Passives
Tier A
Farmer
Part 1: Under contract - You have signed a contract of work with a higher being and you do what needs to be done. The contractor is a being from the celestial realm that the DM can choose based on the needs of the story.
Part 2: Harvest - You reap the harvest of your work and get stronger for the sake of doing your job better. You can harvest the hearts of your kills and give them to your employer as proof of a job well done. For every 2 hearts get +1ki and +2 mana, for every 20 hearts get +1 str, for every 50 hearts get + 1str, dex, and con, for every 100 hearts get +10ki +20 mana and +12thp (thp resets when you get to full hp after a rest)
Part 3: Culling - You are responsible for the number of living individuals of all the species and you have to thin out their numbers. You take notes of every living being you kill and of what species they are. If there are too many of them you need to thin out their numbers. For each different species of animal/humanoids you killed you get: +1str +2thp (that refreshes on full hp after rest) for every 5 different species get a bonus +1dex, +1con, and 5thp.
Part 4: Equal rights - You do not discriminate between the races be it animalistic or humanoid. You want to kill the same number of individuals of each species. Unless they need to get their numbers thinned out. For every 2 species that you have killed the same amount of (get into an equilibrium) get +2 max ki, +5 max mana, and for every 12 species in equilibrium get +1char +1wis.
Parasite
You have become a host to an extra-terrestrial parasite, now you have to fight for control over your body.
Part 1: host protection - The parasite doesn’t want its host to die so it will fight off the danger. You can use the passive ability “parasite” with its 3 active abilities: 1. shield/dodge (by activating shield/dodge if you can dodge the attack, the parasite will help you dodge but if you cannot it will shield the damage you take with 14 organic shield per level), 2. Enhance (by activating enhance you get 25%max hp as thp, +6str, con, and dex, +advantage on first 3 ability checks +20ft movement for the next 3 minutes (30 rounds of combat)), 3. Attack (by activating the attack you get an advantage on your attacks + you can see the weak points of your enemies, by targeting their weak points your attacks deal 25% more damage, melee attacks performed while within attack mode trigger “parasite attack”(when parasite attack gets triggered the parasite attacks the nearest target for 3d16 piercing damage)) Parasite can be used as a reaction.
Part 2: overtake - All actives of the passive ability “parasite” trigger a wisdom save from the host, if the host fails he is stunned for the rest of the round and the dc gets increased, if the host fails 3 wisdom saves per long rest, the parasite overtakes him effectively killing him. The dc of the wisdom save is as follows: 13 - 15 - 17.
Ascended
You have ascended to a higher power.
Get +3str, dex and con, +1 int, wis and cha, +40ki, +80mana, + 1mana/ki ability of your choosing, +all your melee attacks deal +4 force dmg per dice rolled.
Demon lord´s underling
The demon lord has chosen you as his disciple and has given you his blessing and a gift.
Part 1: blessing - +1 to all stats, 1 mana/ki ability of your choosing.
Part 2: Your master - Choose between Delial and Sayron to be your master. Based on who you choose you can use their channel divinity once a week (in-game time) + you can learn their signature magic (base version).
Part 3: Gift - Choose between a demonic greatsword, a demonic arm, and a demonic leg. Each of them will evolve with you in 5 stages.
Each of them will evolve with you in 5 stages.
Greatsword: 1d10 slashin - stage1: +2 to hit, +1d6 base dmg + it doesn´t take up space in your inventory (you can summon it as a reaction). stage 2: +2 to hit, 1d10 base dmg + 1d4 unholy damage to all attacks/weapon arts performed with it. stage3: +3 to hit, 1d14 base dmg + 2d6 unholy damage to all attacks/ weapon arts performed with it + unlock its weapon path: Demonic berserker level1: Heavy strike: deal 3x damage of the base damage of your greatsword (8ki) level2: Berserk dance: You spin with your weapon dealing 6x base damage of your greatsword in a 10ft radius around you(20ki) level3: rampant rage: You charge at an enemy with a rage of a demon giving you strength dealing 10x base damage of your greatsword + forcing them to roll a con save vs your strength, if they fail they fall prone (35ki) level4: Unholy judgment: you send a sword of demonic mana at your enemy passing their death sentence dealing 20x base damage of your greatsword (120ki). Stage 4: +4 to hit, 1d16 base damage + 2d12 unholy damage to all attacks/ weapon arts performed with it. stage 5: +5to hit, 1d20 base damage + 3d12 unholy damage to all attacks/ weapon arts performed with it + unlock its special ability: Angel halver - with a swing of your sword shoot out a blade of demonic mana that deals 8d16 unholy damage with a range of 90ft (as a reaction after a failed attack against you).
Arm: stage1: +2str + 2d4 unholy damage to all HtH combat attacks. stage 2: +3str + 2d8 unholy damage to all HtH attacks. stage 3: +4str +1con + 3thp per level +2d12 unholy damage to all HtH combat attacks. Stage 4: +5str +2con +6thp per level +2d16 unholy damage to all HtH combat attacks + 1 action surge per long rest. Stage5: +6str +4con +10thp per level + 3d16 unholy damage to all HtH combat attacks + 3 action surge per long rest + unlock special ability: Slap of a Demon lord: deal 3d16 bludgeoning damage (counts as a HtH combat attack) if they fail a melee attack against you (you need to roll it as an attack)
Leg: stage1: +2dex +10ft movement. stage2: +3dex +15ft movement unlock its ability: Leg of unholy flesh: you kick your enemy as an attack that doesn't cost an action or reaction but can only be used once per turn dealing 1d12 bludgeoning damage stage3: +4dex +20ft movement kick damage: 1d16 bludgeoning +1d8 unholy stage4: +4 dex +20ft movement + kick deals: 2d16 bludgeoning +2d12 unholy. Stage 5: +5 dex + 30ft movement + kick deals 3d16 bludgeoning + 3d12 unholy + unlock ability 2 of Leg of unholy flesh: Devilish trail: you can use a dash without using an action, the dash leaves unholy flames in the path of the dash that deals 3d12 unholy damage.
Conqueror
Part 1: Conqueror - You get +2 max ki and +5 max mana for each enemy (of sufficient strength (decided by the DM)) that willingly surrenders to you + You get +1 str and + 1 con for each city and +2 str, dex and con +5 max hp for each country (cities inside the country don´t count additionally unless conquered before taking over the whole country) that is under your rule (derived from the story and progress of the story).
Part 2: Reputation - If your enemy knows of your reputation as an unbeatable warlord they will feel threatened (+ they get a disadvantage on the first attack they make against you + you get an advantage on intimidation checks against them + all your attacks against the enemy deal 20% more damage).
Part 3: Warlord - You are the reason kings tremble. For more cities under your rule, you get more bonuses. 10 cities: First attack against you each round has a disadvantage. 20 cities: the first attack you perform each round has an advantage 30 cities: 1 additional attack against you has a disadvantage each round. 50 cities: 50 max hp + 1 for each additional city you conquer. 100 cities: you get an advantage to hit on every attack you make
Untouchable
Even gods have a hard time hitting you, you are untouchable
All attacks and skill checks have a disadvantage against you if performed from a range of less than 20ft they are double disadvantaged + get resistance against all projectile damage+1 ac +1 sac.
Celestial body
Your flesh shell has strengthened under the celestial light.
Part 1: Celestial flesh - You get +4ac +3sac +8max hp per level.
Part 2: Celestial skin - You get resistance against slashing, bludgeoning and piercing damage
Void touched
The power of void has touched you and left its mark.
Part 1: stigma - The mark of void surges with power. You can activate “stigma” on 1 action per round (up to 1+level times per long rest) giving you an advantage on it, if it is an attack it also deals 10% more damage.
Part 2: The eye of void - The Void is watching the one with its mark. The Void will consume all tracking attempts made at you. Perception checks have a disadvantage against you + tracking magic doesn’t work + you have an advantage on stealth checks
Part 3: Harnessing the power - The power of Void combines with your body, you can harness a part of its strength.
Your first spell cast a day costs 50% less mana + it also deals 20% more damage - all rift/void magic spells deal an additional 10% more damage.
The heart of a star
You are a living star (literally). A star will consume your soul and become your true body. As long as the star exists, you can resurrect your body by gathering enough energy.
You become basically immortal unless your star has gone out. You cannot be knocked out, but your body can be fully destroyed. You get 80ki and 240 mana + resistance to fire damage. The star must be on the same plane of existence
Judge of holy flames
You can bring judgment in the name of gods and angels
You can use an action to judge your enemy, if the enemy has neutral evil or chaotic evil alignment they are to be judged by you. You must attack the enemy considered your target for judgment, all your attacks have an advantage to hit the enemy + you deal 2d8 (get +1d8 dice per level) holy damage on melee attack + your holy magic attacks deal 25% more damage + the enemy has a disadvantage on their first attack performed against you each round.
Tier B
Parry master
(only usable with sword/katana/greatsword/2swords/katanas) you can parry melee attacks performed against you by rolling a higher - to-hit roll than the attack, if you succeed you can counterattack the enemy with a basic attack of your weapon (parry costs a reaction)
Battle junkie
When fighting a stronger opponent than yourself you get more excited the longer the battle goes on. Every 3rd round you get +1 to hit, you deal additional +2 damage per damage dice rolled, and you get 20%current hp as thp.
Complete mana mastery
You have mastered your mana usage. All your magic costs 20% less mana + you roll higher mana dice by 2 (1 tier) + you get 1 mana ability decided by a dice roll (from the mana abilities you don’t have yet)
Tough as nails
you are built differently, you don´t need to sleep for more than 48 hours + you don´t need to eat or drink for a week and still be in perfect condition + gain resistance against all poisons and status effects below magic tier 6.
Indomitable
You will kneel against no one. If the enemy is significantly stronger than you, gain +4 str, con, dex + 25% max hp thp + your attack against the enemy stronger than yourself deal 20% more damage.
Heaven's blessing
Your life has been blessed by the one in the heavens. Get resistance against holy and light magic + all your melee attacks deal +1d4 holy damage per level.
Hell's blessing
You are blessed by the one that commands hell. Get resistance against demonic and darkness magic + all your melee attacks deal +1d4 unholy damage per level.
Commanding warrior
Your presence commands respect, you get an advantage on intimidation and insight checks + if there is at least 1 person that respects you in 210ft radius around you you get 30 thp and +1 to hit attacks (if there are more than 10 people these bonuses double).
One against all
For each enemy in a 15ft radius around you you get +1 ac,+1 sac, +5 damage to each attack (capping at 6x).
Hunter's eyes
By performing a successful perception check you can see the weak points of enemies, by targeting the weak points your attacks will deal 25% more damage.
Critical master
18, 19, and 20 counts as critical success.
Executioner's intent
Execution mark: Mark a target, you gain advantage on all rolls against the target Only 1 target can be afflicted by execution mark at a time, if the target is not executed the mark cannot be used again for 7 days.
Execution: You can execute a target afflicted with execution mark if they drop below 5% max hp (not including thp).
Dark shield
Gain 8 temporary hp per level, 25% of the damage you receive is stored, you can use the stored damage as an attack at 100% effectivity or to give yourself temporary hp at 50% effectivity of the stored damage.
Grasp of the undying
All your HtH combat attacks deal +6% of your max hp as bonus damage + you heal for 12% of the damage dealt from those attacks.
The hunter
Mark 1 enemy (has to be a living being) as your target (must be in 120ft range), you can always track your target for the next 12 hours by performing a survival check (DM determines the success threshold but 10 - 12 is recommended) + first attack against the target has an advantage to hit + deals 50% more damage.
Sniper
All ranged attacks cast from a range greater than 90ft have an advantage on hit roll + deal 20% more damage.
Hammering down
Consecutive attacks against the same target grant you stacking +1 to hit (capped at +6) and +2 dmg (capped at +24). Attacking a different target breaks the stacks.
Tier C
Genius
+2 wis, +2int
Grappler
Get the ability to grapple enemies by performing dex contests. If the enemy is grappled and wants to get out they have to win a strength contest.
Blade master
You deal additional 2 additional slashing damage per damage dice rolled on attacks and weapon arts performed with swords.
Polearm master
You deal 2 additional bludgeoning damage per damage dice rolled on attacks and weapon arts performed with polearm weapons.
Undying will
Automatically succeed on the first 3 death saves each time you get knocked out unless you get hit while knocked out.
Warrior's resolve
When there is more than 1 enemy in 10ft radius around you you gain +3 ac and +1sac.
Self taught
You can learn 1 fighting style without a teacher but you need to have seen it in action before.
Evasive
Get an advantage on all dex saves.
The rite of the strong
Using this costs an action, after activating The Rite of the Strong the strength stat of the caster and the target is compared. If the caster has higher strength the target will have disadvantage on attacks against the caster and the caster gets an advantage on the next attack against the target.
Bases of man
You roll better dice for ki and mana by 2 (1 tier).
Unhurtable
When at full hp gain 10% max hp +2 per level temporary hitpoints.
Drunkard
You have a strong resilience against alcohol and thus cannot get drunk off of anything with less than 85% alcohol. While drunk you get 5 thp per character level.
Star chef
You have incredible culinary skills, all meals you prepare always taste good, and with a roll to make it that is over 15 even heal those that eat it.
Iceborn
Your body was chiseled in ice, gain resistance against ice, water, and cold magic + cold environment + ice magic deals 2 additional damage per dice but take 2x damage from fire, heat, and magma magic + hot environments make you nauseous (disadvantage on melee attacks).
Fireborn
Your body was forged in flames, gain resistance against fire, heat, and magma magic + hot environment + fire magic deals +2 additional damage per dice but take 2x damage from water, ice, and cold magic + cold environments make you nauseous (disadvantage on melee attacks).
Mastered mind
all enemies have a disadvantage on insight checks against you and you gain an advantage on wisdom and arcana checks.
Advanced mana
Each spell costs 10% less mana.
Trap master
you can roll a perception check to find traps in a space around you with a radius of 100 ft + on a successful wisdom check (success threshold is determined by theDM) you can disarm the trap and potentially harvest materials from it + if you have correct materials in the correct amount (determined by the DM) you can set up traps yourself.
Unfeeling
You need to fall below -10% max hp to fall unconscious.
Critical
19 and 20 counts as critical success.
Piercer
All physical attack pierce 2 armor class.
Sword command
You can command your swords to strike your enemy within 15ft range of you for 4 mana per attack (can use ki abilities for additional ki usage).
Deathdealing
You can mark objects and use the mark for 3 different 1-time actions (poison (deal 1d6 per level poison dmg), teleport (teleport to the target if inside of your range 50ft per lvl), track (know the position of the target immediately if inside of your range 500ft per lvl)).
Crazy aura
Advantage on intimidation checks, once you succeed in an intimidation check the target will panic.
Archer
Attacks with physical and magical bows/crossbows have an advantage on attacks in range over 60ft.
Tier D
Strong bones
+2con
Strong muscles
+2str
Explosive strength
+2dex
Big brain
+1wis, +1int
Thick sking
+2ac
Strong mana core
+12 max mana
Martially inclined
+6 max ki