Totem Warrior (Barbarian Path)This changes the level 6 wolf power.
https://drive.proton.me/urls/H8K0NV92G4#uI96JxfP4cGtHere's the new one:
Quote:
Wolf. You gain the hunting sensibilities of a wolf. Whether mounted or on foot, you can move stealthily while traveling at a normal pace, as can up to ten companions while they're within 60 feet of you and you're not incapacitated. You ignore any penalties that would be incurred for tracking other creatures due to traveling at a fast pace.
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Nalthic Weave (Ninja School)This changes the level 6 ability, Elemental Ember.
https://drive.proton.me/urls/7PY5GBRAKC#8D9uMnAhkG7nThe modified version reads more directly but more importantly adds the ability to detonate the ember. This results in all creatures within 10 feet of it making a Dexterity saving throw. On success they dodge the blast, on failure they are affected as if struck by the elemental ray.
As a reminder- this is a ki ability, which means it uses the ki save DC. This is 8 + proficiency bonus + intelligence bonus, and then the ability "ki boost" means if you have a weapon with a plus to hit, you add that to any ki save dc that isn't a spell. So if you are 6th level and have a +1 weapon and a 14 Int, it would be a ki save DC of 8(base)+3(proficiency)+2(Int)+1(ki boost) = 14.
(By contrast if Nyxara were to cast
Thunderwave and choose cold, it would be a DC of 13, because that's a spell cast and ki boost doesn't apply. To increase spellcasting DCs you need a Lustrate Star!)
The "ki boost" is something I added to monks and ninjas, because otherwise I had to detail how it worked a bunch of times under precious conjuncts, so I just added it under monks and ninjas.
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Saneelan Weave (Ninja School)This changes the level 6 ability, Elemental Ember.
https://drive.proton.me/urls/P0BGCBZSZ8#wtUsXQwQ4Zy2This is the same change detailed above, under the School of the Nalthic Weave.
Finally, as a note for both of these: the 10 foot area ability is a bonus action, but summoning the ember is an action and costs 1 ki. If you're walking through the wilderness (but not sneaking) having an elemental ember around is probably smart, as it costs 1 ki and lasts until you rest or get rid of it. While active it sheds light, gives you the ability to use your reaction to reduce certain damage, and is ready to be detonated at no cost for some damage that is a bit more reliable than the regular elemental ray.
The elemental ray effects at 6th level are:
Air (Saneelan) - 2d12 lightning damage
Earth (Saneelan) - 2d10 thunder damage and the targets must make a Constitution save or be deafened until the start of your next turn.
Fire (Nalthic) - 2d12 fire damage
Water (Nalthic) - 2d10 cold damage and the targets' speed reduced by 10 until the start of your next turn
Is this clear from the text, which states that the targets are "affected as if struck by your elemental ray"? Are there any other questions about that?