You gain an extra attack.
 
** You can select a different target or hold it to use another time during the round.
 
** If unused until next turn, you lose the extra attack.
 
* '''Second Wind''' - As a bonus action, you can heal with your hit dice. Can't be use on consecutive turns.
 
 
==== '''Fighter''' '''Secondary''' ====
 
* '''Athlete''' - Gain advantage on Athletic checks
 
* '''Action Surge''' - You push yourself beyond your limits are able to have 2 Actions on your turn.
 
** Can't be use on consecutive turns.
 
** Can't be used on the very first turn.
 
* '''Archetype''' - You are able to chose one archetype to define you as a Fighter
 
** '''Battle Master''' - You use techniques to fight the enemies
 
*** '''Combat Superiority''' - You learn more skills to help you during battle. Can't be used consecutively.
 
**** '''Commander's Strike''' - You can decide not to use one of your attacks for an ally to attack with you instead
 
**** '''Disarming Strike''' - You can attempt to disarm the target (DEX roll off)
 
**** '''Parry''' - If you are being attacked in melee range, you take half damage and can attempt to attack back.
 
**** '''Pushing Strike''' - You can attempt to push/knock your target (STR roll off)
 
** '''Champion''' - You hone your skills for dominance over the enemy
 
*** As a champion, you can choose another '''Fighting Style'''
 
*** '''Improved Critical''' - Your critical rolls are 18-20
 
*** You can choose to attack as a bonus action.
 
*** You can counter attack someone who hits you in melee range.
 
   
 
=== '''<u>Knight</u>''' ===
 
=== '''<u>Knight</u>''' ===
''Req. 13+ DEF''
+
''Req. 13+ DEF, ''Main Damage Attribute: STR
 
==== '''Knight Primary''' ====
 
* '''Battle Cry''' - Enemies who can hear you will be drawn to attack you first.
 
** Enemies will have to make a Mental Resistance + your WIS modifier roll to get out of this
 
* '''Protection'''
 
** If someone within twice your melee range is being attacked, you can chose to move there and block. You take half the damage.
 
* '''Defense Stance'''
 
** You take a defensive stance in the front line of the battle.
 
*** If an enemy enters your range, you can attack as a reaction.
 
*** If you get hit during this stance, you can block with your shield and attack back
 
*** You lose this stance if you perform another action
 
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Knight Skills Here]'''<nowiki/>'''
==== '''Knight Secondary''' ====
 
* '''Battle Roar''' - Until your next turn, your allies gain +5 on attack rolls
 
* '''Growing Defense''' - Every time you get hit you gain a +1 AC
 
** Maximum 1 per round
 
** It resets after combat
 
* '''Banneret''' - You have great pride in inspiring allies in the battlefield
 
** '''Inspiring Roar''' - You can heal up to 4 (d4) allies, including yourself, with their hit dice as your bonus action. Can't be used consecutively
 
** As a great motivator, gain advantage on Persuasion checks.
 
** '''Inspiring Surge''' - Chose an ally who can see or hear you. That ally can make one melee or range attack during this.
 
   
 
=== '''<u>Rogue</u>''' ===
 
=== '''<u>Rogue</u>''' ===
Req. 13+ DEX
+
Req. 13+ DEX, ''Main Damage Attribute: DEX''
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Rogue Skills Here]
==== '''Rogue Primary''' ====
 
* '''Stealth''' - You have advantage in stealth checks .
 
* '''Sneak Attack''' - If you attack an target who doesn't notice you, add an additional damage dice.
 
* '''Uncanny Dodge''' - If you can see that you are being attacked, you can dodge to half the damage.
 
* '''Bonus Attack''' - If you are successful in all your attack rolls, you gain another attack.
 
* '''Steady Eye''' - Advantage on Perception Checks
 
 
==== '''Rogue Secondary''' ====
 
* '''Evasion''' - If you are being attacked before your turn in a round, you can evade any attacks with no damage.
 
* '''Archetype''' - You are able to chose one archetype to define you as a Rogue.
 
** '''Arcane Trickster''' - You combine your stealth and agility with magic.
 
*** You learn '''<u>Rogue Spells</u>''' (superior mage hand)
 
*** You are able to disguise yourself and lie very well. Gain advantage on Deception checks.
 
*** '''Spell Thief''' - You are able to steal someone's spell.
 
**** The owner of the spell cannot use the spell stolen while you have it (Lasts for a few hours).
 
**** Can only cast once and need a long rest to gain back.
 
** '''Assassin''' - You hone your stealth skills to utilize in quick killing.
 
*** Your very first attack in combat is a critical hit, if no one has seen you yet.
 
*** You can read body language very well. Gain advantage on Insight checks
 
*** '''Death Strike''' - If the creature is hurt badly (less than half health) double the damage.
 
*** '''Shadow Step''' - You are able to teleport to any shadow present within range.
 
**** You roll a stealth check after performing the skill
 
***** If successful, you can Shadow Step again (up to 3 times)
 
** '''Blade Dancer''' - You focus in the art of blades to take down opponents
 
*** Gain advantage on Initiative rolls and Acrobatics check
 
*** You can use Evasion anytime and you are able to counter attack (1 attack)
 
*** '''Blade Master''' - If you fail an attack roll, you can roll again with advantage.
 
**** Can only use with 1 attack.
 
**** Can't use in consecutive rounds.
 
** '''Thief''' - You use your stealth skills to collect and/or "borrow" something you may desire
 
*** '''Gambler''' - Gain advantage on Sleight of Hands and Luck check.
 
*** '''Know-it-all''' - As a thief, you know a lot of things. Gain advantage on Investigation checks on items.
 
*** '''Super Reflex''' - You can take 2 turns during the first round of any combat.
 
**** First turn - Your Initiative roll order
 
**** Second turn - You go last, before a new round begins
 
**** If first, you can choose to go second last or roll again
 
**** If last, roll Initiative again
 
   
 
=== '''<u>Ranger</u>''' ===
 
=== '''<u>Ranger</u>''' ===
''Req. 13+ DEX''
+
''Req. 13+ DEX, ''Main Damage Attribute: DEX
 
==== '''Ranger Primary''' ====
 
* '''Monster Hunter''' - Gain an extra damage dice for 1 attack against beasts
 
* '''Explorer''' - Gain advantage on Perception and Survival checks
 
* '''Animal awareness''' - You are able to read the body languages of animals that are not hostile
 
* '''Ranged Weapon Mastery''' - You are proficient in ranged combat
 
** Gain a +2 attack bonus on range attacks
 
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Ranger Skills Here]'''<nowiki/>'''
==== '''Ranger Secondary''' ====
 
* Learn '''<u>Ranger Spells</u>'''
 
* '''Target Slayer''' - If you hit the same target 3 times in a row, the third attack damage is doubled.
 
** The count resets after the third attack or if you attack a different target
 
** If you roll a 1 for attack rolls, it resets.
 
** If you roll a 20 for attack rolls, it counts as 2.
 
* '''Archetype''' - You are able to chose one archetype to define you as a Ranger.
 
** '''Beast Master''' - You gain an animal companion. Only one. You can communicate with your companion normally.
 
*** Your companion will have it's own stats and initiative roll
 
**** Consult with the GM about your companion
 
*** You gain advantage on Animal Handling checks
 
*** '''Soul Bond''' - You are connected with your companion by soul
 
**** You have a special attack with each other with bonuses
 
**** If you or you companion dies, one can pass half it's hit points to the other
 
**** Your companion's attack will count for Target Slayer except for the third attack
 
**** If you are being attacked and if you're companion can make it, you can call it to half the damage equally
 
** '''Hunter''' - You hone your skills focusing in combat
 
*** '''Close combat''' - You can choose to attack in melee range as a bonus action.
 
*** '''Uncanny Dodge''' - If you can see that you are being attacked, you can dodge to half the damage.
 
*** '''Volley''' - You are able to shoot multiple arrows at once
 
**** Number of arrow is equal to d4 + 1
 
**** Can be in different target a long as they're visible
 
**** Multiple arrows on 1 target will stack Target Slayer
 
** '''Arcane Archer/Gunslinger'''
 
*** '''Curving shot''' - Gain advantage on ranged attack rolls
 
*** '''Elemental''' - You are able to add elemental properties to your arrow/bullet
 
**** '''Fire''' - Can burn
 
**** '''Ice''' - Can freeze
 
**** '''Lightning''' - Can stun
 
**** '''Poison''' - Can poison
 
*** Able to use magic to enhance arrow/bullet. Each will cost spell slots to use
 
**** '''Banishing''' (2) - Sends the target to another dimension until it's next turn.
 
**** '''Burst''' (3) - Your arrow/bullet will explode on impact.
 
***** AoE and can knock target(s) back
 
**** '''Vine''' (2) - Thorns appear on your bullet/arrow and can grapple target upon impact
 
**** '''Seeking''' (2) - Can be used in combo with another effect. You don't miss this shot.
 
** '''Sharpshooter'''
 
*** '''Critical Shot''' - Critical rolls are 18 - 20
 
*** '''Steady Aim''' - Gain advantage on ranged attack rolls
 
*** '''Extra Attack''' - You gain an extra attack.
 
**** You can select a different target or hold it to use another time during the round.
 
**** If unused until next turn, you lose the extra attack.
 
   
 
=== '''<u>Mage</u>''' ===
 
=== '''<u>Mage</u>''' ===
''Req. 13+ INT''
+
''Req. 13+ INT, ''Main Damage Attribute: INT
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Mage Skills Here]'''<nowiki/>'''
==== '''Mage Primary''' ====
 
* Learn '''<u>Primary Mage Spells</u>'''
 
* '''Academic''' - You gain advantage on Knowledge checks.
 
* Spell Slot Restoration at rest
 
** Long rest - Gain full Spell Slots back
 
** Short rest - Gain Half of used Spell Slots back
 
* '''Meditation''' - During Combat, you can choose to use your action to regain up to 1d6 Spell Slots.
 
** You can choose to share this Spell Slot gained to another creature.
 
 
==== '''Mage Secondary''' ====
 
* Learn '''<u>Secondary Mage Spells</u>'''
 
* '''Grand Master''' - You become very proficient with magic
 
** Add an extra damage dice to Primary Mage Spells
 
** '''Primary Mage Spells''' will cost 1 less Spell Slot to cast
 
** '''Quick Caster''' - You can cast 2 instant spells at once
 
   
 
=== '''<u>Druid</u>''' ===
 
=== '''<u>Druid</u>''' ===
''Req. 13+ WIS''
+
''Req. 13+ WIS, ''Main Damage Attribute: WIS
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Druid Skills Here]'''<nowiki/>'''
==== '''Druid Primary''' ====
 
* '''<u>Learn Druid Spells</u>'''
 
* '''Shape Shifter''' - You are able to shape shift to any beast that you have encountered before
 
** You can stay as a beast hours equal to your WIS modifier.
 
** You gain the STR, DEF, DEX of the beast and keep your INT, WIS and CHA.
 
** The beast's HP is an extension of your HP. When it hits 0, you return to normal form with your previous health
 
*** E.g If you have 1 HP as a beast and take 10 damage, you take an additional 9 damage to your real HP
 
** You can't cast spells as a beast
 
* You are very wise. Gain advantage on Mental Resistance roll
 
 
==== '''Druid Secondary''' ====
 
* '''Superior Shape Shifter''' - You are proficient in Shape Shifting
 
** Double the duration that you can stay as a beast
 
** You are able to choose the Attributes you keep or use from the beast
 
* Learn''' <u>Superior Druid Spells</u>'''
 
* '''Druid Circle''' - As a Druid, you chose a circle that you follow.
 
** '''Dream''' - You draw power from dreamlike realms. You can freely enter dreams mentaly or physicaly
 
*** '''Druid Blessing''' - As a bonus action, you can choose yourself or an ally to heal with their hit dice. Can't be used consecutively.
 
*** '''Dream Cloud''' - During rests, you are able to create a stationary dream cloud around you and your allies.
 
**** Any creature inside this cloud is invisible from the outside
 
**** Everyone inside the cloud gain +5 bonus on Stealth and Perception checks
 
**** You will know when someone is approaching the cloud
 
**** It vanishes when you leave the cloud
 
*** '''Dream Path''' - You can create portals that connects dream realms to reality which can teleport creatures or even some attacks
 
**** You can create portals equal to your WIS modifier
 
**** You need to at least create 2 for this to work
 
**** Only one can teleport at a time
 
** '''Moon''' - You draw power from the moon.
 
*** '''Beast Heal''' - While in beast form, as a bonus action, you can spend a Spell Slot to heal yourself for your hit dice.
 
*** '''Magical Beast''' - Your beast attacks gets added Magic damage. Add your WIS modifier to your attacks.
 
*** '''Ultimate Shape Shifter''' - You can choose to Shape Shift only specific parts of your body.
 
**** You can gain the STR, DEF and DEX if you want.
 
** '''Land''' - You draw power from the land.
 
*** '''Natural Recovery''' - You can heal every turn as a bonus action as long as there is something of nature around.
 
**** You heal with your hit dice
 
*** '''Druid Spells Mastery''' - You become proficient in Druid Spells
 
**** You add an extra damage dice to all your attack spells
 
**** Druid Spells cost 1 less Spell Slot to cast
 
   
 
=== '''<u>Bard</u>''' ===
 
=== '''<u>Bard</u>''' ===
''Req. 13+ CHA''
+
''Req. 13+ CHA, ''Main Damage Attribute: CHA
 
==== '''Bard Primary''' ====
 
* Level '''<u>Bard Spells</u>'''
 
* You have advantage on Performance checks
 
* '''Bardic Inspiration''' - You are able to inspire your allies with what they do
 
** You give an inspirational dice (d10) to someone of your choosing
 
** You have an inspiration dice equal to your CHA modifier
 
** The dice needs to be used within a short period
 
** You gain an inspiration dice back when someone spends it
 
* '''Song of Rest''' - During rests, you can start a performance and roll for Performance
 
** Short rest
 
*** If success, everyone heals for an extra 1d12 + your CHA modifier
 
*** If fail, everyone just heals an extra hit dice roll
 
** Long rest
 
*** If success, everyone gains an extra temporary HP equal to 1d12 + your CHA modifier and 2 temporary Spell Slots
 
*** If fail, you gain a temporary HP equal to your hit dice roll
 
   
  +
[https://go-dungeons.fandom.com/wiki/Go_Dungeons_Class_Bard Skills Here]'''<nowiki/>'''
==== '''Bard Secondary''' ====
 
* Level '''<u>Superior Bard Spells</u>'''
 
* '''Jack of all Trades''' - Gain an extra +1 to all your Skill modifier
 
* '''Battle Song''' - During combat, you are able so sing a song for turns equal to your CHA modifier
 
** All allies that can hear gain an extra 2 AC
 
** All enemies that can hear looses 2 AC
 
* '''Song of Prophecy''' - By spending 8 Spell Slots, you are able to turn your song into reality
 
** You can just sing the song and GM will determine how realistic it can happen based on the circumstances
 
   
 
[[Category:Browse]]
 
[[Category:Browse]]

Latest revision as of 19:16, 28 January 2020

Welcome to the Go Dungeons Wiki! (BETA_1.0)

Hello this page is still under construction but I have listed out the Races and Classes available for my game. Enjoy!

Attribute Calculator: https://docs.google.com/spreadsheets/d/1GSG2Fv0Ms97hfTZBA8HgkVIWnRqTjyj4EYE_F4v0-ng/edit?usp=sharing

Races

Note: Advantage means you roll twice for something and you choose the highest number. Disadvantage means you pick the lowest.

Human

Stats Here

Elf

Stats Here

Dwarf

Stats Here

Goliath

Stats Here

Dragonborn

Stats Here

Triton

Stats Here

Others:

  • If there is a race that is not listed there, Consult with GM. Note: Humanoid Animals doesn't exist in the world.
  • Angels and Demons also exists but these are non-playable characters (Consult with GM if you want to work something out)

Classes:

You are able to choose to go Full Class by having both Primary and Secondary skills or choose to MULTI CLASS which only grants you the Primary skills of the classes chosen (max. 2)

Note: When Multi Classing, skills with the same name does not stack.

Barbarian

Req. 13+ STR, Main Damage Attribute: STR

Skills Here

Fighter

Req. 13+ STR/DEX, Main Damage Attribute: STR/DEX

Skills Here

Knight

Req. 13+ DEF, Main Damage Attribute: STR

Skills Here

Rogue

Req. 13+ DEX, Main Damage Attribute: DEX

Skills Here

Ranger

Req. 13+ DEX, Main Damage Attribute: DEX

Skills Here

Mage

Req. 13+ INT, Main Damage Attribute: INT

Skills Here

Druid

Req. 13+ WIS, Main Damage Attribute: WIS

Skills Here

Bard

Req. 13+ CHA, Main Damage Attribute: CHA

Skills Here