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Ziegander
2014-10-21, 09:17 PM
THE EXEMPLAR

http://gamerhavennews.com/wp-content/uploads/2012/04/Leaf.png





Spell Slots per Spell Level


Level
Prof.
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th


1st

+2
Bravery, Heroic Inspiration (d6)









2nd

+2
Jack of All Trades, Spellcasting, Spellpower Strike

1
2






3rd

+2
Combat Inspiration, Hero's Journey

2
3






4th

+2
Ability Score Improvement

2
3






5th

+3
Extra Attack, Heroic Inspiration (d8)

3
4
2





6th

+3
Font of Inspiration

3
4
2





7th

+3
Hero's Journey Feature

4
4
3





8th

+3
Ability Score Improvement

4
4
3





9th

+4


5
4
3
2




10th

+4
Aura of Courage, Heroic Inspiration (d10)

5
4
3
2




11th

+4
Improved Spellpower Strike

5
4
3
3




12th

+4
Ability Score Improvement

5
4
3
3




13th

+5


6
4
3
3
1



14th

+5
Battle Blessing

6
4
3
3
1



15th

+5
Heroic Inspiration (d12), Hero's Journey Feature

6
4
3
3
2



16th

+5
Ability Score Improvement

6
4
3
3
2



17th

+6


7
4
3
3
3
1


18th

+6
Aura Improvements

7
4
3
3
3
1


19th

+6
Ability Score Improvement

7
4
3
3
3
2


20th

+6
Hero's Journey Feature

7
4
3
3
3
2



CLASS FEATURES
As an exemplar you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per exemplar level.
Hit Points: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st.

PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Tools: Choose one set of artisan's tools or one gaming set.

Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Investigation, Animal Handling, Insight, Medicine, Perception, Performance, and Persuasion.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

(a) a rapier or longsword, and a shield, or (b) two shortswords
(a) a bandolier and three daggers or (b) a hand crossbow
(a) an entertainer's pack or (b) an explorer's pack
A chain shirt

BRAVERY
Your heart is strong and warm. The cold, creeping feeling of fear cannot easily take hold of you, and your steady presence emboldens nearby allies. You and all adjacent, non-hostile creatures have advantage on saving throws against being frightened as long as you are conscious.

HEROIC INSPIRATION
By word and by deed, you are an inspiration to your friends. You may use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

JACK OF ALL TRADES
It's in your nature to pick up secondary skills with ease–in doing so you are better able to support your allies anytime they might need you. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

SPELLCASTING
Spellcasting comes as easily to you as most everything else, and while you may not possess the depth or breadth of arcane power as some of your companions, your magic is just one more tool that rounds out your contribution to the team. See chapter 10 of the Player's Handbook for the general rules of spellcasting and below for the exemplar spell list.


1st Level
Animal Friendship
Bless
Burning Hands
Cure Wounds
Detect Evil and Good
Heroism
Icicle (http://www.giantitp.com/forums/showthread.php?380234-Icicle-(1st-Level-Conjuration-Spell)&p=18319617#post18319617)
Identify
Speak with Animals
Witchbolt

2nd Level
Aid
Animal Messenger
Enhance Ability
Flame Blade
Find Steed
Frost Nova (http://www.giantitp.com/forums/showthread.php?380234-Icicle-and-Static-Field-(Spells)&p=18319617#post18319617)
Lesser Restoration
Magic Weapon
Static Field (http://www.giantitp.com/forums/showthread.php?380234-Icicle-and-Static-Field-(Spells)&p=18319617#post18319617)

3rd Level
Call Lightning
Dispel Magic
Fireball
Remove Curse
Sleet Storm

4th Level
Dimension Door
Freedom of Movement
Ice Storm
Some Lightning Spell
Wall of Fire

5th Level
Cone of Cold
Raise Dead
Some Fire Spell
Some Lightning Spell
Teleportation Circle


SPELL SLOTS
The Exemplar table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know one 1st-level spell of your choice from the exemplar spell list (given above). The Spells Known column of the Exemplar table shows when you learn more exemplar spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the exemplar spells you know and replace it with another spell from the exemplar spell list, which also must be of a level for which you have spell slots.

SPELLPOWER STRIKE
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one exemplar spell slot to add magical power to the attack, dealing extra cold, fire, force, or lightning damage. When you make a spellpower strike in this way, the melee weapon used in the attack is treated as a magical weapon during this attack. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. This extra damage is force damage unless you know a spell that deals either cold, fire, or lightning damage, in which case you may choose to deal one of those types of damage instead.

COMBAT INSPIRATION
At 3rd level, you learn to inspire others in battle. A creature that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

HERO'S JOURNEY
Though the members of the exemplar class come from all walks of life, each mastering a wide variety of skills and disciplines, there are three paths in particular, each associated with one of the chief three arcane elements–fire, ice, and lightning–that call exemplars to their greater destinies. The Path of Devotion, associated with ice; the Path of Valor, associated with fire; and the Path of Knowledge, associated with lightning.

See the post below for a description of the features gained for each path.

BATTLE BLESSING
Starting at 14th level, when you use the attack action, you may expend one use of Heroic Inspiration to cast an exemplar spell that targets an ally within range of your auras (10ft, or 30ft starting at 18th level) as a bonus action.

To be concluded...

How does this stack up with the published Paladin? Does it feel fair and balanced? What about when compared to the published Bard? Do you have any suggestions for me regarding the rewriting of the Oaths (now named Hero's Journey)? How about what to do with the class' spellcasting focus? I would love to consider a spell-less version of this new class, but that would require a ton more work to balance. How do you feel about the name "Exemplar?"





Level
Prof
Features
Spells
Known
Spell
Slots
Slot Level


1st
+2
Incantations, Inspiring Presence (d6)
1
1
1st


2nd
+2
Cunning Companion
2
2
1st


3rd
+2
Teamwork Style
3
2
2nd


4th
+2
Ability Score Improvement
4
2
2nd


5th
+3
Inspiring Presence (d8), Font of Inspiration
5
2
3rd


6th
+3
Aura of Courage
6
2
3rd


7th
+3
Teamwork Style Feature
7
2
4th


8th
+3
Ability Score Improvement
8
2
4th


9th
+4
Aura of Devotion
9
2
5th


10th
+4
Inspiring Presence (d10)
9
2
5th


11th
+4
Limited Wish (one use)
10
3
5th


12th
+4
Ability Score Improvement
10
3
5th


13th
+5
Aura of Protection
11
3
5th


14th
+5
Teamwork Style Feature
11
3
5th


15th
+5
Inspiring Presence (d12)
12
3
5th


16th
+5
Ability Score Improvement
12
3
5th


17th
+6
Limited Wish (two uses)
13
4
5th


18th
+6
Aura Improvements
13
4
5th


19th
+6
Ability Score Improvement
14
4
5th


20th
+6
Inspiring Aura
14
4
5th



1. Incantations, Inspiring Presence (d6)
2. Cunning Companion
3. Righteous Avenger, Soothing Inspiration
4. Ability Score Improvement
5. Inspiring Presence (d8), Font of Inspiration
6. Extra Attack
7. Aura of Courage
8. Ability Score Improvement
9. Cleansing Focus
10. Inspiring Presence (d10)
11. Grand Incantation (one use)
12. Ability Score Improvement
13. Aura of Devotion
14. Battle Blessing
15. Inspiring Presence (d12)
16. Ability Score Improvement
17. Grand Incantation (two uses)
18. Aura of Protection
19. Ability Score Improvement
20. Inspiring Aura

Hit Points
Hit Dice: 1d8 per bardadin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at High Levels: 1d8 (or 5) + your Constitution modifier per bardadin level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Investigation, Medicine, Nature, Performance, Perception, Persuasion, Religion, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a rapier or longsword, and a shield, or (b) two shortswords
a hand crossbow
(a) a diplomat's pack or (b) an explorer's pack
Leather armor and a dagger


Incantations
Yours is a heart filled with dreams, hopes, and wishes and through some chance of celestial arcana, it is infused with the wonders of spellcraft, granting you the ability to cast a number of useful spells. See chapter 10 for the general rules of spellcasting and immediately below this text for the bardadin spell list.


1st Level
Animal Friendship
Bless
Charm Person
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Disguise Self
Faerie Fire
Healing Word
Heroism
Identify
Searing Smite
Shield of Faith
Speak with Animals
Thunderous Smite
Thunderwave
Wrathful Smite

2nd Level
Aid
Animal Messenger
Branding Smite
Calm Emotions
Enhance Ability
Find Steed
Lesser Restoration
Magic Weapon

3rd Level
Aura of Vitality
Blinding Smite
Crusader's Mantle
Dispel Magic
Remove Curse
Sending
Speak with Plants

4th Level
Aura of Life
Aura of Purity
Dimension Door
Freedom of Movement
Staggering Smite

5th Level
Animate Objects
Awaken
Circle of Power
Destructive Smite
Dispel Evil and Good
Dream
Geas
Greater Restoration
Legend Lore
Mass Cure Wounds
Teleportation Circle


Spell Slots
The Bardadin table shows how many spell slots you have. Or it would if it existed. At 1st level, you have a single spell slot, and you gain an additional spell slot at 2nd level, 11th level, and 17th level. As you gain bardadin levels, the level of all of these slots goes up; all of your slots are the same level. At 1st level, your spell slot is also 1st level. Your spell slots increase to 2nd level at your third bardadin level, to 3rd level at your fifth bardadin level, to 4th at your seventh bardadin level, and to 5th at your 9th bardadin level. To put this into perspective, when you are 5th level you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must expend one of those slots, and you cast it as a 3rd-level spell. You regain all expended spell slots when finish a short or long rest.

Spells Known of 1st Level and Higher
At 1st-level, you know one 1st-level spell of your choice from the bardadin spell list and you learn a new spell at every new bardadin level through 9th-level. After 9th level you learn an additional spell at every odd level. A spell you choose must be of level no higher than the level of your spell slots, and also when you gain a level in this class, you may choose one of the bardadin spells you know and replace it with another spell from the bardadin spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your bardadin spells, so you learn your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bardadin spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use any adjacent ally as a spellcasting focus for your bardadin spells. Friendship is magic!

Inspiring Presence
You can inspire others through your moving words and actions. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes. Alternatively, when an enemy makes a saving throw against a spell the creature casts, before knowing if the enemy's save was a success or fail, the creature can roll the die and subtract the number rolled from result of the enemy's saving throw. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Cunning Companion
Starting at 2nd level, your quick thinking and enabling attitude allows you to assist your allies with all too much ease. On each of your turns in combat you can use the Help action as a bonus action.

Teamwork Styles
Bardadins are a cooperative bunch, and though there are many ways to do so, a few distinct methods exist for aspiring bardadins to strive toward. The Hospitaler is adept at healing the wounds of its allies, the Marshal coordinates friends into an ordered war machine, and the Shining Knight devotes itself to defending its team mates with its life.

to be concluded...

Ziegander
2014-10-23, 05:26 AM
Hero's Journey

PATH OF DEVOTION
An exemplar following the path of devotion learns the following spells at the class levels given below:

3rd - Cure Wounds, Icicle
5th - Frost Nova
9th - Lesser Restoration
13th - Ice Storm
17th - Raise Dead

It has been said that "cold preserves," and that is exactly what an exemplar of devotion intends to do. With a pure heart, tempered with a side of winter's wrath, the exemplar of devotion can freeze his foes in place while ensuring that his allies are safe, healthy, and whole.

DISCIPLE OF LIFE
When you embark on the Path of Devotion, at 3rd level, your healing spells become more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 + the level of the spell slot used to cast the spell.

AURA OF PROTECTION
Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

PRESERVATION OF SPIRIT
Starting at 15th level, you can invoke the preserving power of cold to staunch wounds, and save the dying. As an action, a refreshingly brisk breeze blows throughout the radius of your auras (10ft, and out to 30ft starting at 18th level), restoring a number of hit points equal to five times your exemplar level. Choose any creatures in the area, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum, and cannot restore the hit points of any undead or construct creatures. Any creatures healed in this way may stand from prone as a reaction and are no longer paralyzed, poisoned, or stunned. If a creature was healed in this way and was suffering from ongoing damage, such as from being on fire, or from poison, that ongoing damage ceases immediately. Once you use this feature you must finish a short or long rest before using it again.

BLESSING OF THE DEVOTED
At 20th level, you whenever you grant a creature an Inspiration die, that creature regains a number of hit points equal to the maximum value of that die. Furthermore, whenever a creature spends an Inspiration die you've granted it, that creature can remove any one condition (but not the Incapacitated condition) currently effecting it. A creature can spend an Inspiration die in this way even if they could not take any actions, such as from being Petrified or Stunned.

PATH OF VALOR
An exemplar following the path of valor learns the following spells at the class levels given below:

3rd - Burning Hands, Heroism
5th - Flame Blade
9th - Find Steed
13th - Wall of Fire
17th - Some Fire Spell

Cold may preserve, but fire consumes, and so shall the exemplar of valor and his aliies consume their foes in a blaze of glorious combat! With a fiery soul, and a blade of fire, the exemplar of valor is a force to be reckoned with in melee combat.

FIREBRAND
Starting at 3rd level, when you embark upon the Path of Valor, as a bonus action after hitting a creature with a Spellpower Strike that dealt additional fire damage, you may mark that creature with a glowing-orange sigil that holds some personal meaning to you. You gain advantage on all melee attacks against the creature marked in this way for the next minute, or until that creature drops to 0 hit points or falls unconscious.

BLAZE OF STEEL
Starting at 7th level, you may take opportunity attacks without using your reaction for the round. Each time a hostile creature that you can see moves out of your reach you may make one melee attack against it, interrupting its movement, occurring right before the creature leaves your reach.

CONSUMING FIRE
Beginning at 15th level, whenever you and at least one other, non-hostile creature are adjacent to an enemy marked by your Firebrand, you and those creatures deal 1d8 additional fire damage with your melee attacks. Those creatures gain advantage on melee attacks against the creature as well.

AURA OF RADIANCE
Once you reach 20th level, you project an aura of brilliant warmth that licks at the surrounding area like fire. At the beginning of each non-hostile creature's turn that is within 30ft of you, if that creature does not have an Inspiration die from you, it gains one, though instead of this die's normal size, it is a d6, like the Inspiration die from a 1st level exemplar. At the end of each hostile creature's turn that is within 30ft of you, that creature suffers 1d6 fire damage.


PATH OF KNOWLEDGE
An exemplar following the path of knowledge learns the following spells at the class levels given below:

3rd - Identify, Witchbolt
5th - Static Field
9th - Misty Step
13th - Some Lightning Spell
17th - Teleportation Circle

A bolt of lightning is what taught early men of the existence of fire. Soon enough men would uncover its secrets and wield this weapon for themselves. So to, does an exemplar of knowledge harness the brilliant flash of lightning to illuminate truths and acquire greater knowledge.

BONUS PROFICIENCIES
At 3rd level, once you've embarked upon the Path of Knowledge, you gain proficiency with one skill, or one tool, or one weapon. At 15th level you gain proficiency with another skill, tool, or weapon.

STATUS SENSOR
Starting at 3rd level, you may expend a spell slot any time you successfully damage a creature with an attack or spell. If you do, for the next 24 hours, or until the creature is reduced to 0 hit points of falls unconscious, you know that creature's current hit point total, its hit point maximum, its damage immunities and/or resistances (if any), its damage vulnerabilities (if any), its condition immunities (if any), and the name of each spell and/or condition currently affecting it (if any); additionally, you can intuit the direction to that creature as a bonus action on your turn and know the distance between you and the creature out to 1 mile plus 1 additional mile for every level higher than one of the spell slot you expended. Beyond this distance, you no longer receive any of the above information, but if the creature finds itself within that distance again within the 24 hour period of this effect, you start receiving the above information regarding the creature again.

AURA OF WARDING
Beginning at 7th level, using secrets of magic discovered in your adventures you have formed an arcane ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

USE MAGIC DEVICE
By 15th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

SPELLPOWER DYNAMO
At 20th level, your inspiration can bring allied spellcasters to unheard of heights of power, or serve to replenish your own spellcasting reserves. This confers many varying benefits:

If you have any uses of Heroic Inspiration remaining, then you are immune to lightning damage.
If you have no uses of Heroic Inspiration left, you instead have resistance to lightning damage.
You may convert uses of Heroic Inspiration into spell slots, at the cost of one use per spell level gained in this way. You cannot gain more than five levels of spell slots in this way between long rests.
Any creature that has an Inspiration die from you gains resistance to lightning damage.
A creature can spend an Inspiration die gained from you whenever they cast a spell on a hostile creature to roll that die and add the result to the spell's damage roll. If that spell deals lightning damage it ignores the target's lightning resistance, if it has lightning resistance.
Whenever a creature other than yourself casts a spell that deals lightning damage within 30ft of you, you regain one use of your Heroic Inspiration feature.

DiBastet
2014-10-25, 07:12 AM
While I probably won't use the class since I don't want to create new classes, I'm eagerly awaiting for your subclasses so I can comment on the whole thing and maybe import bits and pieces to my Bard.

Keep going man.

Ninjadeadbeard
2014-10-25, 01:46 PM
Hmmm. I think things would be clearer if you gave us some "flavor text" to explain where you want this class to go, as well as the list of subclasses you plan to introduce. At this point, just reading what you've written I'm not sure if this isn't just a subclass of the Bard or Paladin.

I would counsel turning this into a bard Subclass. The flavor I've gleaned from the class seems to be a mix of the two, but not one with enough material for its own subclasses and variety. I believe that some flavor text would help define this class more.

Ziegander
2014-10-25, 08:03 PM
While I probably won't use the class since I don't want to create new classes, I'm eagerly awaiting for your subclasses so I can comment on the whole thing and maybe import bits and pieces to my Bard.

Keep going man.

Got any suggestions for me on the subclass front? The tentative plan is to maintain the 7th and 15th level subclass abilities of each of the existing Paladin and just replace the 3rd and 20th level abilities for each of them. Not sure where to go with it yet.


Hmmm. I think things would be clearer if you gave us some "flavor text" to explain where you want this class to go, as well as the list of subclasses you plan to introduce. At this point, just reading what you've written I'm not sure if this isn't just a subclass of the Bard or Paladin.

I don't know how it could possibly be a subclass of either class considering it has major class features of both classes before even looking at subclass options. It's an exercise in "early homebrew" for 5e, sort of like the guidelines from the 3.5 DMG on modifying existing classes/creating new classes. No, it's obviously not a wholly new concept, but the unique blend of abilities I want to achieve isn't at all possible from just a subclass.


I would counsel turning this into a bard Subclass. The flavor I've gleaned from the class seems to be a mix of the two, but not one with enough material for its own subclasses and variety. I believe that some flavor text would help define this class more.

Not to sound rude, but the reason I started with the Paladin chassis and pared down from there was because I wanted Paladin proficiencies, the Paladin spell list, and Paladin class features and subclasses. By making this a Bard subclass not only does it step on the toes of the War College, but it wouldn't have all the features I do want it to have, and it would have tons of class features I don't want it to have, as well as having the Bard spell list, not the Paladin spell list.

As for flavor, what I'm aiming for is that sort of "Old School RPG Main Character" archetype, if that helps you out at all. Guys like this (http://sf2.shiningforcecentral.com/pages/characters/bowie.html), this (http://chrono.wikia.com/wiki/Crono), or even this (http://finalfantasy.wikia.com/wiki/Tidus) to a lesser extent. Your friendly, encouraging swordsman who also knows a smattering of spells who always sticks up for the underdog and looks out for his pals. As far as magic goes, I actually will probably play around with the spell list a bit, again to get rid of some of the overtly holy stuff and probably replace it with typical arcane cold, lightning, fire stuff. The smite spells can stay and maybe I'll add some generic "do-gooder" spells like speak with animals and the like imported from the Bard list. I'm still deciding what to do exactly with learned vs innate spellcasting, but it's probably not going to cast like a Cleric by the time I'm done with it.

Ninjadeadbeard
2014-10-26, 08:58 PM
Not to sound rude, but the reason I started with the Paladin chassis and pared down from there was because I wanted Paladin proficiencies, the Paladin spell list, and Paladin class features and subclasses. By making this a Bard subclass not only does it step on the toes of the War College, but it wouldn't have all the features I do want it to have, and it would have tons of class features I don't want it to have, as well as having the Bard spell list, not the Paladin spell list.

As for flavor, what I'm aiming for is that sort of "Old School RPG Main Character" archetype, if that helps you out at all. Guys like this (http://sf2.shiningforcecentral.com/pages/characters/bowie.html), this (http://chrono.wikia.com/wiki/Crono), or even this (http://finalfantasy.wikia.com/wiki/Tidus) to a lesser extent. Your friendly, encouraging swordsman who also knows a smattering of spells who always sticks up for the underdog and looks out for his pals. As far as magic goes, I actually will probably play around with the spell list a bit, again to get rid of some of the overtly holy stuff and probably replace it with typical arcane cold, lightning, fire stuff. The smite spells can stay and maybe I'll add some generic "do-gooder" spells like speak with animals and the like imported from the Bard list. I'm still deciding what to do exactly with learned vs innate spellcasting, but it's probably not going to cast like a Cleric by the time I'm done with it.

Oh wow. Okay, that is absolutely the opposite of what I thought you were going for. When I read "Bardadin" I read that as the "Warcry" or "Flagbearer" type of character. The guy who stands at the front rank and throws out demoralizing battle cries to his foes and stirring encouragement to his allies. The Commissar at worst, the Warden at best. (Dangit now I want to make that class!)

Hm...alright. What makes the characters you linked to (ignoring Tidus because that is the only answer to Tidus):

Well Rounded. This character is good at everything. He's a decent damager, respectable tank, an old hand at skills, and a veteran spellslinger.
Selfless. This character will take a bullet for a friend, or even someone they just met.
Fighter with a bit of magic. Predominantly a martial character, but dips occasionally into spellcrafting.
Can fill several roles if needed. Different from well-rounded in that this character can specialize in several different ways (I believe that Chrono's Wiki entry says he can become the best damage dealer with a particular weapon?)


This makes me think of the Eldritch Knight, at least as a baseline in terms of concept. Obviously your class as it stands is markedly different from that one. Let's look again:

d8 Hit Points. An off-tank. He's not planning on actually getting hit with d8 hit points.
Bard Proficiencies. This character type isn't planning on engaging the foe directly.
Warlock spellcasting. Magic is powerful, yet scarcely used by this character.


I am not sure if the Bardadin is meant to be a beefed up Eldritch Knight with (3.5) Paladin sensibilities, or a more benevolent Warlock subclass. Again, now that I know what you're going for I think this could be an awesome class...however I feel that there's a lack of internal consistency at the moment.

Ziegander
2014-10-26, 09:18 PM
This makes me think of the Eldritch Knight, at least as a baseline in terms of concept. Obviously your class as it stands is markedly different from that one. Let's look again:

d8 Hit Points. An off-tank. He's not planning on actually getting hit with d8 hit points.
Bard Proficiencies. This character type isn't planning on engaging the foe directly.
Warlock spellcasting. Magic is powerful, yet scarcely used by this character.


I am not sure if the Bardadin is meant to be a beefed up Eldritch Knight with (3.5) Paladin sensibilities, or a more benevolent Warlock subclass. Again, now that I know what you're going for I think this could be an awesome class...however I feel that there's a lack of internal consistency at the moment.

Yeah, now you're on the right track, though I'm partially wondering if you were not conflating my two totally different concepts (and if you were, it's my own fault for poor presentation and formatting). The d8 hit points, bard proficiencies, and warlock casting are actually probably going to be used for a totally different class than what I want to work on now. You're right that I'm probably for an Eldritch Knight or "Hexblade" but with Paladin sensibilities, yeah. A do-gooder with a smattering of learned arcane magic that stands on the front lines and can fill in multiple roles when needed (only not as well as those dedicated to those roles). The class will excel in melee and in party support. Seem good? Refer to the new first post to see where this path is currently leading me.

DiBastet
2014-10-27, 04:38 PM
What, is this the gerenic well rounded and strong warrior usually with blue hair from Jrpg videogames? Totally not what I expected.

Ziegander
2014-10-27, 07:12 PM
What, is this the gerenic well rounded and strong warrior usually with blue hair from Jrpg videogames? Totally not what I expected.

exactly! That's what I'm hoping the finished product can replicate anyway

Ninjadeadbeard
2014-10-28, 10:37 PM
Gah! You might want to reorganize the first post. It takes me a good couple of minutes to figure out where the things I want to comment on are while writing this. Okay, let's see what's what...


CLASS FEATURES
As an exemplar you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per exemplar level.
Hit Points: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st.

PROFICIENCIES
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords.
Tools: Choose one set of artisan's tools or one gaming set.

Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Investigation, Animal Handling, Insight, Medicine, Perception, Performance, and Persuasion.

So far so good. Decent Hit Points to offset lighter armor proficiency (at first anyway), and appropriately Bardic weapons (for every true protagonist). Skills are nice and varied.


BRAVERY
Your heart is strong and warm. The cold, creeping feeling of fear cannot easily take hold of you, and your steady presence emboldens nearby allies. You and all adjacent, non-hostile creatures have advantage on saving throws against being frightened as long as you are conscious.

Hm. At 1st level you gain a slightly weaker form of a Paladin's 10th level ability? Might you consider allowing the "Exemplar" to, as a reaction, give himself and a single or small number of allies Advantage against a Fear Ability X-times per long rest?


HEROIC INSPIRATION

JACK OF ALL TRADES

Pretty much bard abilities.


SPELLCASTING

No mention of which Spellcasting Modifier they use.


SPELLPOWER STRIKE
Starting at 2nd level, when you attack a creature with a melee weapon attack, whether it hits or misses, you can expend one exemplar spell slot to deal force damage to the target, in addition to the weapon's damage on a successful hit. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If your attack missed, add 1 to the result of d20 roll if you expended a 1st or 2nd-level spell slot, 2 if you expended a 3rd or 4th level spell slot, or 3 if you expended a 5th level spell slot, and then compare the new result to your target's AC. Your weapon is treated as a magical weapon when making a spellpower strike.

When making a spellpower strike, you may choose instead to deal additional cold, electricity, or fire damage if you know any spells that deal damage of one or more of those types. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. You do not add any number to the result of your attack roll if you missed when dealing cold, electricity, or fire damage in this way, though your weapon is still treated as magical.

Hmmm. I don't like how you can still damage an enemy if you miss. That seems pretty powerful as I understand the game. That, and the addition of elemental damage seems complicated. It might be simpler to use the Paladin Smite rules (can spend a spell slot to deal damage after hit confirmed). You could also add the various Smite Modifying spells from the Paladin list to add elemental damage. It just feels easier and simpler to go this route.


COMBAT INSPIRATION

Very nice boost.


HERO'S JOURNEY

Not a fan of the elemental split, nor the names (some stepping on other classes here). Instead, perhaps you could have each subclass focus on some aspect of Heroism? Or, you could split it into similar roles as the old Fable game's Hero Powers (Strength, Skill, Will/Magic)?


How does this stack up with the published Paladin? Does it feel fair and balanced? What about when compared to the published Bard? Do you have any suggestions for me regarding the rewriting of the Oaths (now named Hero's Journey)? How about what to do with the class' spellcasting focus? I would love to consider a spell-less version of this new class, but that would require a ton more work to balance. How do you feel about the name "Exemplar?"


I think this class is a bit too powerful compared with the Paladin, although using more of its mechanics as mentioned above would help with that.
It doesn't have any of the Bard's insanely good abilities, but rather takes an edge from its nicer, more flavorful ones.
I think there are a lot of ways to go with the Hero's Journey, from archetypes (Odysseus, Achilles, Hercules) to more meta-concepts (Tragic, Comedic, Destined). I suppose it depends on where you want to take it. I would personally avoid the elemental theme for them, if only because the Wizard can do it better with a (very powerful) feat.
Spellcasting Focus for a heroic character... A more traditional Hero is usually spell-less, and the JRPG type you're aiming for typically don't need one. I would offer that they must have a weapon in hand to be their focus. They lose spellcasting if unarmed, because you never see JRPG Heros spellcasting except for through their main weapon attacks.
Instead of a Spell-less version, I would recommend bringing back the Warlock casting. It worked remarkably well, as the "Exemplar" shouldn't really be dependent on his spellcasting. It is a nice tool, but not one he is able to rely upon exclusively. A small amount of ritual casting wouldn't go amiss (although that could be left up to the relevant Feat), or if one Hero's Journey were more Magic-orientated than the others, taking that path would open up combat cantrips.
Not a fan of "Exemplar". Sorry. :smalltongue:

As an alternative to Exemplar, how about simply calling this class the Hero? If there can be a 3.5 Adventurer class, then why not a 5E Hero one?

Ziegander
2014-10-28, 11:15 PM
Gah! You might want to reorganize the first post. It takes me a good couple of minutes to figure out where the things I want to comment on are while writing this.

Well, it's a work in progress, and at the moment the first post is just showing my work. Anyway, if it's too confusing, I'll just get rid of all the thinking out loud stuff, and rearrange the first post to get straight into the goods.


Hm. At 1st level you gain a slightly weaker form of a Paladin's 10th level ability? Might you consider allowing the "Exemplar" to, as a reaction, give himself and a single or small number of allies Advantage against a Fear Ability X-times per long rest?

I will consider alternatives.


No mention of which Spellcasting Modifier they use.

Huh. How did that happen? I'll get that fixed right away (it's Charisma).


Hmmm. I don't like how you can still damage an enemy if you miss. That seems pretty powerful as I understand the game. That, and the addition of elemental damage seems complicated. It might be simpler to use the Paladin Smite rules (can spend a spell slot to deal damage after hit confirmed). You could also add the various Smite Modifying spells from the Paladin list to add elemental damage. It just feels easier and simpler to go this route.

I've tried to clarify the ability. It was never supposed to still add damage if you miss.


Not a fan of the elemental split, nor the names (some stepping on other classes here). Instead, perhaps you could have each subclass focus on some aspect of Heroism? Or, you could split it into similar roles as the old Fable game's Hero Powers (Strength, Skill, Will/Magic)?

I am considering (and, actually, I'm kind of doing so, in practice) splitting them by "Sword," "Shield," and "Staff," the way Kingdom Hearts usually begins, allowing the choice between a more aggressive damage dealer, a more tanky protector, and a more skilled magic-user. Your thoughts? I've put up the paths of Devotion and Valor so far and will probably add the Path of Knowledge later tonight.


I think this class is a bit too powerful compared with the Paladin, although using more of its mechanics as mentioned above would help with that.

What about it strikes you as more powerful in particular?


It doesn't have any of the Bard's insanely good abilities, but rather takes an edge from its nicer, more flavorful ones.


Spellcasting Focus for a heroic character... A more traditional Hero is usually spell-less, and the JRPG type you're aiming for typically don't need one. I would offer that they must have a weapon in hand to be their focus. They lose spellcasting if unarmed, because you never see JRPG Heros spellcasting except for through their main weapon attacks.

I was thinking that the class just doesn't have one. Rangers don't strictly have one, and I have no problem with this guy carrying around a spell component pouch. Seems fine to me.


Not a fan of "Exemplar". Sorry. :smalltongue:

Yeah, I know, I'm not either.


As an alternative to Exemplar, how about simply calling this class the Hero? If there can be a 3.5 Adventurer class, then why not a 5E Hero one?

Though, compared to the name Exemplar, "Hero" just sounds way too generic.

Tell me what you think of the revisions and additions so far!

Ninjadeadbeard
2014-10-29, 01:21 AM
HERO'S JOURNEY
Though the members of the exemplar class come from all walks of life, each mastering a wide variety of skills and disciplines, there are three paths in particular, each associated with one of the chief three arcane elements–fire, ice, and lightning–that call exemplars to their greater destinies. The Path of Devotion, associated with ice; the Path of Valor, associated with fire; and the Path of Knowledge, associated with lightning.

PATH OF DEVOTION
An exemplar following the path of devotion learns the following spells at the class levels given below:

3rd - Cure Wounds, Icicle
5th - Frost Nova
9th - Lesser Restoration
13th - Ice Storm
17th - Raise Dead

It has been said that "cold preserves," and that is exactly what an exemplar of devotion intends to do. With a pure heart, tempered with a side of winter's wrath, the exemplar of devotion can freeze his foes in place while ensuring that his allies are safe, healthy, and whole.

DISCIPLE OF LIFE
When you embark on the Path of Devotion, at 3rd level, your healing spells become more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 + the level of the spell slot used to cast the spell.

AURA OF PROTECTION
Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

PRESERVATION OF SPIRIT
Starting at 15th level, you can invoke the preserving power of cold to staunch wounds, and save the dying. As an action, a refreshingly brisk breeze blows throughout the radius of your auras (10ft, and out to 30ft starting at 18th level), restoring a number of hit points equal to five times your exemplar level. Choose any creatures in the area, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum, and cannot restore the hit points of any undead or construct creatures. Any creatures healed in this way may stand from prone as a reaction and are no longer paralyzed, poisoned, or stunned. If a creature was healed in this way and was suffering from ongoing damage, such as from being on fire, or from poison, that ongoing damage ceases immediately. Once you use this feature you must finish a short or long rest before using it again.

BLESSING OF THE DEVOTED
At 20th level, you whenever you grant a creature an Inspiration die, that creature regains a number of hit points equal to the maximum value of that die. Furthermore, whenever a creature spends an Inspiration die you've granted it, that creature can remove any one condition (but not the Incapacitated condition) currently effecting it. A creature can spend an Inspiration die in this way even if they could not take any actions, such as from being Petrified or Stunned.

This seems like a neat Shield Hero. The theme works as presented, and it makes a cool (https://38.media.tumblr.com/638e46c06f68fc575e46b6c2f6b4e608/tumblr_mx98kdeW4i1s82ac1o4_250.gif) off-tank. I can see this being a great class in a party lacking a Cleric.


PATH OF VALOR
An exemplar following the path of valor learns the following spells at the class levels given below:

3rd - Burning Hands, Heroism
5th - Flame Blade
9th - Find Steed
13th - Wall of Fire
17th - Some Fire Spell

Cold may preserve, but fire consumes, and so shall the exemplar of valor and his aliies consume their foes in a blaze of glorious combat! With a fiery soul, and a blade of fire, the exemplar of valor is a force to be reckoned with in melee combat.

FIREBRAND
Starting at 3rd level, when you embark upon the Path of Valor, as a bonus action after hitting a creature with a Spellpower Strike that dealt additional fire damage, you may mark that creature with a glowing-orange sigil that holds some personal meaning to you. You gain advantage on all melee attacks against the creature marked in this way for the next minute, or until that creature drops to 0 hit points or falls unconscious.

BLAZE OF STEEL
Starting at 7th level, you may make an opportunity attack without spending your reaction for the round, and may make any number of opportunity attacks each round.

CONSUMING FIRE
Beginning at 15th level, whenever you and at least one other, non-hostile creature are adjacent to an enemy marked by your Firebrand, you and those creatures deal 1d8 additional fire damage with your melee attacks. Those creatures gain advantage on melee attacks against the creature as well.

AURA OF RADIANCE
Once you reach 20th level, you project an aura of brilliant warmth that licks at the surrounding area like fire. At the beginning of each non-hostile creature's turn that is within 30ft of you, if that creature does not have an Inspiration die from you, it gains one, though instead of this die's normal size, it is a d6, like the Inspiration die from a 1st level exemplar. At the end of each hostile creature's turn that is within 30ft of you, that creature suffers 1d6 fire damage.


Whoa. WHOAH!

UNLIMITED OPPORTUNITY ATTACKS!!!??? ARE YOU MAD SIR!!!?!?

In all seriousness, I thought it said Unlimited Opp Attacks. It could be better worded, thusly: "Starting at 7th level, you may make a second opportunity attack as a part of your reaction for the round, and may make any number of opportunity attacks each round. If one of these attacks deals damage, you regain a single Reaction at the end of the current creature's turn."

Just a suggestion.


Well, it's a work in progress, and at the moment the first post is just showing my work. Anyway, if it's too confusing, I'll just get rid of all the thinking out loud stuff, and rearrange the first post to get straight into the goods.

Looks good!!!


I've tried to clarify the ability. It was never supposed to still add damage if you miss.

SPELLPOWER STRIKE
Starting at 2nd level, when you attack a creature with a melee weapon attack, whether it hits or misses, you can expend one exemplar spell slot to add magical power to the attack. You can decide whether or not to expend a spell slot after knowing the result of your attack roll. This magical power can take two forms, raw kinetic energy that can help turn a missed attack into a hit, or powerful elemental fury. Either way, when you make a spellpower strike in this way, the melee weapon used in the attack is treated as a magical weapon during this attack.

The highlighted part is what spooks me. It was this in particular that made me think this was a more powerful class than the Paladin. It's close to having Advantage on all melee attacks. Either you deal relatively normal damage on a miss, or double or more damage on a hit. It's like a Crit-on-Demand.

By contrast, the original Divine Smite is quite elegant in that it feels like the old "hit 'A' just as you attack to do more damage" JRPG trope. It's nice. If you use this instead, you could allow additional elemental damage based on your subclass, which would simulate the Paladin's Smite-modifying spells.


I am considering (and, actually, I'm kind of doing so, in practice) splitting them by "Sword," "Shield," and "Staff," the way Kingdom Hearts usually begins, allowing the choice between a more aggressive damage dealer, a more tanky protector, and a more skilled magic-user. Your thoughts? I've put up the paths of Devotion and Valor so far and will probably add the Path of Knowledge later tonight.

I really like this idea. It removes "Skillmonkey" as a focus, and rightly so, leaving the class a major damager/tank/mage depending on choice.


I was thinking that the class just doesn't have one. Rangers don't strictly have one, and I have no problem with this guy carrying around a spell component pouch. Seems fine to me.

Alright then. That would be best, although I tend to think of JRPG heroes by their gear, particularly their main weapon.


Though, compared to the name Exemplar, "Hero" just sounds way too generic.

Generic? Or Iconic! Then his class names with subclasses would be Sword Hero, Shield Hero, and Staff Hero!

So far I like the revisions. Can't wait to see the next subclass.

Ziegander
2014-10-29, 10:32 AM
This seems like a neat Shield Hero. The theme works as presented, and it makes a cool (https://38.media.tumblr.com/638e46c06f68fc575e46b6c2f6b4e608/tumblr_mx98kdeW4i1s82ac1o4_250.gif) off-tank. I can see this being a great class in a party lacking a Cleric.

Good. You're starting to win me over, somewhat, with your suggestion of Hero, complete with Sword Hero, Shield Hero, and Staff Hero (although, honestly, Staff Hero sounds way lame, lol). Anyway, I'm glad you like the Path of Devotion.


Whoa. WHOAH!

UNLIMITED OPPORTUNITY ATTACKS!!!??? ARE YOU MAD SIR!!!?!?

In all seriousness, I thought it said Unlimited Opp Attacks. It could be better worded, thusly: "Starting at 7th level, you may make a second opportunity attack as a part of your reaction for the round, and may make any number of opportunity attacks each round. If one of these attacks deals damage, you regain a single Reaction at the end of the current creature's turn."

I guess I'm still not wording this right. It's not intended to let you make multiple attacks against the same creature when you would make an opportunity attack (though, that's not a bad idea, either), it is supposed to let you take an opportunity attack more than once per round, anytime someone moves out of your reach, you can take an opportunity attack. It sort of does say "unlimited," in the sense that you're not limited by needing to use your one out-of-turn reaction, you're limited only by the number of times your foes move out of your reach.


The highlighted part is what spooks me. It was this in particular that made me think this was a more powerful class than the Paladin. It's close to having Advantage on all melee attacks. Either you deal relatively normal damage on a miss, or double or more damage on a hit. It's like a Crit-on-Demand.

I'm pretty sure you're not reading this right. I changed the wording, and I don't feel like you noticed, and you're just getting hung up on "hit or miss." A Paladin's Smite is basically a Crit-on-Demand (since Crits only deal extra damage on a hit anyway, you can't crit if you miss), and in fact is better than a Crit-on-Demand (since it deals a minimum of two extra damage dice). The ability states that, when you attack, whether you hit or miss, you can expend a spell slot. It doesn't say what it does yet, so freaking out about it dealing extra damage even if you miss seems unreasonable. It doesn't say that. Let's see what it does say:


If you choose kinetic energy, the extra damage is 2d4 force damage on a successful hit [...]

The extra damage is 2d6 of the chosen type on a successful hit

So you only deal energy damage if you actually hit with your melee weapon. The only time expending a spell slot after you miss with an attack matters, is if you choose kinetic energy, you can add a variable number to your failed attack roll that might actually cause your attack to hit afterall, and thus allow you to deal the extra force damage. Does this make sense?


By contrast, the original Divine Smite is quite elegant in that it feels like the old "hit 'A' just as you attack to do more damage" JRPG trope. It's nice. If you use this instead, you could allow additional elemental damage based on your subclass, which would simulate the Paladin's Smite-modifying spells.

Though this is simpler, and also a good idea.

EDIT: I've decided to make Spellpower Strike as similar to Divine Smite as possible, and will be saving the "perhaps turn a miss into a hit" feature for Improved Spellpower Strike.


So far I like the revisions. Can't wait to see the next subclass.

Working on it right now!

EDIT: The Path of Knowledge is up! Tell me what you think.