RakiReborn
2016-01-11, 12:45 PM
Hi GiantITP,
It had been bothering me for a while that there is barely any love for Intelligence, apart from the Wizard class (counting the EK and AT as wizardy subclasses). I know quite some intelligent people in real life, and they regularly use their intelligence to improve the things they do (it sounds more obvious than it seems to be). Following that, i made some Intelligence based subclasses and feats:
Subclasses
As a strategist, you use your intelligence to your advantage. You look for the gaps in the defences of your enemies, and use your wits to help your allies.
Strategic Initiative (lvl3):
At 3rd level, you have learned when to act in combat. At the beginning of combat, after initiative is rolled and the order of combat is known, you may add or subtract an amount up to your Intelligence modifier to your initiative, possibly changing the order.
Thinking with others (lvl3):
Also beginning when you choose this Archetype, you may use your action to help an ally with an ability check with logical and smart thinking. If you do, the ally gains a bonus to the ability check equal to your Intelligence modifier. You can use this feature once per short or long rest.
Opportunist (lvl7):
Starting at 7th level, whenever an enemy within your melee weapon reach misses a melee attack against you or an ally, you may use your reaction to make one melee weapon attack against that enemy.
Point to the Weak Spot (lvl10):
Starting at 10th level, when you have hit with an melee attack, you can use your bonus action to point out a weak spot in its defences, giving one ally within 30ft of you that can hear you advantage on the first attack in its turn targeting the creature you hit.
Too Smart to Fool (lvl15):
Starting at 15th level, you add your Intelligence modifier to all Intelligence, Wisdom and Charisma saving throws.
Strategic Order (lvl18):
Starting at 18th level, you not only know when to act yourself, you also know when others can act best. At the beginning of combat, after initiative is rolled and the order of combat is known, you may not only change your own initiative, but all allies within 30ft of you may change theirs following the rules of your Strategic Initiative, using your Intelligence modifier.
As an investigator, you always look for clues to help you, taking advantage of everything you find.
Advantageous Striker (lvl3):
Starting at 3rd level, you know when to take advantage of the situation. When you hit a creature that is bloodied (below half its maximum hit points), you may choose to make the hit a critical hit. You may use this feature once per short or long rest.
Investigation Expert (lvl3):
You have learned where to look when investigating things, and always seem to check the right spots. You become proficient in the Investigation skill if you weren’t already, and add twice your proficiency bonus to any ability check that uses the Investigation skill.
Weak Spots (lvl9):
Starting at 9th level, you not only use your swift actions to strike, but look for weak spots while you do so. Once per turn, when you make an attack roll, you may make an Intelligence (investigation) check against the AC of the creature you target. You may use the result of the check instead of your attack roll to determine if you hit.
Logical Thinker (lvl13):
You have learned to use your wits with everything you do regularly. When you make an ability check using a skill you are proficient with, you may add your Intelligence modifier to the roll. You may use this feature once per short or long rest.
Passive Investigator (lvl17):
Starting at 17th level, your expertise in investigating is so high, that you always seem to know what is around you by noticing the smallest details. You can’t be surprised.
You combine the natural affinity residing inside you with the study of runes. Perhaps there was a rune caster or warrior somewhere in your bloodline, or someone in your bloodline was saved with the power of runes, gaining a small portion of the magical power inside him or her.
Studied Everything (lvl1):
You have studied everything about runes, in every language you could find. You learn additional languages equal to half your Intelligence modifier (rounded down). Additionally, you can read magic runes. If your modifier increases in the future, and would have gained another language from this feature with this feature, you learn one more language.
Embodyment of Magic (lvl1):
Your studies of the runes gave you knowledge of bodily runes. You may magically write runes on your body to cast spells with. You can only have one rune per spell level on your body. The amount your level and your intelligence:
Amount
Level Requirement
INT requirement
1
3
12
2
5
14
3
7
16
4
9
18
5
11
20
For each rune, you must link one spell from the Wizard spell list of the appropriate level. You can cast this spell once per long rest without spending a spell slot. You may change one rune on your body every long rest.
Runic Ward (lvl6):
At 6th level you have mastered even the defensive properties of runes. As a reaction upon being hit by an attack, you can light up your runes to ward you from harm. If you do so, your AC increases by the amount of runes you have on your body for one round. You can use this ability an amount equal to your Intelligence modifier per long rest
Runic Metamagic (lvl14):
At 14th level you have learned to twist the runic magic to your needs. You may choose one Metamagic option that costs one Sorcery Point (except twinned). Spells cast from your runes are always cast with this Metamagic, even if they don’t affect the spell.
Perfect Rune (lvl18):
At 18th level you have learned to change the power of a rune to as powerful as you can. Once per long rest you can improve the spell slot of which the runic spell is cast by your Intelligence modifier (to a maximum of 9th slot), and the spell can’t be counterspelled.
Feats:
+1 INT
You add half your INT modifier (rounded up) as a bonus to the damage rolls of weapon attacks.
You can make a calculated strike instead of one attack from the attack action once per short rest. If you do, you add your INT modifier as a bonus to the attack roll.
You add your INT modifier to your intitiative
Whenever a creature misses you with a melee attack within your melee range, you may use your reaction to make one melee weapon attack against it.
You add up to half your INT modifier (rounded up) to your AC if you are wearing no armor (max 3), light armor (max 2) or medium armor (max 1), due to your quick thinking regarding dodging attacks.
I would love to get as much feedback as possible :)
Any suggestions are welcome, even if i decide not to use them. The worst that can happen is that i actually learn from them o.O
EDIT (12-1-2016): added 'as a bonus' to the Calculated Striker points to make it more clear.
It had been bothering me for a while that there is barely any love for Intelligence, apart from the Wizard class (counting the EK and AT as wizardy subclasses). I know quite some intelligent people in real life, and they regularly use their intelligence to improve the things they do (it sounds more obvious than it seems to be). Following that, i made some Intelligence based subclasses and feats:
Subclasses
As a strategist, you use your intelligence to your advantage. You look for the gaps in the defences of your enemies, and use your wits to help your allies.
Strategic Initiative (lvl3):
At 3rd level, you have learned when to act in combat. At the beginning of combat, after initiative is rolled and the order of combat is known, you may add or subtract an amount up to your Intelligence modifier to your initiative, possibly changing the order.
Thinking with others (lvl3):
Also beginning when you choose this Archetype, you may use your action to help an ally with an ability check with logical and smart thinking. If you do, the ally gains a bonus to the ability check equal to your Intelligence modifier. You can use this feature once per short or long rest.
Opportunist (lvl7):
Starting at 7th level, whenever an enemy within your melee weapon reach misses a melee attack against you or an ally, you may use your reaction to make one melee weapon attack against that enemy.
Point to the Weak Spot (lvl10):
Starting at 10th level, when you have hit with an melee attack, you can use your bonus action to point out a weak spot in its defences, giving one ally within 30ft of you that can hear you advantage on the first attack in its turn targeting the creature you hit.
Too Smart to Fool (lvl15):
Starting at 15th level, you add your Intelligence modifier to all Intelligence, Wisdom and Charisma saving throws.
Strategic Order (lvl18):
Starting at 18th level, you not only know when to act yourself, you also know when others can act best. At the beginning of combat, after initiative is rolled and the order of combat is known, you may not only change your own initiative, but all allies within 30ft of you may change theirs following the rules of your Strategic Initiative, using your Intelligence modifier.
As an investigator, you always look for clues to help you, taking advantage of everything you find.
Advantageous Striker (lvl3):
Starting at 3rd level, you know when to take advantage of the situation. When you hit a creature that is bloodied (below half its maximum hit points), you may choose to make the hit a critical hit. You may use this feature once per short or long rest.
Investigation Expert (lvl3):
You have learned where to look when investigating things, and always seem to check the right spots. You become proficient in the Investigation skill if you weren’t already, and add twice your proficiency bonus to any ability check that uses the Investigation skill.
Weak Spots (lvl9):
Starting at 9th level, you not only use your swift actions to strike, but look for weak spots while you do so. Once per turn, when you make an attack roll, you may make an Intelligence (investigation) check against the AC of the creature you target. You may use the result of the check instead of your attack roll to determine if you hit.
Logical Thinker (lvl13):
You have learned to use your wits with everything you do regularly. When you make an ability check using a skill you are proficient with, you may add your Intelligence modifier to the roll. You may use this feature once per short or long rest.
Passive Investigator (lvl17):
Starting at 17th level, your expertise in investigating is so high, that you always seem to know what is around you by noticing the smallest details. You can’t be surprised.
You combine the natural affinity residing inside you with the study of runes. Perhaps there was a rune caster or warrior somewhere in your bloodline, or someone in your bloodline was saved with the power of runes, gaining a small portion of the magical power inside him or her.
Studied Everything (lvl1):
You have studied everything about runes, in every language you could find. You learn additional languages equal to half your Intelligence modifier (rounded down). Additionally, you can read magic runes. If your modifier increases in the future, and would have gained another language from this feature with this feature, you learn one more language.
Embodyment of Magic (lvl1):
Your studies of the runes gave you knowledge of bodily runes. You may magically write runes on your body to cast spells with. You can only have one rune per spell level on your body. The amount your level and your intelligence:
Amount
Level Requirement
INT requirement
1
3
12
2
5
14
3
7
16
4
9
18
5
11
20
For each rune, you must link one spell from the Wizard spell list of the appropriate level. You can cast this spell once per long rest without spending a spell slot. You may change one rune on your body every long rest.
Runic Ward (lvl6):
At 6th level you have mastered even the defensive properties of runes. As a reaction upon being hit by an attack, you can light up your runes to ward you from harm. If you do so, your AC increases by the amount of runes you have on your body for one round. You can use this ability an amount equal to your Intelligence modifier per long rest
Runic Metamagic (lvl14):
At 14th level you have learned to twist the runic magic to your needs. You may choose one Metamagic option that costs one Sorcery Point (except twinned). Spells cast from your runes are always cast with this Metamagic, even if they don’t affect the spell.
Perfect Rune (lvl18):
At 18th level you have learned to change the power of a rune to as powerful as you can. Once per long rest you can improve the spell slot of which the runic spell is cast by your Intelligence modifier (to a maximum of 9th slot), and the spell can’t be counterspelled.
Feats:
+1 INT
You add half your INT modifier (rounded up) as a bonus to the damage rolls of weapon attacks.
You can make a calculated strike instead of one attack from the attack action once per short rest. If you do, you add your INT modifier as a bonus to the attack roll.
You add your INT modifier to your intitiative
Whenever a creature misses you with a melee attack within your melee range, you may use your reaction to make one melee weapon attack against it.
You add up to half your INT modifier (rounded up) to your AC if you are wearing no armor (max 3), light armor (max 2) or medium armor (max 1), due to your quick thinking regarding dodging attacks.
I would love to get as much feedback as possible :)
Any suggestions are welcome, even if i decide not to use them. The worst that can happen is that i actually learn from them o.O
EDIT (12-1-2016): added 'as a bonus' to the Calculated Striker points to make it more clear.