PDA

View Full Version : Rainer's bunch o class path homebrews.



Rfkannen
2015-04-20, 05:44 PM
School of the magic gun.

Magic is often considered the opposite of technology, yet the difference is really only a matter of semantics. While many wizards shun technology you do not. Instead you have chosen to bring together magic with one of the greatest inventions of technology, the gun. Whether you are in a setting where guns are common, you invented the gun, aliens acedently left it on your planet, or it is the remnant of some past civilization, one thing is clear. You have a magic gun and are willing to you use it.

Gun savant.
Beginning when you choose this school at level 3 you acquire a magic gun. This gun can either be two pistols or one musket(as detailed in the dmg). You are proficient with this gun, and it requires no ammunition, instead firing bullets formed of your magic energy, and if you lose it you may do a 1 hour ritual destroying the old gun and making a new one.


Improved bullets.
When you take this school, before you fire your gun you can choose to expend one wizard spell slot to deal damage of any one elemental type to the target, in addition to the weapons damage. The damage is equal to 1d4 for a first level spell slot, plus 1d4 for every spell level higher than 1st.

Master of gunman-ship.
Beginning at 6th level you gain an extra attack as for the extra attack feature. Your gun transforms into either two automatic pistols, one automatic rifle, or one shotgun. All shots with your magic gun are considered magical.

Magical bullet.
Starting at 10th level, you may choose to add your int modifier to your attacks with your magic gun.

Battle magic.
at 14th level, you have mastered the art of weaving the art of the gun with the art of magic. When you use your action to cast a wizard spell, you can make one weapon attack with your magic gun as a bonus action.



Blade.

The valor bards may be the best physical combatants among bards, but they are not the best with a weapon. They may do the damage, yet they lack the flair of a true master of the blade. While you may lack the streangth of a pure fighter or a valor bard you have become a magificent display of the power of blades, you have become a blade.


Silent display
For any feature that uses inspiration, you may choose to incorporate a visual element into your inspiration that allows things that can’t hear you but can see you to be affected.

Offensive and Defensive spin.
Also at 3rd level, you have mastered the art of being showy with your weapons, granting you access to both the offensive and defensive spin

Defensive spin. You may choose to expend one of you bardic inspiration die in order to make a flashy display of spinning your weapons around you to defend yourself. You roll your bardic inspiration die and add half of it to your ac until the start of your next turn. In addition anyone that attacks you before the start of your next turn you can immediately do a singular weapon attack against them.

Offensive spin. You may choose to spend a bardic inspiration die to make a threatening display against a singular creature. You spend your action making a display threatening a singular creature. If you hit that creature with a damaging move your next turn, then they are frightened for for a number of round equal to your charisma modifier. (not sure to about this one). In addition you roll your inspiration die, and for a number of turns equal to the half the number you rolled, the enemy you hit can not move within 10 feet of you.

Flurry of missiles.
Starting at level 6, You are a master of bladed weapons and are able to use them quickly even while in the middle of a performance. Starting at 6th level, when you roll an inspiration die you may attack with one throne weapon on your person.

Catcher.
Starting at 14th level, you have become a master of weaponry and so dexterous that thrown weapon barely harm you, and you can use peoples throne weapons against them. ranged weapons have disadvantage on rolls to hit you, and should a ranged weapon attack miss you, you can grab the weapon and attack with it immediately.







Charlatan


Master of lies. You gain training in deception and persuasion. In addition when someone tries to lie to you they roll a 1d20. Should they roll a 1 you immediately know they are lying. At level 6 this decreases to a 1d10. At level 14 this increases to a 1d6.

Charmer. Also at level one you can spend a bardic inspiration die to cast a special version of charm person. This acts as the charm person spell, but when it is over the people that were charmed do not know they were charmed. You cast it at the second highest level spell slot you know (minimum one)

Great faker. Starting at level 6, a charlatan has the ability to create great disguises. When a charlatan is disguised as a person who has proficiencies they do not, they can choose 3 things that the disguise is proficient in. As long as they are using this disguise they add half their proficiency to the proficiencies the charlatan chose. Note this is only for things that you add your proficiency bonus to, if you choose something you are not proficient in like a kit you may instead choose to use it with disadvantage.

Perfect liar. Starting at level 14 you have become so masterful at lies that it affects you magically. You can cast alter self at will. You can make it so anything that detects your type detects whatever type you want. You can change your thoughts so that any attempts to read your mind do not get correct information, and you can not be tracked magically.




Pact of the body


When you pict the pact of the body at level 3 you gain the following benefits
when you are unarmored .your ac is equal to 10+your charisma + your con.
You have an unarmed attack which works off your strength and does 2d4 damage.

this pact acts as the pact of the blade for all options.












Mounted archer barbarian

Most barbarians are uncouth savages trained to fight only for themselves. You are not one of those barbarians. Instead you have been trained since childbirth to work with a mount, to sleep on a mount, to fight on a mount, to eat on a mount, to fire arrows on a mount, no one is more attuned to their mount than you.

Sympathetic rage.
Starting at 3rd level when you take this path, when you rage and are riding a mount you may choose to have your mount rage as well. In addition while raging you have advantage on dexterity checks made related to your bow or arrows.

Unstoppable steed.
Starting at 6th level when you have this path, when you rage your mount gains the benefit of your fast movement and ignores difficult terrain.

Improved rider.
Starting at 10th level, you can’t be knocked off your mount, you no longer have to spend movement to mount a mount. In addition you have become a master of animals, and you can treat any mount that is non sentient as if it was a trained mount. If it is capable of complex thoughts than it can still act as it wants. In addition while a mount is controlled you can command it to attack once per turn as a free action.

Insert level 14 ability here.

Rfkannen
2015-04-20, 05:51 PM
just in case I need more room.