Kryx RPGThemesMonsters

Courage

Courage can give two warriors the strength of five, and five warriors the strength of twenty. The Courage theme focuses on buffs, leadership, and battle tactics.

Spells from the Courage theme allow you to bolster the action of allies, issue commands, coordinate the position of allies, protect your allies, make your allies immune to fear, inspire bravery and perseverance, redirect attacks to yourself, bestow hope and increase healing effects, and make a call to action.

Power Sources

Divine, Harmonic, and Psionic

Table of Contents

Courage feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You project an inspiring aura. While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see you gains a +2 bonus to initiative rolls.

Chef

2nd

As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Health Dice to regain health regains an extra 1d8 health.

Additionally, with one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus, provided you have ingredients and cook’s utensils on hand. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary health equal to your proficiency bonus.

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 9 meters of you, rather than 1.5 meters of you, if the target can see or hear you.

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 18 meters of you. Each one gains temporary health equal to 1d10 + your level, provided that the creature can see or hear you.

Any ally that starts its turn within 9 meters of you and can see or hear you has its walking speed increased by 10 until the end of its turn.

Courage maneuvers

As a bonus action, choose up to two friendly creatures within 18 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half its speed without provoking opportunity attacks.

Enhance

You can maneuver one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when a creature other than you within 18 meters who can see or hear you makes an attack or saving throw roll, you can inspire them. Until the start of the creature’s next turn, including the triggering attack or saving throw, the creature has a +1 bonus to attack rolls or a +1 bonus to saving throw rolls.

You can use this maneuver before or after the roll, but before any effects are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

  • You can inspire one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a bonus action when you make a weapon attack against a creature, you can shout a war cry that victory is at hand, stoking the fires of battle. If you hit, add the stamina die to the attack’s damage roll, and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage if the attack is made before the start of your next turn.

As a reaction, which you take when a hostile creature within 9 meters is reduced to 0 health or a friendly creature within 9 meters is reduced to less than half its health, you can rally an ally to push on. A friendly creature within 18 meters who can see or hear you gains temporary health equal to the stamina die.

Enhance

You can increase the temporary health for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can direct one of your allies to strike. When you do so, choose a friendly creature within 18 meters who can see or hear you. That creature can immediately use its reaction to make one weapon attack. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If the creature hits, add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when a creature within 9 meters of you makes an attack roll, you can grant that creature advantage on attack rolls until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

1 minute/stamina die

As a bonus action, courage radiates from you in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals 1d4 extra damage when it hits with a weapon attack.

Enhance

You can increase the damage by 1d4 for every other additional stamina die expended.

As an action, you and another creature within 18 meters who can see or hear you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. The action can only be used to cast a cantrip, make one weapon attack, or to take the Attack (one weapon attack only) action, Dash action, Disengage action, or Use an Object action.

Enhance

You can command one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 18 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

Courage spells

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

concentration, 1 minute/mana

As an action, your voice strengthens the will of up to three creature that you can touch or see within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw during the duration, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target can roll a d6.

  • You can expend 2 additional mana so the target can roll a d8.

  • You can expend 3 additional mana so the target can roll a d10.

  • You can expend 4 additional mana so the target can roll a d12.

concentration, 1 minute/mana

As an action, a willing creature that you can touch or see within 18 meters is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains 2d6 temporary health at the start of each of its turns. When the spell ends, the target loses any remaining temporary health from this spell.

Augment

You can increase the temporary health by 2d6 for each additional mana expended.

As a reaction, which you take when a creature other than you within 18 meters who can see or hear you makes an attack or saving throw roll, you can inspire them. Until the start of your next turn, including the triggering attack or saving throw, the creature has a +2 bonus to attack rolls or a +2 bonus to saving throw rolls.

You can use this spell before or after the roll, but before any effects are applied.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can inspire one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As a bonus action, you cause a creature’s bloodlust to overcome its sense of preservation. Choose one creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Undead and creatures immune to being charmed aren’t affected by this spell.

As a reaction, which you take when a hostile creature within 9 meters is reduced to 0 health or a friendly creature within 9 meters is reduced to half its health or less, you can rally an ally to push on. A friendly creature within 9 meters who can see or hear you gains 3d4 temporary health.

Augment

You can increase the temporary health by 3d4 for each additional mana expended.

As a bonus action, you unleash a zealous battle cry. Each creature of your choice within 18 meters of you that can hear you gains advantage on attack rolls and saving throws until the start of your next turn.

concentration, 1 minute/mana

As a bonus action, courage radiates from you in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals 1d6 extra damage when it hits with a weapon attack.

Augment

You can increase the damage by 1d6 for each additional mana expended.

As an action, you and another creature within 18 meters who can see or hear you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. The action can only be used to cast a cantrip, make one weapon attack, or to take the Attack (one weapon attack only) action, Dash action, Disengage action, or Use an Object action.

Augment

You can command one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 18 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

M (gem-encrusted bowl worth 1,000 sp, consumed)

As you spend 10 minutes to cast this spell, you bring forth a great feast within 9 meters, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Will saving throws with advantage. Its maximum health also increases by 2d10, and it gains the same amount of health. These benefits last for 24 hours.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick