Since Yulya and Cat probably won't do exactly as my obedient friend Alice, I have gone through the changes from level 2 to 3 for them.
If you two can be so kind as to roll your HP gains please as instructed below.Please READ ALL there will be a Quiz. My star student Alice is excluded from the quiz.
Yulya,
RE: PEACE DOMANIN CLERIC AID:
This spell is problematic in that your group has 4 members and the spell affects 3 creatures. Yulya can cast it once per long rest for 8 hours and it doesn’t require concentration. So it’s basically a given for anyone in her party that she would cast it and everyone gets 5 HP.
So, this is how it will be handled starting at level 3, once per day at dawn, anyone in Yulya’s party will gain 5 bonus temporary HP, stackable with other temporary HP, not-transferrable to summons. It is hereby named "Aid Aura" and Aid as a peace domain spell is disallowed. It will increase to 10HP at level 5, 15 at level 7, 20 at level 9.
RE: PEACE DOMANIN CLERIC WARDING BOND:
The requirement for platinum rings will be a one-time cost, so it will cost 100gp from a jeweler in Neverwinter for two platinum rings and Yulya will be able to ward the rings, these rings will be permanent and not expendable, they will become magic items attuned to two people, it doesn’t have to be Yulya, for the duration of the spell.
The rings will grant the following bonuses to both wearers of the rings whenever the spell is cast for the duration of the spell:
+1 AC
+1 to all saving throws
Resistance to all non-magic excluding elemental magic damage (you will be protected by resistance to all elemental damage and physical damage). For instance, Alice has weakness to cold, she can then become neutral to cold.
Optional Shared suffering: at the time of casting, Yulya may choose to allow that the damage taken by one will either be transferred to the other or split to both evenly.
The effects will be removed if Yulya dismisses the spell, it times out, the separation is more than 60 feet or if one of the members drops to 0HP.
RE: YULYA'S ADVANCEMENT TO LEVEL 3:
-In addition to above and Celestial Revelation, she will gain access to all 2nd tier spells.
-She will gain two 2nd tier spell slots that are filled when cast and replenish once per long rest.
-She will gain HP according to her class, please roll 1d8 if it is less than 5, the result is 5, add your CON bonus and tell me the resulting gain in HP.-She will gain the cantrip "Toll of the Dead"
-Her MP will increase to 8
Please let me know if I missed anything.
Cat,
https://dungeonsanddragonsfan.com/path-of-the-world-tree-barbarian-subclass-dnd-5e/#:~:text=These%20Barbarians%20draw%20on%20their,when%20they%20reach%203rd%20level.
https://www.aidedd.org/en/barbarian-2024/Upon leveling to level 3:
-Cat is now connected to the world tree Yggdrasil
-Cat may choose a martial feat not limited to this class-Vitality Surge: When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
-roll a 1d12, add your CON bonus and tell me what it is, it cannot be less than 7 before the bonus.-DANGER SENSE: Advantage on Dexterity rolls.
-PRIMAL KNOWLEDGE: In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses. (ALL WILL BE WITH ADVANTAGE)
-Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
-Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
-CAT'S CLAWS ARE CONSIDERED LIGHT AND DUAL WIELDED FOR TWO WEAPON FIGHTING SEE BELOW
LEVEL 3 RAGE BONUSES:
[2/2] RAGE [10/10 TURNS] +1 PER HOUR REST
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a (+2, +3 AT LVL9) bonus to the damage roll.
- EXTEND RAGE 1 MORE TURN BY MAKING ATTACK ROLL OR FORCE SAVING THROW ON ENEMY (UP TO 10 MINUTES)
- PRIMAL KNOWLEDGE
- GAIN TEMPORARY HITPOINTS EQUAL TO YOUR LEVEL
- AT THE START OF EACH TURN, CHOOSE A CREATURE WITHIN 10FT AND ADD d6 EQUAL TO YOUR RAGE DAMAGE BONUS (+2, +3 AT LVL9) THESE STACK AND MAY BE GIVEN TO ANY CREATURE WITHIN RANGE.
From my ruleset:Two-Weapon rules for no proficiency in dual wield or two-weapon fighting style:
• You can use your bonus action for the off-hand weapon
• You do not add your modifier to the bonus attack roll
• Both weapons must be light.
Single light weapon:
• You can use your bonus action for a second attack with the same weapon
• You do not add your modifier to the bonus attack roll
• Weapon must be light.
• If the weapon already gives two attacks, then two attacks will be made with the modifier and a bonus attack can be made without it.
Extra attack: If you are granted an extra attack, this does not also give you an extra bonus action, however, since I’m allowing two bonus actions, you can attack as above with both attacks.
Action surge: This is effectively two turns, given you have action surge and extra attack together with a weapon that has the “fast” magic modifier with "light", you could conceivably attack 6 times in one turn.
please let me know if I forgot anything.