PROTECTOR AASIMAR. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Quarterstaff - Melee - Healer/dps/tank - Stamina Only! 22 point tree!
Introduction -
I have loved Friar type characters in Video games and DnD nights for a long long time. Swinging around a large Quarterstaff to concuss the enemy or assist allies with healing spells has always drawn me towards playing them when i can.
I have designed the Quarterstaff to follow some of the rules of the Friar from other games while still allowing it to maintain its identity as a Destructive tool as well as a new Tanking style concept that i think would bring dynamic gameplay to 3 of the 4 roles (sorry ranged).
The first thing you will notice on the list below is the insane Stamina costs of some of the skills. While these are not final they are 100% intended. The second thing you might notice is the unique #4 Passive which is how the Quarterstaff allows Healer or dps or tank roles. I will cover more in a little bit regarding the Roles and its passive, as well as why i choose them in that position and stat increase they provide.
One last thing, I am aware that the game is over run with Stamina builds in pvp and i will be personally looking at Magicka builds and skill lines in the future to try to counteract this. BUT this is not about those builds.
For now Enjoy the skills and even if you don’t make it to the bottom of the post 100% let me know what you would change or if it is just bad or if you like it.
Ultimate:
Guard:(150 Ultimate cost) Absorbs Physical damage used against the player for 5 seconds.
- Magicka Guard: (150 Ultimate cost) Absorbs magicka cast at the player instead for 5 seconds.
- Interception: (300 Ultimate cost)(10 Meter) No longer absorbs all physical damage, instead Absorbs up to 50% of nearby damage dealt to friendly players for 5 seconds. If this total is more than double your max health, it will fail.
Active Abilities:
Back Hand: (3700 Stamina)(5 Meter) Strikes the target once.
- Figure Eight: (6000 Stamina) Strikes the opponent twice. The second strike also hits nearby enemies for half the damage but this damage can not heal.
- Fore Hand: (3700 Stamina) Applies minor endurance to nearby players for 17 seconds. This ability can no longer heal friendly players or benefit from any passives.
Sweeping Strike:(3700 Stamina)(5 Meter) Attacks all targets in front of you.
- Wild Swing: (3100 Stamina)(8 Meter) Strikes all targets around you and sets them off balance.
- Wild Strike: (5000 Stamina) Applies Major Fracture to the target for 15seconds but only hits one target. This ability can no longer heal friendly players or benefit from any passives.
Provoke:(1148 Stamina)(12 Meter)Taunts an enemy for 15seconds to attack you.
- Intimidate:(1148 Stamina)(28 Meter) Ranged Taunt
- Duel:(1148 Stamina) (Passive) if only one enemy is attacking you gain 10% Weapon damage.
Evade:(3672 Stamina) Increases Evasion chance by 15%. The player can no longer benefit from non Quarterstaff Evasion Effects while this is active. 5 second Duration
- Shrug it off:(3672 Stamina) While active the player blocks all Heavy attacks. The player can no longer benefit from non Quarterstaff Evasion effects while this is active.
- Brush it off:(3672 Stamina) While active the player blocks all Light attacks. The player can no longer benefit from non Quarterstaff Evasion effects while this is active.
Power Strike:(4500 Stamina)(5 Meter) You leap towards an enemy, dealing a powerful strike and healing nearby players for 80% of its damage.
- Skull Crack:(4500 Stamina) Lowers the Quarterstaff at full speed onto the targets head, Stunning them for 2seconds.
- Rushed Assault:(9000 Stamina)(8 Meter) Ignores resistances, but can no longer heal friendly players or benefit from any passives.
Passives
1. (2 points) Each time a target takes Physical damage while a Quarterstaff is equipped, Heal 1/2 nearby friendly players for 20%/45% of the damage done.
2. (2 points) Stamina Cost reduction: Gain 10%/20% Stamina reduction for Quarterstaff Abilities.
3. (3 points) Every time a target Dies restore 5%/10%/15%Magicka and 2%/5%/10% stamina to 2/4/6 nearby targets
4. Specialized: While you have a Quarterstaff Equipped. (1 point)
Heavy Armor: If you have 3 pieces of Heavy armor equipped you take 6% more healing and take 4% less Damage, but can no longer heal with Quarterstaff abilities.
Medium Armor: If you have 3 pieces of Medium Armor equipped increase Healing done and Evasion rating by 15%
Light Armor: If you have 3 pieces of Light Armor equipped gain Melee Critical Strike rating by 984 and gain an Absorb Shield every 20seconds for 20% of your health.
5. (2 points) For every target hit or healed from a Quarterstaff ability in the past 2/3 seconds gain 1% damage increase. This ability does not refresh.
Specialized Passive and what it does for Roles.
The Specialized Passive is designed to encourage choice. To obtain any of these bonuses you MUST have 3 pieces of the armor type to obtain that bonus. This way you can only ever have 2 of the bonuses with 1 of the 3rd set you don’t have equipped to make out the undaunted. This means that you will never be able to have 3 heavy and 3 medium as well as 5 set medium bonus passives and so on. You can however still have your 3 Medium, 3 Heavy, 1 Light for that juicy Undaunted Passive.
Tank – Specialized provides tanks with 6% incoming healing bonus (Heavy 5 set is 8%) and 4% damage reduction. The added effect stops you being able to heal while you are tanking. This means you should probably be looking at those high Stamina cost abilities to deal that damage or apply those debuffs.
DPS – Specialized provides Dps with that unique 15% damage increase just from a skill tree. It also means that they will need to be looking at one of the other armor types to get that Weapon Crit buff and shield or increase their incoming healing and reduce damage incoming. Choices are a plenty
Healing – Specialized Provides the melee healing concept a solid critical strike chance, a safety shield as well as an option to go into Medium to increase healing and damage which also increases healing. Or go into Heavy to get that Damage reduction and increased incoming healing for PvP.
Required Game changes. Evasion needs to be an evade and not the damage reduction for area of effect it is atm. Evade should be exclusive to Medium Ultimate and Quarterstaff (MAYBE NIGHTBLADE, would need to look at the trees a little bit to see how high the Evade % could actually get to).
The one thing that i feel will save DPS Quarterstaff builds is the high cost of the abilities. Yes they do an immense amount of damage with things like Rushed Assault. The drawback is the insane Stamina cost that slows down your combat a fair bit. Some classes might excel at this tho. See below for an example.
I have gone through all the classes in the game and majority of the races (all the stamina ones at least) and matched them up to see some pretty insane combos.
Redguard -
Warden
Quarterstaff + Stamina Bear Ult
Wild Swing into Rushed assault while Stamina betty and Falcons swiftness (acceleration if you prefer) is going to be a heavy hitting combo that's for sure.
Might need to look at it a little bit..
Below is a couple sets that could be changed as well as a few new ones specific for Quarterstaff.
Maelstrom Arena Weapon: Guard will always block Physical damage on you.
New set:
Friars Folly
(2 items) 1032 Max Stamina
(3 items) 124 Weapon Damage
(4 items) 1032 Max Stamina
(5 items) Adds 300 Weapon damage to your Quarterstaff abilities.
Downfall of the Delver
(2 items) 1032 Max Health
(3 items) 1032 Max Stamina
(4 items) 4% Healing done
(5 items) Grants you the Duel Passive at all times.
Crafty Khajit
(2 items) Adds 1096 Max Stamina
(3 items) Adds 1096 Max Stamina
(4 items) Adds 1096 Max Stamina
(5 items) While you have a Pet active increase your Stamina by 3150.
Necropotence for Stamina.
Also probably be best to have a Physical Penetration set here aswell.
Set changes that would be good for Quarterstaff:
Sanctuary (Update)
(2 items) Adds 1206 Max Health
(3 items) Adds 4% Healing Taken
(4 items) Adds 1032 Max Magicka and Stamina.
(5 items) Increases your healing received by 12% for you and up to 11 group members within 10 meters of you.
Reasoning – Gives a solid ground for lower level gear to be applied to starting out characters. This can be applied to almost ALL of the healing sets. Just throw in a little stam with the Magicka and watch the healing fly.
Galerion's Revenge (Rework)
(2 items) Adds 1032 Max Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 129 Weapon Damage
(5 items) When you deal damage with a Light of Heavy Attack, you put a Mark of Revenge on the enemy for 15 seconds. This Effect stacks. After 15 seconds the mark of Revenge detonates on an enemy for 2350 Physical Damage per stack.
Reasoning - DPS point of view, Quarterstaff is expensive to dps in. you will be auto attacking alot, this set could provide filler to allow you to deal some extra damage on the side while trying to get that Precious stamina back up for more Assault spamming.
Healing point of view, This would just be a fun little addition to the healing you provide simply because dealing Physical damage in passive #1 grants healing, so a mini heal nuke basically.
Leviathan (Rework)
(2 items) Adds 1096 Max Stamina
(3 items) Adds 1240 Weapon Critical
(4 items) Adds 1240 Weapon Critical
(5 items) Your Ultimate ability now costs Half
Reasoning - Leviathan offers ALOT of Weapon Crit but is appreciated to the point where it’s only used in beginner builds. SOME end game builds use it but it’s just Crit stacking. This set being medium and Weapon Critical /stam aswell as halfing your Ultimate Cost for abilities would provide alot more Damage for all of the Stam Dps builds. (could also be OP, would have to look but the 5set probably)
For healers this would provide not only more healing cooldowns but maybe those precious Interceptions from tanks and healers in raid that basically block half of the massive raid mechanic damage. Think of those Vet Mechanics you could put in because of it if you had that ability in game!
Ranger's Gait (Rework)
(2 items) Adds 129 Stamina Recovery
(3 items) Adds 1096 Max Stamina
(4 items) Adds 1096 Max Stamina
(5 items) Adds 129 Stamina Recovery
(5 items) Adds 500 Weapon Damage to Power Strike.
Reasoning - DPS. Rushed Assault has a high cost high reward playstyle. The ability its self is not intended to be spammed but to be used as a means of finishing the enemy off in a desperate 'im going to use an extremely large chunk of my resource to end you' sorta scenario. The stamina recovery from Vampire/Werewolf aswell as the base class/race combination (redguards are looking fantastic in this) basically means you are going to be regenning like crazy so it sort of balances out. The number is not final for the Stamina cost on the ability but it should be really high based on what the Stamina recovery can be in the best cast scenario.
Senche's Bite (Rework)
(2 items) Adds 1096 Max Stamina
(3 items) Adds 833 Weapon Critical
(4 items) Adds 1096 Max Stamina
(5 items) When you use Roll Dodge, your next Back hand will strike the target twice.
Reasoning - Healing. Healers will always need some love. By giving the roll dodge option it gives a higher level of game play. By roll dodging your next Figure Eight could hit 4 times, aswell as 2 of those are free aoe damage. HEAVY HEALS!
Witchman Armor (Rework)
(2 items) Adds 1206 Max Health
(3 items) Adds 5% Evasion
(4 items) Adds 1206 Max Health
(5 items) Adds 5500 Max Health while you have only 3 pieces of Heavy Armor Equipped.
Reasoning - Quarterstaff is basically an evasion tank. it is going to take damage and plans to take damage but Evasion is its main source of Damage mitigation. The 5 set bonus would be almost unique to Quarterstaff tanking simply because their Specialized Passive Encourages 3 Heavy 3 Medium, or 3 Heavy 3 Light, or 3 medium 3 light.
Let me know what you guys think and if there are any changes you would rather see.
![Dnd armor of agathys does it always do max dmg until gone full Dnd armor of agathys does it always do max dmg until gone full](/uploads/1/3/4/3/134382007/432159623.png)
http://homebrewery.naturalcrit.com/share/BkRmfz9ob
Horrible Cursed Items
Have you been looking for some new toys to screw with the minds of your poor players? Look no further! From horrible to just plain annoying these cursed items will give your party a new reason to be cautious about what treasure they take!
Mask of Indeterminate faces
Wondrous item, uncommon, cursed
When the user puts this mask on they gain the ability to cast the spell Disguise Self one time. Once the item has been used, it adheres to the users face like a second skin and becomes unable to be removed except by a Remove Curse spell. After the wearer completes a long rest, the mask activates and casts Disguise Self by itself, with the features of the spell being determined by the DM.
Shrinking Ring
Wondrous item, rare, cursed This magical ring allows it's user to cast the Enlarge/Reduce spell once per long rest. Once the ring has been used to Reduce however, when the user reverts back to normal size, the ring does not. The wearer must succeed on a DC 15 constitution save or suffer 1d10 damage. The user’s had becomes nearly unusable causing them to make an additional save every time they try to use it or suffer the damage again. If the ring is not removed within a day, the wearer's finger dies and becomes useless giving a permanent -1 to Dexterity. If the wearer uses the ring the to cast Enlarge, when the effects wear off the ring stays larger, and falls off. If the ring is ever not worn it reverts back to it’s normal size.
Wand of Self-Immolation
Wand, uncommon, cursed
This appears to be a wand of Fireball with a single charge, that will not recover charges. If the wand is used it casts the spell Fireball as if cast by a 5th level caster, centered directly upon the user of the wand.
Blade of Deception
Weapon (Longsword), uncommon, cursed, requires attunement
This appears to be and acts like a Sword of Wounding, however after each round of combat the sword changes shape to another bladed weapon of a size category larger. Once the weapon has gone through the largest size category it changes shape to a weapon of the smallest size category, and continues the cycle.
Cup of Glorious poison
Wondrous item, uncommon, cursed
This magical cup is a gold and gem-laden masterpiece of craftsmanship. It has the ability to create fill itself with any mundane drink. Upon activation anyone within a 30ft radius must make a DC 14 Charisma save or have an overwhelming desire to drink from it, and the bearer has a strong desire to share the cup around. Drinking from the cup immediately confers the Poisoned status effect. The effect may be removed in the normal ways.
Boots of Mysterious Stepping
Wondrous item, uncommon, cursed, requires attunement
These magical boots allow you to cast Misty Step once per short rest. Once cast the wearer must succeed on a DC14 Intelligence check or they end up in a location of the DM’s choosing.
Antipode Cloak
Wondrous item, uncommon, cursed, requires attunement
This cloak appears to be black and white checkerboard. Donning the cloak grants the wearer Resistance to a certain element, but also Vulnerability to the opposite element. DM’s discretion which element. The cloakcan not be removed or un-attuned except by remove curse.
Coin of consumption
Wondrous item, uncommon, cursed
If this coin is ever in the dark and next to other coins, it consumes them at a rate of 1 coin per minute. The coin excretes beautiful but worthless glitter.
Headband of Broken concentration
Wondrous item, uncommon, cursed, requires attunement
This looks and operates like a normal Headband of Intellect, however once the wearer casts a spell that requires concentration they must immediately make a DC14 Intelligence save, or have their spell fail. Each round of concentration the wearer must repeat the save. The headband can not be removed or un-attuned except by remove curse.
Axe of Vicious Returning
Weapon (hand axe), rare, cursed, requires attunement
This hand axe looks almost identical to a Dwarven Thrower. You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d6 damage. When the weapon returns to you it, it returns blade first, attacking you with half of the attack bonus used of its last attack. The Axe can not be un-attuned except by remove curse.
Plate Armor of Emperors Etherealness
Armor (plate), very rare, cursed, requires attunement
This armor seems to be a standard plate armor of Etherealness when discerning it's capabilities. While you’re wearing this armor, you can speak its command word as an action, however instead of conferring the effects of the Etherealness spell to it’s wear, it applies only to the armor itself, causing it to become ethereal. The armor is still considered 'worn' by you, and all the negatives of plate still apply. This effect lasts until the next dawn. The armor can not be removed or un-attuned except by remove curse.
Vial of Lovers Poison
Wonderous item, uncommon, cursed
This bottle of poison can be applied to any bladed weapon. Upon doing so the target must make a DC 14 Con save or the weapon inflicts the Poisoned status on a successful hit. However, if the weapon is used to strike any target that has the Poisoned status effect, the target is healed for the amount of damage that would be rolled.
Quiver of Infinite annoyance
Wonderous item, uncommon, cursed, requires attunement
This Quiver creates magical +1 arrows as they are pulled out to be fired. When one of these arrows is fired, a beam of red light the width of the arrow follows in it's path, connecting the target and the shooter. This beam stays on the shooter until another arrow is fired at another target, causing a new beam of light to appear. The light disappears when an object comes between the two points, or 1 minute whichever happens first.
Magical Map of ineptitude
Wonderous item, uncommon, cursed
This rolled up map looks extremely well drawn, and redraws for everything within 1 square mile upon whispering the activation phrase. When someone uses the map, they must make a DC 15 Wisdom save or believe with absolute certainty that everything on the map is correct, and defend the legitimacy with uncharacteristic behavior. The map is always wrong, and leads anybody using it off course, usually towards the most dangerous thing nearby.
Demonskin Leather
Armor (leather), rare, cursed, requires attunement
This Red leather armor grants resistance to fire damage to it’s wearer, but also vulnerability to slashing and piercing damage. If the wearer is ever bleeding, the blood is absorbed by the armor and a sense of delight is detected by its wearer. The armor can not be removed or un-attuned except by remove curse.
Horrible Cursed Items
Have you been looking for some new toys to screw with the minds of your poor players? Look no further! From horrible to just plain annoying these cursed items will give your party a new reason to be cautious about what treasure they take!
Mask of Indeterminate faces
Wondrous item, uncommon, cursed
When the user puts this mask on they gain the ability to cast the spell Disguise Self one time. Once the item has been used, it adheres to the users face like a second skin and becomes unable to be removed except by a Remove Curse spell. After the wearer completes a long rest, the mask activates and casts Disguise Self by itself, with the features of the spell being determined by the DM.
Shrinking Ring
Wondrous item, rare, cursed This magical ring allows it's user to cast the Enlarge/Reduce spell once per long rest. Once the ring has been used to Reduce however, when the user reverts back to normal size, the ring does not. The wearer must succeed on a DC 15 constitution save or suffer 1d10 damage. The user’s had becomes nearly unusable causing them to make an additional save every time they try to use it or suffer the damage again. If the ring is not removed within a day, the wearer's finger dies and becomes useless giving a permanent -1 to Dexterity. If the wearer uses the ring the to cast Enlarge, when the effects wear off the ring stays larger, and falls off. If the ring is ever not worn it reverts back to it’s normal size.
Wand of Self-Immolation
Wand, uncommon, cursed
This appears to be a wand of Fireball with a single charge, that will not recover charges. If the wand is used it casts the spell Fireball as if cast by a 5th level caster, centered directly upon the user of the wand.
Blade of Deception
Weapon (Longsword), uncommon, cursed, requires attunement
This appears to be and acts like a Sword of Wounding, however after each round of combat the sword changes shape to another bladed weapon of a size category larger. Once the weapon has gone through the largest size category it changes shape to a weapon of the smallest size category, and continues the cycle.
Cup of Glorious poison
Wondrous item, uncommon, cursed
This magical cup is a gold and gem-laden masterpiece of craftsmanship. It has the ability to create fill itself with any mundane drink. Upon activation anyone within a 30ft radius must make a DC 14 Charisma save or have an overwhelming desire to drink from it, and the bearer has a strong desire to share the cup around. Drinking from the cup immediately confers the Poisoned status effect. The effect may be removed in the normal ways.
Boots of Mysterious Stepping
Wondrous item, uncommon, cursed, requires attunement
These magical boots allow you to cast Misty Step once per short rest. Once cast the wearer must succeed on a DC14 Intelligence check or they end up in a location of the DM’s choosing.
Antipode Cloak
Wondrous item, uncommon, cursed, requires attunement
This cloak appears to be black and white checkerboard. Donning the cloak grants the wearer Resistance to a certain element, but also Vulnerability to the opposite element. DM’s discretion which element. The cloakcan not be removed or un-attuned except by remove curse.
Coin of consumption
Wondrous item, uncommon, cursed
If this coin is ever in the dark and next to other coins, it consumes them at a rate of 1 coin per minute. The coin excretes beautiful but worthless glitter.
Headband of Broken concentration
Wondrous item, uncommon, cursed, requires attunement
This looks and operates like a normal Headband of Intellect, however once the wearer casts a spell that requires concentration they must immediately make a DC14 Intelligence save, or have their spell fail. Each round of concentration the wearer must repeat the save. The headband can not be removed or un-attuned except by remove curse.
Axe of Vicious Returning
Weapon (hand axe), rare, cursed, requires attunement
This hand axe looks almost identical to a Dwarven Thrower. You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d6 damage. When the weapon returns to you it, it returns blade first, attacking you with half of the attack bonus used of its last attack. The Axe can not be un-attuned except by remove curse.
Plate Armor of Emperors Etherealness
Armor (plate), very rare, cursed, requires attunement
This armor seems to be a standard plate armor of Etherealness when discerning it's capabilities. While you’re wearing this armor, you can speak its command word as an action, however instead of conferring the effects of the Etherealness spell to it’s wear, it applies only to the armor itself, causing it to become ethereal. The armor is still considered 'worn' by you, and all the negatives of plate still apply. This effect lasts until the next dawn. The armor can not be removed or un-attuned except by remove curse.
Vial of Lovers Poison
Wonderous item, uncommon, cursed
This bottle of poison can be applied to any bladed weapon. Upon doing so the target must make a DC 14 Con save or the weapon inflicts the Poisoned status on a successful hit. However, if the weapon is used to strike any target that has the Poisoned status effect, the target is healed for the amount of damage that would be rolled.
Quiver of Infinite annoyance
Wonderous item, uncommon, cursed, requires attunement
This Quiver creates magical +1 arrows as they are pulled out to be fired. When one of these arrows is fired, a beam of red light the width of the arrow follows in it's path, connecting the target and the shooter. This beam stays on the shooter until another arrow is fired at another target, causing a new beam of light to appear. The light disappears when an object comes between the two points, or 1 minute whichever happens first.
Magical Map of ineptitude
Wonderous item, uncommon, cursed
This rolled up map looks extremely well drawn, and redraws for everything within 1 square mile upon whispering the activation phrase. When someone uses the map, they must make a DC 15 Wisdom save or believe with absolute certainty that everything on the map is correct, and defend the legitimacy with uncharacteristic behavior. The map is always wrong, and leads anybody using it off course, usually towards the most dangerous thing nearby.
Demonskin Leather
Armor (leather), rare, cursed, requires attunement
This Red leather armor grants resistance to fire damage to it’s wearer, but also vulnerability to slashing and piercing damage. If the wearer is ever bleeding, the blood is absorbed by the armor and a sense of delight is detected by its wearer. The armor can not be removed or un-attuned except by remove curse.
Dnd Armor Of Agathys Does It Always Do Max Dmg Until Gone Youtube
- Stance Spells. Once you gain access to an stance spell, you always have it prepared. Stance spells don’t count against the number of spells you can prepare each day. If you gain an stance spell that doesn’t appear on the Revenant spell list, the spell is nonetheless a Revenant spell for you.
- So, i saved like forever to buy an uber sword, and 1.2 levels on its gone from 100 to 98 max quality. Its taken 2 points of permanent damage so far, as has my secondary +2 ghost touched. So, what determines if it loses this point when i repair? Is it just the hardness of the item? Or is it also dependant on how worn the item is when you repair it.