MrStabby
2015-04-19, 07:14 PM
So following some discussion about adding presteige classes to 5th and the best way to do it I was taken by the suggestion that they should be something like a 3 level dip.
My vision for these is that they are classes that are available mid/late game tied to a faction in the campaign. As late classes their 3 levels will be of a power that corresponds to those 11th/12th level abilities that most characters would be giving up to get these.
Whist presteige classes could be appropriate for any faction I have mocked up a couple for the factions in the PHB.
Emerald enclave
Requirement - high enough reputation with the enclave.
Level 1
You gain the spellcasting ability and your spells known per level advances as if you had multiclassed as a cleric or druid. You chose any two spells from the druid spell list at a level for which you have spell slots. You know these spells at all times. Each time you gain a level of any class you may swap one of these spells for another on the same list. Wisdom is the casting ability for these spells.
Level 2
You may cast speak with plants, Jump, Barkskin, Pant Growth and water breathing at will.
Level 3
First or second level spells with a casting time of 1 action may be cast as a bonus action.
Lords Alliance
Requirement- High Enough Reputation with the Alliance
Level 1
You gain +1 hitpoint per character level. Chose an damage type from fire, lightning, thunder, poison, radiant and cold; you gain resistance to this damage type.
Level 2
Whenever one of your damage dice from a weapon attack rolls its highest possible number you may add a further point of bludgeoning damage to the attack. You gain advantage on all attacks of opportunity you make.
Level 3
Whenever you inflict a critical hit the target must make a constitution save (dc 10 + your strength + proficiency) or be stunned until the end of their next turn.
Harper Scout
Requirement - High enough reputation with the Harpers
Level 1
You gain resistance to all damage from and advantage on all saves against spells from the schools of illusion, enchantment and transmuation. You may lean a cantrip from any spell list. Your spell slots progress as if you had multiclassed into a full casting class.
Level 2
You gain resistance to all damage from and advantage on all saves against spells from the schools of Evocation, Necromancy and Abjuration. Whenever you would make a save based on Charisma, Wisdom and Intelligence you may use the highest of these statistics.
Level 3
You are immune to divination - any attempts to use magic to discern any information about you will return the information (or misinformation) of your choice. You gain knowledge of two skills of your choice. Whenever you cast a spell from the school of illusion or enchantment you count it as having been cast from a slot one level higher than it was.
Does this seem to work as a concept? How do these seem power-wise given that you would expect them to come online at levels 11 to 13?
My vision for these is that they are classes that are available mid/late game tied to a faction in the campaign. As late classes their 3 levels will be of a power that corresponds to those 11th/12th level abilities that most characters would be giving up to get these.
Whist presteige classes could be appropriate for any faction I have mocked up a couple for the factions in the PHB.
Emerald enclave
Requirement - high enough reputation with the enclave.
Level 1
You gain the spellcasting ability and your spells known per level advances as if you had multiclassed as a cleric or druid. You chose any two spells from the druid spell list at a level for which you have spell slots. You know these spells at all times. Each time you gain a level of any class you may swap one of these spells for another on the same list. Wisdom is the casting ability for these spells.
Level 2
You may cast speak with plants, Jump, Barkskin, Pant Growth and water breathing at will.
Level 3
First or second level spells with a casting time of 1 action may be cast as a bonus action.
Lords Alliance
Requirement- High Enough Reputation with the Alliance
Level 1
You gain +1 hitpoint per character level. Chose an damage type from fire, lightning, thunder, poison, radiant and cold; you gain resistance to this damage type.
Level 2
Whenever one of your damage dice from a weapon attack rolls its highest possible number you may add a further point of bludgeoning damage to the attack. You gain advantage on all attacks of opportunity you make.
Level 3
Whenever you inflict a critical hit the target must make a constitution save (dc 10 + your strength + proficiency) or be stunned until the end of their next turn.
Harper Scout
Requirement - High enough reputation with the Harpers
Level 1
You gain resistance to all damage from and advantage on all saves against spells from the schools of illusion, enchantment and transmuation. You may lean a cantrip from any spell list. Your spell slots progress as if you had multiclassed into a full casting class.
Level 2
You gain resistance to all damage from and advantage on all saves against spells from the schools of Evocation, Necromancy and Abjuration. Whenever you would make a save based on Charisma, Wisdom and Intelligence you may use the highest of these statistics.
Level 3
You are immune to divination - any attempts to use magic to discern any information about you will return the information (or misinformation) of your choice. You gain knowledge of two skills of your choice. Whenever you cast a spell from the school of illusion or enchantment you count it as having been cast from a slot one level higher than it was.
Does this seem to work as a concept? How do these seem power-wise given that you would expect them to come online at levels 11 to 13?