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Mountaineer


jokomaisu

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Mountaineer

Far from cities, ports, and countryside, up the mountains among the mouflons, hircocervi, and ibex, isolated even from the Pagan Plain's barbarians and the woods, the mountaineers roam: extraordinary guides, explorers, and smugglers, agile as wild goats and silent as wolves, with their faithful flask always at their side. In wartime, squads of these rocks-peaks-and-precipices savvy individuals are hired as scouts, spies, dispatch riders, patrolmen, lookouts, and saboteurs, while in peacetime they escort shepherds, travelers, and wanted outlaws in the backwoods, helping them to overcome the most inaccessible mountain ranges.

“The Mountaineer Path runs forever uphill”, so the proverb says, “...but the bottle makes it flat”.  Among the noble arts that these rude folks of the peaks have learned is that of the distillation of special spirits, obtained from the fermentation of mountain herbs with unique properties that they always carry along. The use of these substances from an early age has given all mountaineers a particular resonance with the various concoctions, and now, with every sip, those give them unique effects that cannot be shared with anyone who's not a mountaineer. These particular concoctions are called "grappanels" from the name of the four-sided grappling hook that a true mountaineer always carries by their side.

The Mountaineer Table

Level

Proficiency
Bonus

Features Rage
1 +2

Agile Sprinter, Rage, Rugged Defense

2
2 +2

Bounding Strike, Danger Sense, Furious Critical (Disorienting Strike)

2
3 +2

Ancient Art of the Grappanel, Agitate, Flock Step, Ride Enemy

3
4 +2

Ability Score Improvement, Furious Critical (Winter's Wrath)

3
5 +3

Crushing Blows, Down the Hatch, Extra Attack

3
6 +3

Blend, Furious Critical (Avalanche Momentum), Gruff, Lean Winters

4

Class Features
As a mountaineer, you gain the following class features.

Hit Points
Hit Dice: 1d12 per mountaineer level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per mountaineer level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose four from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival

Equipment
You begin the game with 120 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Agile Sprinter
You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes.

You gain a knack die on Athletics and Acrobatics checks made to climb, run, and swing.


Rage
In battle, you give yourself over to the fury within. On your turn you can use a bonus action to enter a rage.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • Every round that you remain in rage, at the start of your turn you gain 2 rage hit points. Whenever you take damage, you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends, at which point they dissipate.
    The maximum number of rage hit points you can have at one time is equal to 5 × your mountaineer level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  • You gain no benefit from temporary hit points.

While raging, you cannot choose to use the Fall Back reaction.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your mountaineer level in the Rage column of the Mountaineer table, you must finish a long rest before you can rage again.


Rugged Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

In addition, your speed increases by 5 feet while you aren’t wearing heavy armor.

At 5th level, your speed increases by an additional 5 feet.


Level 2


Bounding Strike
You leap and bound toward your enemy with animal fury.

You use an action to move 15 feet in a straight line and make an Acrobatics or Athletics check to jump as you do so. If a creature is within your reach when you land, you can make a melee weapon attack against it using the result of your check instead of an attack roll.

Once you use this feature, you can’t use it again until you finish a long rest.


Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.


Furious Critical
You learn to maximize the effects of your mightiest blows, empowering your critical hits.

Simple damage isn’t all that a mountaineer can deal in combat. With just the right application of force, a mountaineer can inflict a number of conditions on their opponent. The attack must use a melee weapon that has the heavy, two-handed, or versatile property. Only one Furious Critical can be used per critical hit, unless otherwise stated.

Avalanche Momentum
Seizing on the fervor of a well-struck blow, you use your fury to fight all the harder. When you score a critical hit, the next melee weapon attack you make before the end of your next turn is a critical hit on a roll of 17–20. Once you have used this feature, you cannot do so again until you have finished a long rest. Alternatively, you can expend one use of Rage to use this feature. The effects of this Furious Critical can be combined with any other.

Disorienting Strike
The force of your attack leaves your target seeing double. When you score a critical hit, your target treats all creatures as though they have half cover (+2 to AC, Dexterity saving throws, and ability checks made to hide). This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with subsequent critical hits.

Winter's Wrath
Your fury is so great that it incites the very chill of the mountain peaks to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with cold.
The weapon now deals an additional 1d6 cold damage. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.


Level 3


Ancient Art of the Grappanel
You always carry your flasks full of spirits with you and you can take a sip from one of them of your choice when you enter a rage. If you do this, for the duration of your rage you get a bonus based on the Grappanel chosen, and you are resistant to psychic damage. You also gain proficiency in brewer supplies.

  • Demoncello. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your base walking speed.
  • Gramp's Sgnap. You have resistance to cold damage. Each creature that starts its turn within 10 feet of you takes 1d6 cold damage because of your alpine breath.
  • Storica Rossa. You have resistance to fire damage. When you are hit by a melee attack that deals you damage, you can use your reaction to blow flaming breath against the creature that damaged you. The creature must make a Dexterity saving throw. It takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
  • Stravecchia. You have resistance to necrotic damage. The first creature you hit each turn takes an additional 1d8 necrotic damage from your bad breath.
  • Vincanto. The spirits of ancient mountaineers, commonly known as "Santucci", appear around you and sing along with you in chorus. You have radiant damage resistance and shed dim light within a 10-foot radius. Additionally, when you enter a rage, the spirits cast one of the following spells of your choice, at its lowest level: bless or shield of faith. The spell lasts until the end of your rage and no concentration is required.

Agitate
Many battles have taught you how to spot aggressive body language like a pursed eyebrow, tensed temple, or protruding vein, and you’ve mastered using these cues to unsettle others outside of combat.

Make an Intimidation check opposed by the Insight check of a creature you can see and hear within 20 feet. On a success, you subtly press the creature to act out.

What exactly the creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed or disguised companion, protectively touch something it is carrying—is at the Game Master's discretion.

Once you use this feature, you can’t use it again until you finish a long rest.


Flock Step
You are adept at reading the flow of creatures grouped together and can effortlessly sync into a herd or crowd.

You gain a knack die on Stealth checks made to hide amongst or blend in with a group of 5 or more creatures.


Ride Enemy
You leap atop your enemy just as it attacks.

When a creature at least one size category larger than you attacks you with a natural weapon, you can use your reaction to use the Grab On basic maneuver, making your Strength or Dexterity saving throw with advantage.

Once you use this feature, you can’t use it again until you finish a long rest.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Level 5


Crushing Blows
Your martial prowess is such that you are able to land attacks to best effect, dealing devastating amounts of damage.

Your melee weapon attacks score a critical hit on a roll of 19 or 20.


Down the Hatch
As casually as any seasoned alchemist, you pluck the cork from a magical concoction and pour it down your throat or a companion’s.

You use a bonus action to drink a potion or administer a potion to a creature within reach.

Once you use this feature, you can’t use it again until you finish a long rest.


Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6


Blend
You can sip a blend of two different Grappanel spirits every time you enter a rage and benefit from both effects.


Gruff
It’s commonly thought that it’s best not to ask you for too much clarification or detail.

You can always choose to use Constitution when making Deception checks.

In addition, when you fail a Deception check against a creature, it makes a Wisdom saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.


Lean Winters
The lessons of the snows have put you beyond mere cold and hunger.

You gain advantage on saving throws made to resist the effects of cold weather as though you were wearing cold weather gear, but without the disadvantages in hot weather.

Additionally, you can go without Supply for a number of days equal to 3 + your Constitution modifier (minimum 1) before suffering a level of fatigue.


Edited by jokomaisu (see edit history)

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