print("Subclasses Reworks and New Subclasses")
## [1] "Subclasses Reworks and New Subclasses"
# Champion Fighter Rework
# The purpose of the rework is to make the champion fighter simultaneusly more interesting, and more unique in it's abilities. As well, I want it to fulfill a role as a single fighter, the sort that would be seen in movies as representing an army in an honor duel. Further, I wanted to buff the subclass, as it is, to my knowledge, the most played subclass in the game, but it is also probably the weakest of the fighter subclasses. I think the default version would give a new player a bad impression of the game.
# 3rd level) Unfailing critical: Whenever this character rolls a D20, and gets a roll of one, they may choose to treat that roll as a natural 20.
# 3rd level) Improved Second Wind: When using Second Wind, the health regained now equals (1D10 + twice fighter level + Con Mod.)
# 7th level) Remarkable Athlete: Same as PHB
# 7th level) Surviving Champion: If under half health at start of turn, regain HP equal to Con. Mod (minimum of 1) In order to apply this benefit, you must have no allies within 10 ft. of you.
# 10th level) Additional Fighting Style: Same as PHB
# 10th level) Peerless Champion: When there are no allies within 10 feet of you, +1 to hit and +2 to damage for all melee weapon attacks
# 15th level) Champion's Critical: Whenever you roll a D20, and roll a 2 or a 19, you may choose to treat the roll as a natural 20
# 18th level) Tireless Champion: You have one additional use of Second wind per short rest. In addition, when you use Second Wind, you may recover from a single level of exhaustion.
# Flame Sorcerer Subclass
# The purpose of this subclass is to provide a sorcerer option that plays around with the low health of the class, and allows the player to make impactful, but risky, plays. This is accomplished by making the character capable of very high damage, but in order to do that damage, the character will also take damage in the process.
# 1st level) Flame Sorcerer spells: You learn additional spells when you reach certain levels in this class, as shown on the Flame Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Evocation or an Conjuration spell from the Sorcerer, Druid, or Wizard spell list.
# Flame Spells table:
# Sorc. level 1 = Burning hands, Absorb Elements
# Sorc. level 3 = Aganazzar's Scorcher, Heat Metal
# Sorc. level 5 = Fireball, Daylight
# Sorc. level 7 = Fire Shield, Wall of Fire
# Sorc. level 9 = Conjure Elemental, Flame Strike
# 1st level) Willing Kindling: You may choose to burn away your life force in order to fuel a desperate attack. Once per long rest you may use an action to create a fiery explosion centered on yourself. All creatures of your choice other than you within 30 ft. take fire damage equal to four times you sorcerer level. You take fire damage equal to two times your sorcerer level.
# 6th level) Soul as Fuel: You have gained the ability to burn your very life force in order to fuel the destructive potential of your spells. Whenever you deal fire damage with a sorcerer spell (not cantrip), you may add to the damage dealt to a single target of the spell a number of D4s which is equal to or less than half your sorcerer level. This damage is fire damage. You also take fire damage equal to half the total rolled as part of this bonus. You must declare how many of these dice you roll before you roll the normal damage of the spell, but after it is determined whether the spell hits or the target fails their save.
# 14th level) Raging Flame: Your soul may now be used as a continuous source of heat and flame. As a bonus action, you may engulf yourself in fire. Roll a number of D6s up to half your sorcerer level. For the next minute, whenever a creature of your choice either passes through or begins their turn within 10 feet of you, they take fire damage equal to the amount rolled. In addition, at the end of each of your turns you take fire damage equal to half the amount rolled. This ability may be used once per short rest, and can be dismissed at any time without using an action.
# 18th level) Willing Accelerant: Whenever you use the Willing Kindling ability, you may choose to deal fire damage equal to your sorc. level times 6, instead of times 4. If you do so, you take fire damage equal to 3 times your sorc. level, rather than times 2.
# 18th level) Deffered Burn: The fire inside you burns brighter than the fire around you, and the heat of your soul overpowers that of the flames that engulf your body. Once per long rest, as a bonus action, you may make yourself immune to fire damage for 1 minute, including any self-damage from your sorcerer abilities. When the effect ends, you immediately take fire damage equal to the amount you would have taken during the duration of this ability, including self damage. If this damage would drop you to 0 HP, and you fail your death save throws, your body turns to ash, and your soul ceases to exist and you cannot be resurrected in any way.
print("New spells Section. (Its a surprise tool that will help us later)")
## [1] "New spells Section. (Its a surprise tool that will help us later)"
#This section will act as a repository for homebrew spells. Some of them will be directly related to above content.