The Steel Born: The Steel Born The Steel Born The Steel Born The Steel Born
The Steel Born: The Steel Born The Steel Born The Steel Born The Steel Born
Steel Born
A figure walks through the battlefield, covered with mortal
wounds and lifeless eyes, yet its sword is raised in a
permanent dignified stance, almost as if eternally seeking for
a fight.
A young elf in a forest sits quietly in a bush, biding time
with his bow, waiting for the perfect shot against the invading
bandits. Time strikes, but unexpectedly, an animal startles
the ranger, making him release a hopeless shot. Yet the arrow
with a slight glow, as if having a mind of it's own, with a curve
changes its route, striking true.
A scoundrel gets ambushed by a pair of thieves, and as the
young kid tries to pull out a white crystal dagger, he quickly
gets disarmed, with the dagger being thrown away. As the
figures close in on the young kid, suddenly one of the
attackers reels in pain as the dagger lifts off the ground and
jams itself in its back.
A noble knight sits in prayer, preparing to take his oath. In
front of him is a beautiful set of armor with a golden blade
resting besides it, the quietness in the room almost observing
him. Just as his father and grandfather did, he will take on the
duty and the privilege of carrying the family blade, for never
again will he be alone.
All of these people may at once have been regular people,
but in some way they have found themselves side by side with
a Steel Born - a living and thinking weapon. These weapons
bond with their partners, sometimes even linking their souls
in return for great power. Always by their side they shall have
an ally that will know no fear, and whomever crosses their
path shall face the judgment of steel.
Steel Born Origins
Steel born have have varying and mysterious origins. Some
have been known to have been made by various gods, deities
and even extremely skilled archmages. Others might have
been souls of the departed, latching on to the sword they
spent most of their lives wielding, choosing to fight with it
even after death. Their origins can be as varied as the types
of swords and bows.
Bonds Forged in Battle
The steel born are known to bond with their long time
wielder, granting them parts of their power. These
connections often are quite close, due to them often having to
rely on each other when staring death straight in its eyes.
Some grow close and become unbreakable companions, but
some simply acknowledge each others power but stay wary of
each other, only working together to achieve their own goals,
using each others strength.
Weapons of Legends
No matter their origins, these weapons tend to be ancient
and once locating a suitable host tends to grant them power
rarely if ever achievable through normal means. Often that,
whether be for better or worse, greatly impacts the course of
history, known to give rise to tyrants and heroes just alike,
sometimes even creating legends of regular people striking
down creatures of myths.
Steel Born Racial Features
Living Construct. Your type is Construct and that fortitude
As a steel born you gain these features gives you some benefits:
Ability Score Increase. Your Strength or Dexterity score You have advantage on saving throws against being
increases by 2, and one other ability score of your choice poisoned, and you have resistance to poison damage.
increases by 1. You don't need to eat, drink, or breathe.
Age. Steel Born can be of various origins and don't age, You are immune to disease.
therefore being able to reach ages of 500+. You don't need to sleep, and magic can't put you to sleep.
Size. Size tends to be between small and tiny and varies If the mending spell is cast on you, you regain 2d6 hit
depending on the weapon, such as a longsword being small points. The caster additionally to casting this spell, may
and a dagger tiny. expend a spell slot to heal you for 1d6 extra hit points, for
each spell slot level expended.
Speed. Your base walking speed is 0 feet. You have a fly If you are reduced to 0 hit points, while unconscious you
(hover) speed of 30 feet. You cannot fly higher than 5 feet. lose all of your magical properties and return to your true
Weapon Physiology. You cannot wear armor, wield weapons form. Additionally you cannot be stabilized by a medicine
or hold items. You can wear rings, amulets and other jewelry check. Instead, you can be stabilized by a successful DC
on your haft, crossguard, through holes in your blade or any 10 Arcana or an appropriate Artisan's tools check(Up to
other means of having it on your weapon. DM's discretion)
Innate Magic. You can innately without any spell Recharge When you take a long rest, you must spend at least
components cast mage hand cantrip. six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn't render
you unconscious, and you can see and hear as normal.
Living Weapon. You resemble a weapon from the weapons
list in the PHB. You are always considered to be wielding that
weapon, and you are proficient with it. You do not suffer
disadvantage to your attack rolls due to being a Small
creature attacking with a heavy weapon if you are a heavy
weapon. You can allow yourself to be wielded by another
creature. That creature must attune itself to you as though
you were a magic item. If you are unwilling to be wielded, that
creature must succeed on a grapple check against you.
Additionally you gain the properties of the weapon whom
form you take (such as a dagger, having light, finesse and
thrown properties.). If the weapon you are has the thrown
property, it can only be used when you are wielded. If you are
a weapon that requires ammunition, you can conjure a
singular piece of ammunition every time living weapon
makes an attack, after which the ammunition disappears.
False Appearance. When you remain motionless and you
are not flying, you are indistinguishable from a normal
weapon. In combat, while motionless and as long as you
haven't take any actions enemies can identify you as a threat
and attack you if their Passive Insight is higher than your
Passive Deception (Passive Deception is 10 + Your Deception
Modifier) or by making a successful Insight check.
Malleable. As an Action you can change your form into any
other basic non-magical weapon in the PHB. You can use this
trait a number of times equal to your Constitution modifier
(minimum of 1), and you regain all expended uses when you
finish a long rest.
Limited Telepathy. You can telepathically speak to any
creature you can see within 15 feet of you. You can only
speak to the creature telepathically through languages you
understand.
Languages. You can speak, read and write Common and a
language of your choice.
The Steel born
Proficiency
Level Bonus Features
Host, True Form, Perfect Partner,
1st +2
Unarmored Defense, Made to Fight
2nd +2 Fight Plans
3rd +2 Steel Born Method
4th +2 Ability Score Improvement
Class features 5th +3 Improved Fight Plans
As a steel born, you gain following class features. 6th +3 Evasion
Hit Points 7th +3 Steel Born Type feature
Hit Dice: 1d6 per steel born level 8th +3 Ability Score Improvement
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution 9th +4 Soaring Armament
modifier per steel born level after 1st 10th +4 Steel Born Method feature
Proficiencies 11th +4 Soul Manifest
Armor: None 12th +4 Ability Score Improvement
Weapons: Simple weapons, martial weapons
Tools: None 13th +5 Dynamic Strategy
Skills: Choose two from Stealth, Arcana, History, Perception, 15th +5 Steel Born Method feature
Deception, Intimidation, Performance or Persuasion 16th +5 Ability Score Improvement
Equipment 17th +6 Call to Arms
You start with the following equipment, in addition to the 18th +6 Steel Born Method feature
equipment granted by your background: Ability Score Improvement, Magic
19th +6
• (a) A tassel of leather, woven gold or metallic lace or (b) Weapon (+3)
bronze ring on your pommel (or head of your haft). 20th +6 Fragment of Perfection
• a turquoise, azurite, eye agate (or other gem worth 10 gp)
embedded in your crossguard (or haft).
Quick Build
First, make Strength or Dexterity your highest ability score,
depending on whether you want to focus on melee weapons Multiclass Restriction
or on archery (or finesse weapons). Your next-highest score
should be Charisma. Second, choose the hermit background. If you pick this class or race, you cannot multiclass
into any other classes as well as multiclassing into
this class.
Host Feat Interactions
You have a spiritual bond with a person attuned to you and If the Steel Born has features such as Slasher,
gain various benefits due to that. In this class the term Host Crusher or similar type Feats that empower your
will relate to a creature that is currently attuned to you. To attacks, you only gain such benefits when you
equip the steel born the host or the steel born has to use a make attacks yourself and not your host. Similarly if
bonus action during their turn. Additionally, limited Telepathy your host has such feats, the host gains benefits of
range is increased to 30 feet when used to communicate to them as normal.
your host.
True Form Made to Fight
At 1st level, you choose your True living weapon form. The At 1st level your form has been made perfectly to withstand
True Form, is your preferred weapon. While in that form you harsh onslaught. You gain resistance to Slashing, Piercing
gain various benefits in addition to the ones you gain from and Bludgeoning damage.
the base weapon. If it has multiple keywords, you gain all of
their benefits.
Fight Plan
Versatile. Your living weapon has one die higher damage Starting at 2nd level, you have started gaining a deeper
and the versatile attack is one die higher as well(for understanding of fighting by someone else's side and created
example a longswords damage would be a d10 one multiple strategies for it.
handed and a d12 two-handed). You gain access to a d4 Steel Die which is used for your
Light. You gain proficiency with the sleight of hand skill. Fighting Plan Stances. Your Steel die increases to a d6 when
Finesse. You gain proficiency with the Acrobatics skill. you reach 5th level, d8 at 11th level, and d10 at 17th level.
Two-handed. When an attack is made with your living
weapon, you or the host may choose to make the attack As an Action while wielded you can select a stance, which
with disadvantage. On a hit, the attack deals an extra die grant you various benefits:
of damage.
Thrown. You can take the Dash action as a bonus action. Striker
If your host makes a ranged attack with you, you return to While in this stance, you may once per round add your Steel
your host's hand after the attack is resolved. Die to your damage and once per round when the Host hits
Ammunition. Once per turn when you hit a creature with with your living weapon, you may add your Steel Die to the
an attack, you can reduce the speed of the target by 10 damage roll.
feet until the start of your next turn.
Vanguard
If you do not have any of the above properties (you are a While in this stance, you and your host gain a bonus to
morningstar or flail, for example), you gain the following Strength, Dexterity and Constitution Saving throws equal to
benefit: half your proficiency bonus (rounded down). Additionally
You deal double damage against objects. when your host is struck by an attack as a reaction you may
attempt to parry it and reduce it's damage by your Steel Die +
Unarmored Defense half your Steel Born level.
Beginning with 1st level, while you are not wearing any Support
armor, your Armor Class equals 10 + your Dexterity modifier While in this stance, you may choose your host to receive one
+ your Charisma modifier. of the following benefits:
Perfect Partner Your hosts first attack each turn has advantage and has a
Starting at 1st level, as a weapon you are ready for battle and bonus to hit equal to your Steel Die.
know how to assist your companion. Your host can make Your hosts Spell Save DC is increased by half your
attacks with you with the following benefits: proficiency bonus (rounded down).
The host always counts as having proficiency with your Steel Born Method
living weapon and may use either its or your proficiency, At 3rd level, choose the type of steel born you are. Each
whichever is higher. choice is detailed after the class's description. Your choice
The host may use your Ability Scores to make attacks with grants you features at 3rd level and again at 7th, 10th, 15th
your living weapon, whichever is appropriate. and 18th.
You can be wielded in one hand. If your living weapon
feature has the heavy property, a Small creature can wield Ability Score Improvement
you in two hands without the normal penalties.
You can be used as a spellcasting focus. When you reach 4th level, and again at 8th, 12th, 16th, and
While being wielded, you can still take actions as normal. 19th level, 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.
Magic Weapon Soul Manifest
Starting at 4th level, you grown more powerful and you are When you reach 11th level, your soul has become powerful
considered to be a magic weapon. Your living weapon gains a enough, to be able to manifest in a semi ethereal state. As an
+1 bonus on weapon attack rolls and damage rolls. This action you may gain a humanoid body wielding your True
improves to +2 at 14th level and +3 at 19th level. Form for up to an hour. This body appears semi ethereal and
has your characteristics. When you take damage while in this
Improved Fight Plans state, you may make a concentration check, turning back into
Beginning at 5th level, you have gained a deeper a weapon on a failure.
understanding of your maneuvers and gain additional Dynamic Strategy
benefits.
At 13th level, you are fast on changing your tactics in the
Striker middle of a battle. You may change your stances as a bonus
You may choose to charge up a powerful attack in action instead of an action.
coordination with your host. You may as an action coordinate
a strike with your host, after which you may once at any time Call to Arms
your host makes an attack, declare a coordinated strike and if At 17th level, your bond with the host has become one of
your host hits the creature, you may act as if you hit it as well legends, and you yourself have become versatile enough to be
and your Striker damage for this attack is increased by a used by anyone, ready to rise to the call of battle at any time.
number of Steel Dice equal to your proficiency instead. You can now be wielded by anyone of your choice and they
Vanguard gain the benefits of all other Host benefits while wielding you.
You gain an extra reaction that you can only use for parrying. Additionally, while wielded by your original host, stances gain
You can't use both parry reactions on the same attack. these additional benefits:
Support Striker
After taking this stance, you may choose your host to receive Attacks with your living weapon ignores resistances and
one of the following benefits: treats immunities as resistances instead.
If you choose to give the attack advantage, additionally the Vanguard
attack scores a critical hit on a roll of 19 or 20. As an Action you can prepare to go into a completely
If you choose to empower the Spell Save DC, the creature defensive stance, giving you and your ally an AC bonus equal
has disadvantage on that saving throw as well. to your Steel Die. You can use this feature a number of times
equal to your Charisma modifier. When you finish a long rest,
Evasion you regain all expended uses.
Beginning at 6th level, your small frame allows you to dodge Support
out of the way of certain area effects, such as a red dragon's After taking this stance, you may choose your host to receive
fiery breath or an ice storm spell. When you are subjected to one of the following benefits:
an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you You may choose to give advantage on all attacks instead of
succeed on the saving throw, and only half damage if you fail. one as well as ignoring disadvantage on those attacks.
If you choose to empower the Spell Save DC, and the
Soaring Armament creature fails the spell by 5 or more, the damage of the
Starting at 9th level, you have finally managed to manifest the spell is doubled. If the spell doesn't deal damage, it
magical force in you to lift off the ground and fly with ease. becomes weakened by you and gains a level of exhaustion.
You gain flying speed equal to your hover speed. After a minute, the creature loses all levels of exhaustion
gained this way.
Fragment of Perfection
At 20th level, you have become a masterpiece of a weapon,
becoming a thing of legends and myths. As long as you are on
the same plane of existence, you are always aware of your
hosts location and either as your hosts or your action, you
may teleport to the hosts hand and strike down any foe
standing in your way. The next attack that hits an enemy
deals extra 2d6 Radiant, 2d6 Necrotic, 2d6 Fire, 2d6 Acid
damage, 2d6 Cold damage and 2d6 Thunder damage to the
target. If that attack reduces a creature to 50 or less hit
points, the creature immediately dies as it is reduced to light.
Once you use this feature, you can't use it again until you
finish a long rest.
Fury of The Bound Soul
Steel Born Method Beginning at 10th level, you can unleash your anger onto the
Not all steel borns are made the same. Some are weapons world, making foes tremble and preparing you for combat. As
forged by the gods or fiends, and others simply become an action when you are wielded you can make the host
sentient after possessing a weapon. release a terrifying shriek, your host gains temporary hit
points equal to your level and all creatures of your choice
Method of The Binded within 60 feet of you must make a Wisdom saving throw
against your Steel Born DC or become frightened for 1
Some creatures become steel born by being bound to minute. At the end of each of their turns, they may repeat the
weaponry or by experiencing tragic deaths and refusing to saving throw, ending the condition on a success. Once you
move on, trapping their souls in a piece of equipment. With use this feature, you can't use it again until you finish a long
that binding most steel born lash out at the world, trying to rest.
gain their own freedom in any way possible.
Blades Unchained
Withering Strike At 15th level, you have managed to release a fragment of your
At 3rd level, you are ready to strike down any foe in your way. potential in a chaotic outburst. As an Action while you are a
While you are in the Striker stance, when you or your host melee weapon you may start flying through the field, cutting
hits a target with your living weapon, you can use your anyone in your path. Any creatures of your choice within 15
reaction to deal an additional Steel Die of necrotic damage to feet of you must make a Dexterity saving throw against your
that target. This increases to two dice at 5th level, three at Steel Born DC or take 10d8 Slashing, Piercing or
11th level and four at 17th level. You can use this feature a Bludgeoning damage, depending on your current form. On a
number of times equal to your Charisma modifier. When you success they take half damage. Once you use this feature, you
finish a short or long rest, you regain all expended uses. can't use it again until you finish a short or long rest.
Possesion Improved Possession
From 7th level onwards, you can use your willpower to bind Starting at 18th level, your influence has grown strong
another's will to your own. If you are being held by a creature enough to break the wills of seasoned veterans. You may now
of CR equal to quarter of your level or less, you may as an innately once per long rest cast Dominate Monster using
action try and take control. The creature rolls a Charisma your Steel Born DC. Additionally, after the 8 hour duration of
Saving throw against your Steel Born DC. On a failure, you the possession, it no longer ends and instead the creature
gain control of the creature for as long as it holds you and it must make a Charisma saving throw with disadvantage to try
counts as being attuned to you. While controlling the and break the possession. On a failure, possession continues
creature, it acts on your initiative and you may command it as for the next 8 hours, after which the creature can repeat its
a free action. Additionally for all intents and purposes, while saving throw. The range of possession is also increased to 15
controlling it, the creature counts as your original host feet, and the range for maintaining Possession increases to
Steel Born DC = 8 + your proficiency bonus + 30ft from the Host. You cannot command the creature to
attack unless it is currently wielding you. Once you use this
your Charisma modifier feature, you must finish a long rest before you can do so
again.
The possession lasts for the next 8 hours, after which the
possession ends. Once you use this feature, you can't use it
again until you finish a long rest.
Method of The Guardian Undying Legionnaire
Starting with 18th level, you have gone through all kinds of
Some steel born take over equipment and pieces of armor to dangers and your steel has been tested in many battles,
protect people, serving as eternal guardians and guards. making you and your host near unstoppable. You have
Many are made through rituals, while some are forged by advantage on death saving throws. While you are donned by
beings of myths. your host, if yours or the hosts hit points are reduced to 0 hit
Aegis of Steel points, the host and you may choose to remain conscious and
At 3rd level you have found yourself dedicated to protect continue fighting. If you take damage while at 0 hit points this
others in more ways that just using your forms. You gain way, you may make a Concentration check, not gaining a
proficiency with Light, Medium and Heavy armor as well as failed death save on a success. While at 0 hit points this way,
ignore strength requirements for wearing it. During part of a you still make death saving throws at the end of your turns.
long rest, you can connect yourself with currently not worn
set of armor and have it become part of you. While connected
with armor this way, your size is medium and your AC is as if
you donned that set of armor. Instead of a bonus action now
you can be donned and wielded as an action from either the
host or you. Depending on the type of armor, you gain
different benefits:
Light Armor. You and your host gain advantage on
dexterity skill checks.
Medium Armor. At the start of the hosts turn, you and the
host gain temporary hit points equal to half your level
(rounded up).
Heavy Armor. When you choose Heavy Armor Aegis, you
gain a resistance of your choice from the following list:
fire, cold, lighting, acid, necrotic and radiant . Additionally,
the host receives all resistances and immunities you have.
The creature donning you, counts as wearing the armor
and suffers the same penalties if it is not proficient in it. If
your hit points are reduced to 0 while being donned, you
immediately drop from the host
Protectors Duty
Beginning with 7th level, you have sworn to protect your host
no matter what. While in the Vanguard stance, you may as a
bonus action rejuvenate your allies and restore your hosts hit
points equal to half your level(rounded up) + your Charisma
modifier . You can use this feature a number of times equal to
your Charisma modifier. When you finish a long rest, you
regain all expended uses.
Lawful Restraint
Starting with 10th level, you have found that sometimes
restrictions need to be put on some, to stop them from
harming others. When not donned, you can attempt to
grapple a creature of medium size or smaller. On a success
you and the creature are restrained. While restrained this
way, the creatures AC is equal to either your AC or it's,
whichever is higher. You can take the attack action, while
restraining a creature this way.
Guardian's Resolve
At 15th level, you have dutied yourself to go to any lengths to
seek and protect others, even if you break. While in the
Vanguard stance, if your host is hit by an attack, you may
choose to take the damage instead of the host.
Method of The God-Forged
Some steel born are made in the fires of volcanoes and by the God-Forged Spellcasting
hands of gods in the mighty heavens, made to serve as divine
artifacts or weaponry for their chosen, allowing them to carry Level Spells Known 1st 2nd 3rd 4th
out their will with holy power. These steel born often make
heroes, bolstering them and becoming an unwavering duo 3rd 3 2 — — —
even in the roughest of battles. 4th 4 3 — — —
Spellcasting 5th 4 3 — — —
The divine power instilled in you by the deities allows you to 6th 4 4 2 — —
augment your attacks and aid your allies. This divine font of
magic, fuels your spells. See chapter 10 for the general rules 7th 5 4 2 ─ ─
of spellcasting and chapter 11 for the steel born spell list. 8th 6 4 2 ─ ─
Spell Slots. The Steel Born table shows how many spell
slots you have to cast your steel born spells of 1st level and 9th 6 4 3 — —
higher. To cast one of these steel born spells, you must 10th 7 4 3 2 —
expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest. 11th 8 4 3 2 ─
For example, if you know the 1st-level spell bless and have 12th 8 4 3 2 ─
a 1st-level and a 2nd-level spell slot available, you can cast 13th 9 4 3 3 —
bless using either slot.
Spells Known of 1st Level and Higher. You know three 14th 10 4 3 3 —
1st-level spells of your choice from the paladin spell list. 15th 10 4 3 3 ─
The Spells Known column of the steel born table shows
when you learn more steel born spells of your choice. Each of 16th 11 4 3 3 ─
these spells must be of a level for which you have spell slots. 17th 11 4 3 3 ─
For instance, when you reach 6th level in this class, you can
learn one new spell of 1st or 2nd level. 18th 11 4 3 3 ─
Additionally, when you gain a level in this class, you can 19th 12 4 3 3 1
choose one of the steel born spells you know and replace it
with another spell from the steel born spell list, which also 20th 13 4 3 3 1
must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability
for your paladin spells, since you gain the magic from innate
divine power. You use your Charisma whenever a spell refers
to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a w
izard spell you cast and when making an attack roll with one.
Spellcasting Focus. You can use yourself as a spellcasting
focus of your spells.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Once again great thank you and appreciations! This class has been made by
BreathingPotato
Heirloom Blade
by Carmen Sinek
Elite knight
by DongJun Seo
Dancing Sword
by Wisnu Tan
Sigarda's Aid
by Howard Lyon
Changelog
Method of The Binded
v.1.5 Possession had too much power budget in it later in the
Race game, so it has been adjusted to be more in line with others.
Added Limited Telepathy - for ease of RP and higher Possession - now has been adjusted so you can possess
accessibility as well as increased potency when used with creatures of CR equal to quarter of your level.
the Host. Improved Possession the possession CR improvement
Base Class has been removed and you gain a once per long rest
Added Soul Manifest casting of Dominate Monster to have a more in combat
General clarifications usage of the feature.
Grammar and typo fixes Method of The Guardian
Perfect Partner - Gets some of it's power removed to Currently it felt like the weakest and least interesting option
make it less complex and weaken your neutral power so has been adjusted all around to be a bit stronger!
while transferring it to the stances.
Steel Dice - giving the stances a better and clearer system Aegis of Steel - Light Armor now provides advantage on
and simplifying the amount of effects that the host gets all dexterity checks instead of only stealth, Medium Armor
once at the time. now is a bit weaker early in the game, but stronger later
Striker rework - Striker having different effects for the and Heavy Armor gives you and your host an additional
Steel Born and the host turned out to be too complex, resistance.
therefore is being changed. Now a singular attack is Protectors Duty - now does healing instead of granting
stronger, to support all classes and a new combat action temporary hit points, so it wouldn't clash with Medium
added to add to the Steel Born's playstyle variety. Armor feature.
Vanguard rework - Vanguard has been found to be quite
underwhelming with the Parry mechanic, so thats being Method of The Arcane
changed. Spellblade - Added some restrictions on the ways the
spells can be cast using it(No more 600+ feet misty steps
Method of The Binded xD).
Withering Strike - Scaling has been changed to be in line
with the new Steel Die basis.
Method of The Guardian
Aegis of Steel - Tracking damage from AoE attacks for
Heavy Armor as well as damage that was either resistant
or not turned out to be an absolute mess in addition for
the class turning out to be quite more vulnerable than
expected, even with the resistances. Because of that Heavy
Armor is being changed, no longer making you take
damage.
Guardian's Resolve - Due to Vanguard stance rework,
this feature is getting changed as well, but still allows you
to fulfill the fantasy of saving your host.
Undying Legionnaire - Is being buffed to be more in line
with other subclasses.
New Subclass: Method of The Arcane
First Release!
v.2.0
Race
False Appearance - Clarified its functions in combat.
Base Class
Extra ability clarifications.
Added clarifications on interactions with certain Feats.
Soul Manifest - Now has infinite uses, due to it not having
major powers and being a roleplay ability in the first place.
The
Steel Born
Bolster your allies and maim your foes with The
Steel Born class for D&D 5th! Connect with your
host and build your unique character with the
following Methods: