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JNAProductions
2016-02-14, 10:35 PM
We really should have this for 5E. So, I'm making this.

Current regulars:

JNAProductions-Wizard Subclass "Production Arcanist (http://www.giantitp.com/forums/showsinglepost.php?p=20426393&postcount=15)"
Ninja_Prawn-Rogue Subclass "Skulk of the Sea (http://www.giantitp.com/forums/showthread.php?478588-Skulk-of-the-Sea-Ninja_Prawn-as-a-Rogue-Subclass&p=20425618#post20425618)", Cleric Subclass "Sarcasm Domain (http://www.giantitp.com/forums/showsinglepost.php?p=20445550&postcount=114)"
DracoKnight-Paladin Subclass "Oath of the Dragon (http://www.giantitp.com/forums/showthread.php?478533-Oath-of-the-Dragon-Dracoknight-as-a-Paladin-Subclass&p=20423761#post20423761)"
Malifice-Permission granted-Warlock Subclass "Game Design (http://www.giantitp.com/forums/showsinglepost.php?p=20433430&postcount=65)"
Pex-Needs permission
Person_Man-Needs permission
Dark Sun Gnom-Needs permission
Kryx-Needs permission
MaxWilson-Needs permission
Socratov-Monk Subclass "Way of Resilience (http://www.giantitp.com/forums/showsinglepost.php?p=20428467&postcount=42)"
Irish Musician-Permission granted-Bard Subclass "College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff (http://www.giantitp.com/forums/showsinglepost.php?p=20436483&postcount=69)"
Keltest-Permission Granted
Georgie_Leech-Permission Granted
TwelveTrees-Wizard Subclass "School of the Librarian (http://www.giantitp.com/forums/showsinglepost.php?p=20432478&postcount=64)", Druid Subclass "Circle of the Ancients (http://www.giantitp.com/forums/showsinglepost.php?p=20467361&postcount=158)"
Wartex1-Permission Granted
Belac_93-Permission Granted
Ruy343-Permission Granted
Segev-Barbarian Subclass "Path of the Death Mask (http://www.giantitp.com/forums/showsinglepost.php?p=20437432&postcount=70)"
EnderDwarf-Fighter Subclass "Martial Archetype: Knight of Steel and Stone (http://www.giantitp.com/forums/showsinglepost.php?p=20437570&postcount=71)"
LoyalPaladin-Paladin Subclass "Oath of Loyalty (http://www.giantitp.com/forums/showsinglepost.php?p=20438628&postcount=78)"
Snowbluff-Barbarian Subclass "Path of the TsunTsun (http://www.giantitp.com/forums/showsinglepost.php?p=20438918&postcount=86)"
Shining_Wrath-Ranger Subclass "Gleaming Warden (http://www.giantitp.com/forums/showsinglepost.php?p=20442145&postcount=100)"
Steampunkette-Permission Granted-Rogue Subclass "Clockwork Sniper (http://www.giantitp.com/forums/showsinglepost.php?p=20446429&postcount=122)"
DigoDragon-Bard Subclass "College of Clowns (http://www.giantitp.com/forums/showsinglepost.php?p=20443246&postcount=108)"
TheoBoldi-Permission Granted
Khadgar567-Warlock Subclass "Draconic Patron (http://www.giantitp.com/forums/showsinglepost.php?p=20449957&postcount=143)"
Sharkforce-Barbarian Subclass "Path of the Fin (http://www.giantitp.com/forums/showthread.php?428524-Barbarian-Path-Path-of-the-Fin&p=19548273#post19548273)"
Easy_Lee-Monk Subclass "Way of the Relaxed Fist (http://www.giantitp.com/forums/showthread.php?429113-Monastic-Tradition-Way-of-the-Relaxed-Fist&p=19560983#post19560983)"
Ralanr-Barbarian Subclass "Path of Iron (http://www.giantitp.com/forums/showthread.php?429272-Barbarian-Path-Path-of-Iron&p=19565320#post19565320)"
Submortimer-Permission Granted
Yuki Akuma-Permission Granted
MaxWilson-Fighter Subclass "S.W.A.T. D(r)ead Sergeant (http://www.giantitp.com/forums/showsinglepost.php?p=20447550&postcount=142)"
Arkhios-Permission Granted

If you have any suggestions for people I'm missing, let me know.

Tallis
2016-02-15, 01:45 AM
Well there's you. Is LogicNinja still around?

Kane0
2016-02-15, 01:47 AM
Malifice needs one for sure. A rogue or bard subclass perhaps?

Cybren
2016-02-15, 02:11 AM
Well there's you. Is LogicNinja still around?
The logic ninja got banned over a decade ago and despite having other usernames I know for a time was more into narrative games than d&d.

Ninja_Prawn
2016-02-15, 03:15 AM
Well there's you.

Isn't the youtuber (http://www.giantitp.com/forums/showthread.php?478505-YouTuber-A-Class) class supposed to be JNA? :smalltongue:

And in case you missed the PM, I officially permit you to make a Ninja_Prawn subclass.

Ralanr
2016-02-15, 12:12 PM
Pex and Person_Man I think.

JNAProductions
2016-02-15, 12:17 PM
Isn't the youtuber (http://www.giantitp.com/forums/showthread.php?478505-YouTuber-A-Class) class supposed to be JNA? :smalltongue:

And in case you missed the PM, I officially permit you to make a Ninja_Prawn subclass.

You're not supposed to make your own. :P

And wah-bam: http://www.giantitp.com/forums/showthread.php?478588-Skulk-of-the-Sea-Ninja_Prawn-as-a-Rogue-Subclass&p=20425618#post20425618

Ninja Prawn, as a Rogue!

Also, I grant permission to anyone who wants to make me a subclass.

Socratov
2016-02-15, 02:18 PM
I grant permission, I might (if I ever get to Dal Quor) make some stuff up

PoeticDwarf
2016-02-15, 02:52 PM
I'd say Dark Sun Gnome deserves a subclass!

Corran
2016-02-15, 03:10 PM
Malifice needs one for sure. A rogue or bard subclass perhaps?
Definitely a bard. For vicious mockery... Or maybe a paladin with a passive-aggressive aura!:smalltongue:
Said all that very lovingly!:smallbiggrin:

Kryx deserves a subclass I would say, as does the gentleman in my sig.

JNAProductions
2016-02-15, 03:11 PM
I grant permission, I might (if I ever get to Dal Quor) make some stuff up

Socratov, this is quite literally the first time I've ever seen you on this forum. Now, other people, feel free to correct me, but I don't feel like you're a regular.

It's possible I have just missed you, of course, so if you've started a bunch of threads or something, PM me your contributions and I'll add you to the list.

Ninja_Prawn
2016-02-15, 03:18 PM
Socratov, this is quite literally the first time I've ever seen you on this forum. Now, other people, feel free to correct me, but I don't feel like you're a regular.

It's possible I have just missed you, of course, so if you've started a bunch of threads or something, PM me your contributions and I'll add you to the list.

I've seen him around a fair bit.

And that avatar deserves a class all on its own!

Edit: MaxWilson should definitely have an ability that forces you to have 6-8 encounters every day. Or gives you a bonus at the start of your 8th encounter. :smalltongue: Or am I getting confused with Malifice?

Segev
2016-02-15, 03:20 PM
Does the permapermissions (http://www.giantitp.com/forums/showthread.php?445955-3-5-PF-GitP-Regulars-as-Permapermissions) thread apply to this one?

In case it doesn't, I grant my permission.

JNAProductions
2016-02-15, 03:21 PM
Alright. Socratov, I know you not. So any other 'brewers want to make something for him? Or, failing that, anyone want to explain to me what makes Socratov Socratov, so I can 'brew something up for him?

Edit: I've also bolded those regulars who have granted permission, so people know who to make for.

Socratov
2016-02-15, 03:24 PM
Socratov, this is quite literally the first time I've ever seen you on this forum. Now, other people, feel free to correct me, but I don't feel like you're a regular.

It's possible I have just missed you, of course, so if you've started a bunch of threads or something, PM me your contributions and I'll add you to the list.


I've seen him around a fair bit.

And that avatar deserves a class all on its own!

Edit: MaxWilson should definitely have an ability that forces you to have 6-8 encounters every day. :smalltongue:

I pop in form time to time... more in discussion based threads or up for some shenanigans, though I might be more well known over at the 3.5 subforum (which Ironically since I started playing 5th have visited rather underwhelmingly in regards to this subforum). Also, maybe I have incorrectly inferred the same procedure like over at the 3.5 subforum which is rather open and liberal with the term regular...


For you then, a subclass:

Production Arcanist

At lvl 2 a wizard can choose this feature instead of any other wizard arcane traditions.

Personal Assitant at lvl 2 the Production Arcanist can cast the Unseen Servant spell with a duration of 24 hours. If he hasn't already, the Production Arcanist may add the Unseen Servant spell to his spells in his spellbook. If the Production Arcanist loses his spellbook he may scribe this spell into his spellbook without paying for materials.

Sweatshop at 6th level the Production Arcanist can use the Unseen servant spell to create as many servants as his Production Arcanist level divided by 3, rounded down. Each of these unseen servants is considered proficient in all crafting tools and crafts at a rate of 25gp of value per 4 hours.

Ars Arcana At lvl 10 the unseen servants are able to read a spell form the Production Arcanist's spellbook at a rate of 5 minutes per page to use that spell in the crafting of items that use that spell.

Lean Production at lvl 14 the unseen servants can cast the Fabricate spell 3 times a day. The Production Arcanist may, if he hasn't already, scribe the spell into his spellbook. If the Production Arcanist loses his spellbook he may scribe this spell into his spellbook without paying for materials.

JNAProductions
2016-02-15, 03:38 PM
I don't need massive acclaim (Ninja_Prawn's word is enough for me) but I do need at least some indication you participate.

Socratov
2016-02-15, 03:52 PM
I've PMed you my last X contributions to this forum (sadly without filtering) as seen on my profile thingie. Oh, and in my previous post I have left a shiny.

JNAProductions
2016-02-15, 03:55 PM
I pop in form time to time... more in discussion based threads or up for some shenanigans, though I might be more well known over at the 3.5 subforum (which Ironically since I started playing 5th have visited rather underwhelmingly in regards to this subforum). Also, maybe I have incorrectly inferred the same procedure like over at the 3.5 subforum which is rather open and liberal with the term regular...


For you then, a subclass:

Production Arcanist

At lvl 2 a wizard can choose this feature instead of any other wizard arcane traditions.

Personal Assitant at lvl 2 the Production Arcanist can cast the Unseen Servant spell with a duration of 24 hours. If he hasn't already, the Production Arcanist may add the Unseen Servant spell to his spells in his spellbook. If the Production Arcanist loses his spellbook he may scribe this spell into his spellbook without paying for materials.

Sweatshop at 6th level the Production Arcanist can use the Unseen servant spell to create as many servants as his Production Arcanist level divided by 3, rounded down. Each of these unseen servants is considered proficient in all crafting tools and crafts at a rate of 25gp of value per 4 hours.

Ars Arcana At lvl 10 the unseen servants are able to read a spell form the Production Arcanist's spellbook at a rate of 5 minutes per page to use that spell in the crafting of items that use that spell.

Lean Production at lvl 14 the unseen servants can cast the Fabricate spell 3 times a day. The Production Arcanist may, if he hasn't already, scribe the spell into his spellbook. If the Production Arcanist loses his spellbook he may scribe this spell into his spellbook without paying for materials.

How did I know it would be wizard? I never play wizards!

That being said, I like it. A lot. And it fits, considering all the 'brew I pump out.

Socratov
2016-02-15, 03:58 PM
How did I know it would be wizard? I never play wizards!

That being said, I like it. A lot. And it fits, considering all the 'brew I pump out.

You and Zaydos over at the 3.X subforum. You are like walking and talking homebrew facotries :smallbiggrin:

Snowbluff
2016-02-15, 03:59 PM
The heck is this? D':

JNAProductions
2016-02-15, 04:00 PM
The heck is this?

Regulars as subclasses!

Socratov
2016-02-15, 04:07 PM
The heck is this? D':

Was your portfolio sense tingling?:smallbiggrin:

Snowbluff
2016-02-15, 04:11 PM
Was your portfolio sense tingling?:smallbiggrin:

Well that and the "I'm not being accredited" and the "someone is playing Master of Ceremonies without the funny anecdotes or explanation of the subject matter." D:

Would've been polite to ask, you know? This isn't even the first time this has happened this week.

Irish Musician
2016-02-15, 04:14 PM
Just really curious what one might make as a drunken, irish-folk musician's sub class :smallamused:

Of course, Bard is too easy....but if it is awesome then that can be overlooked :smallwink:

JNAProductions
2016-02-15, 04:14 PM
Well that and the "I'm not being accredited" and the "someone is playing Master of Ceremonies without the funny anecdotes or explanation of the subject matter." D:

Would've been polite to ask, you know? This isn't even the first time this has happened this week.

I was not aware there was any ceremony to this. Snowbluff, I bow to the wisdom of my elders on this forum, so feel free to educate me on how to "Regulars As ______" better.

Socratov
2016-02-15, 04:18 PM
Just really curious what one might make as a drunken, irish-folk musician's sub class :smallamused:

Of course, Bard is too easy....but if it is awesome then that can be overlooked :smallwink:
Hey dude! Long time no see! How are you?

I was not aware there was any ceremony to this. Snowbluff, I bow to the wisdom of my elders on this forum, so feel free to educate me on how to "Regulars As ______" better.

I think it's got something to do with the acquisition of a paladin(-like) person to do the legwork for you (aka sweeps) and the posting of anime gifs... But I might be wrong on this one...

Irish Musician
2016-02-15, 04:23 PM
Hey dude! Long time no see! How are you?
HaHA, pretty good! Yourself?!

I actually just approved your subclass to play in my 5e game I started today, to DM. :smallsmile:

As a Technician, seeing "Production Arcanist" I just had to approve it :smallamused:

Snowbluff
2016-02-15, 04:23 PM
I was not aware there was any ceremony to this. Snowbluff, I bow to the wisdom of my elders on this forum, so feel free to educate me on how to "Regulars As ______" better.

Well, the explanation is obvious. Just explain what the feature you are home brewing today is. Sure, people should probably know, but it doesn't hurt.

Second, the wackiness of mine is hard to emulate. I suggest drinking a cup of bleach each day. If you're feeling squeamish, you can dilute it at first and work your way up to a higher concentration.

Socratov
2016-02-15, 04:28 PM
HaHA, pretty good! Yourself?!
good, by the laws of my country I may call myself an engineer these days...

I actually just approved your subclass to play in my 5e game I started today, to DM. :smallsmile:
Cool! Please let me know how it handles in play

As a Technician, seeing "Production Arcanist" I just had to approve it :smallamused:

Engineers in Dnd have always been a great match (https://www.google.nl/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiGs6Hx2vrKAhWFDw8KHRKUDe4QjRwIBw&url=http%3A%2F%2Forderofchaos.soup.io%2Ftag%2Fd%26 d&psig=AFQjCNF1jWI1e2EUwacBCPtWkH2NLAIEjw&ust=1455658029941777) :smallbiggrin:

JNAProductions
2016-02-15, 04:28 PM
Well, the explanation is obvious. Just explain what the feature you are home brewing today is. Sure, people should probably know, but it doesn't hurt.

Second, the wackiness of mine is hard to emulate. I suggest drinking a cup of bleach each day. If you're feeling squeamish, you can dilute it at first and work your way up to a higher concentration.

I 'brew at odd times. Sometimes I do several a day, sometimes I spend weeks without touching a thing. And these subclasses are open for anyone to 'brew, not just me.

Irish Musician
2016-02-15, 04:28 PM
Second, the wackiness of mine is hard to emulate. I suggest drinking a cup of bleach each day. If you're feeling squeamish, you can dilute it at first and work your way up to a higher concentration.
That's the same thing I do with whiskey :smallamused:


good, by the laws of my country I may call myself an engineer these days...Cool! Please let me know how it handles in play
OOOoooo, Engineer, very nice. Too much math for me, though. With the bad math and whiskey, the bridges would be all sort of screwed up :smalltongue:

And I shall, though JNAP will have to tell you how it plays from a PC perspective. Has some cool stuff to be able to figure out between me and him. Working out servant workings and costs and maybe even have of tiers of stuff they can make. The more they make, the more stuff the have access to. :smallsmile:

Engineers in Dnd have always been a great match (https://www.google.nl/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiGs6Hx2vrKAhWFDw8KHRKUDe4QjRwIBw&url=http%3A%2F%2Forderofchaos.soup.io%2Ftag%2Fd%26 d&psig=AFQjCNF1jWI1e2EUwacBCPtWkH2NLAIEjw&ust=1455658029941777) :smallbiggrin:
Will have to look at this at home, my work security doesn't seem to like it :smalltongue:

Keltest
2016-02-15, 04:42 PM
I hereby grant permission to turn me into a subclass. Have at me!

Snowbluff
2016-02-15, 05:04 PM
I 'brew at odd times. Sometimes I do several a day, sometimes I spend weeks without touching a thing. And these subclasses are open for anyone to 'brew, not just me.

It was a plural "you."

Presumably you (singular) know what you are doing. The description is for the benefit of others who may not be as familiar with the material.

JNAProductions
2016-02-15, 05:05 PM
It was a plural "you."

*Sprays the English language with a spray bottle*

Bad English! Bad! No treats tonight!

Stupid lack of clarity in words...

Segev
2016-02-15, 05:11 PM
*Sprays the English language with a spray bottle*

Bad English! Bad! No treats tonight!

Stupid lack of clarity in words...

We could try to bring back the second-person singulars, "thee," "thou," "thy," and "thine."

georgie_leech
2016-02-15, 05:24 PM
We could try to bring back the second-person singulars, "thee," "thou," "thy," and "thine."

I certainly wouldn't mind. The closest I've been able to find as commonly understood is ''y'all,'' which always gets me funny looks after my overly formal phrasing most of the time.

Also permission granted if anyone thinks I count as a regular.

Quintessence
2016-02-15, 05:34 PM
Curse my habit of being a lurker nerd, oh well. I will be really interested to see how these classes turn out!

Segev
2016-02-15, 07:36 PM
I certainly wouldn't mind. The closest I've been able to find as commonly understood is ''y'all,'' which always gets me funny looks after my overly formal phrasing most of the time.

Also permission granted if anyone thinks I count as a regular.

*cough* When I was in my early years in college and just starting online, I may have affected using those pronouns in vain hope it might catch on.

I know I wouldn't mind; the extra clarity is worthwhile and everybody would understand them even if they thought it sounded weird until it caught on.

georgie_leech
2016-02-15, 09:47 PM
*cough* When I was in my early years in college and just starting online, I may have affected using those pronouns in vain hope it might catch on.

I know I wouldn't mind; the extra clarity is worthwhile and everybody would understand them even if they thought it sounded weird until it caught on.

I think we'd have to settle on a single word, because at the moment many people don't understand the distinction between them, or even realize they are meant to refer to groups instead of single people. Having multiple competing words would dilute acceptance and add to confusion. My vote would be for 'thou' personally.

khadgar567
2016-02-16, 12:39 AM
Might well as jump this band wagon to
Khadgar567 gives permission to become subclass let the shenanigans begin

Malifice
2016-02-16, 01:00 AM
Malifice needs one for sure. A rogue or bard subclass perhaps?

Dibs Warlock.

Twelvetrees
2016-02-16, 01:02 AM
Way of Resilience (Monk subclass for Socratov)

Centered Form

Starting when you choose this tradition at 3rd level, you gain greater ability to defend yourself.

When you use Patient Defense you can also use one of the following effects.


You confer the benefits of the Dodge action to one of your allies within 10 feet as well as to yourself. The effect lasts until the start of your next turn.
If a creature moves comes within 5 feet of you before the start of your next turn, you can use your reaction to attempt to Shove that creature.

Jolting Presence

At 6th level, you gain the ability to stop enemies in their tracks as an action. When you take this action, each creature within 15 feet of you that you can see must succeed on a Wisdom saving throw or have its speed reduced to 0 until the start of your next turn.

Inviolate Form

At 11th level, you gain greater ability to become resistant to harm. When you use Patient Defense, you can spend an additional 2 ki points to gain the effect of a blade ward spell that lasts until the end of your next turn.

Untouchable

At 17th level you can redirect attacks. When a creature within 5 feet of you attacks you with a melee attack, you can use your reaction to force them make that attack against another creature within 5 feet of you.


Hope you like it, Socratov.


Oh and JNA, I wouldn't be too picky about who's considered a regular. I figure the more people willing to participate, the better. Up to you, but it's something to consider.

Also means I could have a subclass made. Permission granted.

jkat718
2016-02-16, 01:23 AM
Don't know if anybody would qualify me as a "regular," so much as a "frequent thread subscriber," but I hereby grant permission to any interested party to write me up as a subclass.

Socratov
2016-02-16, 01:28 AM
Way of Resilience (Monk subclass for Socratov)

Centered Form

Starting when you choose this tradition at 3rd level, you gain greater ability to defend yourself.

When you use Patient Defense you can also use one of the following effects.


You confer the benefits of the Dodge action to one of your allies within 10 feet as well as to yourself. The effect lasts until the start of your next turn.
If a creature moves comes within 5 feet of you before the start of your next turn, you can use your reaction to attempt to Shove that creature.

Jolting Presence

At 6th level, you gain the ability to stop enemies in their tracks as an action. When you take this action, each creature within 15 feet of you that you can see must succeed on a Wisdom saving throw or have its speed reduced to 0 until the start of your next turn.

Inviolate Form

At 11th level, you gain greater ability to become resistant to harm. When you use Patient Defense, you can spend an additional 2 ki points to gain the effect of a blade ward spell that lasts until the end of your next turn.

Untouchable

At 17th level you can redirect attacks. When a creature within 5 feet of you attacks you with a melee attack, you can use your reaction to force them make that attack against another creature within 5 feet of you.


Hope you like it, Socratov.


Oh and JNA, I wouldn't be too picky about who's considered a regular. I figure the more people willing to participate, the better. Up to you, but it's something to consider.

Also means I could have a subclass made. Permission granted.

Ooh, now I want to play a grappler monk and play frontline denial :)

MeeposFire
2016-02-16, 01:40 AM
I certainly wouldn't mind. The closest I've been able to find as commonly understood is ''y'all,'' which always gets me funny looks after my overly formal phrasing most of the time.

Also permission granted if anyone thinks I count as a regular.

Honestly I would call you a regular in the true sense of the term. I have seen you quite a bit. Unfortunately I do not know you well enough to come up with something that you likely deserve. I can say that is true for a lot of decent folks (sadly sometimes it is easier to remember things about people that upset you than it is for somebody that is decent to you and I wish it was the other way around).


Dibs Warlock.

Funny I thought you already had one called the battlemaster fighter lol (joking of course just a thought on how often in a thread your answer is "add 3 levels of battle master" which honestly is not a bad idea in many cases).

Of course you also famously play a warlock too so that is not a surprise either as a choice.


Also I don't think it is necessary but since everybody is doing it I give permission to do whatever you want with my name (though in my thoughts if I have to ask beforehand then nobody was probably planning on doing me since I don't think I am that notable and if I am then I would be afraid to think it would be due to being a pest or something). Probably would be more notable if this was back on the WotC forums particularly 3e vestige creation threads or 4e OP forums...



Man there are a bunch of names that I ant to mention but I can't seem to recall their names (though some have been mentioned like PersonaMan...see what I mean I suck at this and he was mentioned earlier I am so sorry) and it makes me sad because they deserve recognition.

Segev
2016-02-16, 01:52 AM
I think we'd have to settle on a single word, because at the moment many people don't understand the distinction between them, or even realize they are meant to refer to groups instead of single people. Having multiple competing words would dilute acceptance and add to confusion. My vote would be for 'thou' personally.

Eh, they're pretty straight-forward in usage.

"Thee" is the second-person singular equivalent of "me."

"Thou" is the second-person singular equivalent of "I," and conjugates "to be" as "art" (where the second-person plural would be "are" and the first-person singular is "am").

"Thy" is the second-person singular equivalent of "my."

"Thine" is the second-person singular equivalent of "mine."

Speaking to a group: "Keep your eyes off of others' tests and on yours."
Speaking to an individual: "Keey thy eyes off of others' tests and on thine."

Speaking to a group: "You are awesome."
Speaking to an individual: "Thou art awesome."

Speaking to a group: "These prizes are for you."
Speaking to an individual: "This prize is for thee."

georgie_leech
2016-02-16, 03:00 AM
Eh, they're pretty straight-forward in usage.

"Thee" is the second-person singular equivalent of "me."

"Thou" is the second-person singular equivalent of "I," and conjugates "to be" as "art" (where the second-person plural would be "are" and the first-person singular is "am").

"Thy" is the second-person singular equivalent of "my."

"Thine" is the second-person singular equivalent of "mine."

Speaking to a group: "Keep your eyes off of others' tests and on yours."
Speaking to an individual: "Keey thy eyes off of others' tests and on thine."

Speaking to a group: "You are awesome."
Speaking to an individual: "Thou art awesome."

Speaking to a group: "These prizes are for you."
Speaking to an individual: "This prize is for thee."

Trouble is that we don't already use them. I certainly know the difference, but to used commonly it would have to be accepted by most people, and most people aren't willing to learn new forms of grammar, if some of the more... 'creatively written' things on the Internet are anything to go by. :smallwink:

MeeposFire
2016-02-16, 03:16 AM
Trouble is that we don't already use them. I certainly know the difference, but to used commonly it would have to be accepted by most people, and most people aren't willing to learn new forms of grammar, if some of the more... 'creatively written' things on the Internet are anything to go by. :smallwink:

Personally I think if we started using them they would lose their charm. A large part of their charm is that they make you sound interesting but if they were common well then they would probably be annoying.

Why do I say annoying? Well consider the words who and whom. Many (most?) people do not use them correctly and even for those that know the difference still can't be bothered to use it correctly. I could easily see this going that way.

georgie_leech
2016-02-16, 03:32 AM
Personally I think if we started using them they would lose their charm. A large part of their charm is that they make you sound interesting but if they were common well then they would probably be annoying.

Why do I say annoying? Well consider the words who and whom. Many (most?) people do not use them correctly and even for those that know the difference still can't be bothered to use it correctly. I could easily see this going that way.

Conversely, French has distinct words for plural you and singular you, which I adore, even if formal language muddied the distinction a bit. It's certainly not inherently impossible for a language to have the distinction, I just suspect it's quite difficult to introduce the distinction after the fact. Such as how difficult it is to get people to care about the difference between 'who' and 'whom.' :smallbiggrin:

MeeposFire
2016-02-16, 03:47 AM
Conversely, French has distinct words for plural you and singular you, which I adore, even if formal language muddied the distinction a bit. It's certainly not inherently impossible for a language to have the distinction, I just suspect it's quite difficult to introduce the distinction after the fact. Such as how difficult it is to get people to care about the difference between 'who' and 'whom.' :smallbiggrin:

Yea it certainly is not a problem with the idea but it appears that language natural selection has shown us that at least for now English use of needing a different word for plural and singular you has been deemed not desired.

It seems that we have chosen to eliminate foreign words and some original words that used to do it so it seems to be a conscious choice as a society to not have them.


Not the first time for this issue why should we have the letter C? It is not neccesary as we could use the less confusing K or S but instead we have a letter that does both of thier jobs but not all the time. At least with "you" we don't regularly use it and then randomly choose some other word a good portion of the time instead.

georgie_leech
2016-02-16, 04:11 AM
Yea it certainly is not a problem with the idea but it appears that language natural selection has shown us that at least for now English use of needing a different word for plural and singular you has been deemed not desired.

It seems that we have chosen to eliminate foreign words and some original words that used to do it so it seems to be a conscious choice as a society to not have them.


Not the first time for this issue why should we have the letter C? It is not neccesary as we could use the less confusing K or S but instead we have a letter that does both of thier jobs but not all the time. At least with "you" we don't regularly use it and then randomly choose some other word a good portion of the time instead.

English does have the dubious distinction of having been made deliberately more complicated by rich nobles with too much time on their hands who wanted the language to more closely resemble Latin, thanks to a cultural belief that the Romans were the height of civilization. The Romans had C's, and so should English! Never mind that the b was actually pronounced in the Latin root for 'doubt' (dubitare), we should have a b too, especially since the French dropped it!

Corran
2016-02-16, 04:54 AM
Dibs Warlock.
Nonsense. You sir, are a paladin who gains battlemaster maneuvres instead of channel divinity (level 3), you have an aura of passive-aggression that forces enemies within 30 feet ,or within the same thread, to make their saving throws against your maneuvres/spells/arguments with disadvantage (level 7), and at level 20 you can compel any humanoid within your aura of passive-aggression or within the same thread, to carry on adventuring until the appropriate number of encounters is reached, before taking a short/long rest (cha save with disadvantage).

Add some fluff text, a level 15 feature (out of ideas), some oath spells like command, silence, geass, banishment, etc, add a name (oath of... malice? dunno...), and you are good to go.

georgie_leech
2016-02-16, 05:05 AM
Nonsense. You sir, are a paladin who gains battlemaster maneuvres instead of channel divinity (level 3), you have an aura of passive-aggression that forces enemies within 30 feet ,or within the same thread, to make their saving throws against your maneuvres/spells/arguments with disadvantage (level 7), and at level 20 you can compel any humanoid within your aura of passive-aggression or within the same thread, to carry on adventuring until the appropriate number of encounters is reached, before taking a short/long rest.

Add some fluff text, a level 15 feature (out of ideas), some oath spells like command, silence, geass, banishment, etc, add a name (oath of... malice? dunno...), and you are good to go.

Malefic Awareness: At level 15, as a Bonus Action you can become aware of the locations of every creature within one hundred feet, regardless of intervening terrain or magic. Hidden creatures (creatures that have taken the Hide action and whose Dexterity (Stealth) Check is greater than your Passive Perception) are not revealed by this ability. This ability may be used once per short rest, up to three times per long rest.

Segev
2016-02-16, 09:31 AM
Personally I think if we started using them they would lose their charm. A large part of their charm is that they make you sound interesting but if they were common well then they would probably be annoying.

Why do I say annoying? Well consider the words who and whom. Many (most?) people do not use them correctly and even for those that know the difference still can't be bothered to use it correctly. I could easily see this going that way.

Their "charm" to me is their specificity. They make one sound weird and pretentious, right now, as if trying to use ye olde speeke. If they were common, this would cease to be the case; it would not be an affectation, but a dialect akin to the Southern "y'all."

I also suspect they'd be picked up far more intuitively than "who" and "whom," because part of the problem with the latter two is that they sound so much alike. We have little to no difficulty with the difference between "I" and "we," nor with the differences between "they" and "them." It's just a weird quirk of English that "you" is not only overloaded for singular/plural, but for subject/object. ("I give this to you"/"You give this to me"; "I give this to them"/"They give this to me"; "I give this to thee"/"Thou givest this to me.")

PoeticDwarf
2016-02-16, 12:45 PM
I grant permission! :D
I might make the subclass for Dark Sun Gnome after he granted permission.

PoeticDwarf
2016-02-16, 12:48 PM
I pop in form time to time... more in discussion based threads or up for some shenanigans, though I might be more well known over at the 3.5 subforum (which Ironically since I started playing 5th have visited rather underwhelmingly in regards to this subforum). Also, maybe I have incorrectly inferred the same procedure like over at the 3.5 subforum which is rather open and liberal with the term regular...


For you then, a subclass:

Production Arcanist

At lvl 2 a wizard can choose this feature instead of any other wizard arcane traditions.

Personal Assitant at lvl 2 the Production Arcanist can cast the Unseen Servant spell with a duration of 24 hours. If he hasn't already, the Production Arcanist may add the Unseen Servant spell to his spells in his spellbook. If the Production Arcanist loses his spellbook he may scribe this spell into his spellbook without paying for materials.

Sweatshop at 6th level the Production Arcanist can use the Unseen servant spell to create as many servants as his Production Arcanist level divided by 3, rounded down. Each of these unseen servants is considered proficient in all crafting tools and crafts at a rate of 25gp of value per 4 hours.

Ars Arcana At lvl 10 the unseen servants are able to read a spell form the Production Arcanist's spellbook at a rate of 5 minutes per page to use that spell in the crafting of items that use that spell.

Lean Production at lvl 14 the unseen servants can cast the Fabricate spell 3 times a day. The Production Arcanist may, if he hasn't already, scribe the spell into his spellbook. If the Production Arcanist loses his spellbook he may scribe this spell into his spellbook without paying for materials.

I like this, but starts of little weak. That said, it's balanced and pretty cool. Maybe little too focussed around one spell and you could change one feature but this is still good

Socratov
2016-02-16, 02:40 PM
I like this, but starts of little weak. That said, it's balanced and pretty cool. Maybe little too focussed around one spell and you could change one feature but this is still good

thanks!

About the weak start: think about the following thing: you have at the end of the day 1 lvl 1 spell left. cast it, let the unseen servant craft for 24 hours while you sleep, prepare new spells, eat your breakfast, go find some new trouble to solve so you can have new stuff. Let's say that the GM would allow you to create 25 gp every 8 hours, this servant will craft 3 times faster then you and finish a 1000 gp job in only 14 days, instead of 40, and you can still go out and adventure! If you can't find ways to break open the game with this kind of wealth, with only 1 lvl 1 spell per day, you aren't even trying. if anything it's too strong, especially if they can learn a spell, then you can have them make magic items. for no investment other then a lvl 1 spell per day.

PoeticDwarf
2016-02-16, 02:45 PM
thanks!

About the weak start: think about the following thing: you have at the end of the day 1 lvl 1 spell left. cast it, let the unseen servant craft for 24 hours while you sleep, prepare new spells, eat your breakfast, go find some new trouble to solve so you can have new stuff. Let's say that the GM would allow you to create 25 gp every 8 hours, this servant will craft 3 times faster then you and finish a 1000 gp job in only 14 days, instead of 40, and you can still go out and adventure! If you can't find ways to break open the game with this kind of wealth, with only 1 lvl 1 spell per day, you aren't even trying. if anything it's too strong, especially if they can learn a spell, then you can have them make magic items. for no investment other then a lvl 1 spell per day.
Most stuff can already be done. You just get longer duration and a free spell. It's not UP but still weak. Later this becomes stronger and in some campaigns even too strong (most not).

I agree you don't have to change it though. It's not that weak

Socratov
2016-02-16, 02:49 PM
Most stuff can already be done. You just get longer duration and a free spell. It's not UP but still weak. Later this becomes stronger and in some campaigns even too strong (most not).

I agree you don't have to change it though. It's not that weak

It's certainly stronger then the "____ savant" abilities, what you spend on spells you can regain a lot faster through crafting.

Wartex1
2016-02-16, 08:35 PM
Apparently I'm eligible for this, therefore, I grant permission. I'd also be up for making an archetype or two for someone else. I need to break out the brewing muscles again, so this would be a fun experiment.

JNAProductions
2016-02-16, 08:38 PM
Two things-feel free to make subclasses for people that already have them. If Ninja_Prawn, for instance, gets two Rogue subclasses and a Monk subclass, I'll just add them to the list.

And two, what kind of subclass do you think would work for you, Wartex? Just going off the name, I'm thinking a Cleric domain with an emphasis on hitting stuff with sticks and "Bigger is better".

Belac93
2016-02-16, 08:47 PM
This is an awesome idea. Wish I was regular enough to be counted as one.

Ninja_Prawn's subclass is awesome.

Not sure what I can say about balance.

JNAProductions
2016-02-16, 08:49 PM
I'll take that as granting permission.

Wartex1
2016-02-16, 09:09 PM
Eh, I guess. Anything would be fine, really.

Anyways, Presenting:


School of the Librarian
You devote yourself to the collection of knowledge, a discipline pioneered by Grand Sage Imp'Amalder, also known as Twelve Trees of the Universal Compendium.

Deft Records
When you choose this Arcane Tradition, the time it takes for you copy spells of any school, but not the cost, is halved.

Depth of Knowledge
In addition, the number of spells you can prepare in your spellbook each day increases by your Proficiency Score, increasing your repertoire of arcane powers.

Branching Out the Brain
Once you reach 6th level, you have expanded your knowledge to other areas of study. You gain Proficiency in two skills of your choice, and you gain Expertise (as in the Rogue feature) in one skill you already possess.

Experimental Revisions
Now, at 10th level, you have begun to add your own touch to the magic of the world. When you prepare a spell, you may make small alterations to the nature of the spell. For instance, you can alter a Fireball to become a Lightning Sphere by changing the damage type to Lightning. These changes must be DM approved, as even the strongest Wizard is no match for the mighty, implacable forces of the universe.

Arcane Extension
To you, at 14th level, the secrets to unlocking what was once exclusive to the divine and eldritch forces have become yours without the stigma of multiclassing. You can learn one cantrip of your choice from any spell list, and copy any spells from 1st to 5th level into your spellbook, though you can only prepare one of each level per day. These spells are considered Wizard spells for you.

Twelvetrees
2016-02-17, 02:17 AM
School of the Librarian


So many options. This is wonderful. Thank you.



Otherworldly Patron: Game Design (Warlock subclass for Malifice)

You have made a pact with the nebulous Game Design, an entity, or collection of entities that deal in the laws governing reality. They have chosen you to enforce their will.


Game Design Expanded Spell List



Spell Level
Spells


1
Grease, Shield


2
Calm Emotions, Enhance Ability


3
Nondetection, Spirit Guardians


4
Freedom of Movement, Confusion


5
Geas, Wall of Force




Common Sense

Starting at 1st level, you learn the Guidance cantrip, which counts as a warlock cantrip for you. When you cast it, you may target up to three creatures.

Reorganize

Starting at 6th level, you can reorganize the position of your allies. At the beginning of an enemy's turn, you can use your reaction to allow your allies within 30 feet of you to move half their speed as a reaction without provoking opportunity attacks.
Once you use this feature, you can't use it again until you finish a short of long rest.

Easily Able to Get Through 6-8 Encounters

Starting at 10th level, you have advantage whenever you need to roll a saving throw at the end of your turn.

Irrefutable Logic

Starting at 14th level, you can blast your enemies away with your pure logic. As an action, you can cause all enemies within 30 feet of you to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the target takes 10d6 damage and is pushed 20 feet away from you.
Once you use this feature, you can't use it again until you finish a long rest.



Hope this is to your liking, Malifice.

Malifice
2016-02-17, 02:29 AM
So many options. This is wonderful. Thank you.



Otherworldly Patron: Game Design (Warlock subclass for Malifice)

You have made a pact with the nebulous Game Design, an entity, or collection of entities that deal in the laws governing reality. They have chosen you to enforce their will.


Game Design Expanded Spell List



Spell Level
Spells


1
Grease, Shield


2
Calm Emotions, Enhance Ability


3
Nondetection, Spirit Guardians


4
Freedom of Movement, Confusion


5
Geas, Wall of Force




Common Sense

Starting at 1st level, you learn the Guidance cantrip, which counts as a warlock cantrip for you. When you cast it, you may target up to three creatures.

Reorganize

Starting at 6th level, you can reorganize the position of your allies. At the beginning of an enemy's turn, you can use your reaction to allow your allies within 30 feet of you to move half their speed as a reaction without provoking opportunity attacks.
Once you use this feature, you can't use it again until you finish a short of long rest.

Easily Able to Get Through 6-8 Encounters

Starting at 10th level, you have advantage whenever you need to roll a saving throw at the end of your turn.

Irrefutable Logic

Starting at 14th level, you can blast your enemies away with your pure logic. As an action, you can cause all enemies within 30 feet of you to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the target takes 10d6 damage and is pushed 20 feet away from you.
Once you use this feature, you can't use it again until you finish a long rest.



Hope this is to your liking, Malifice.

Thanks brother :)

djreynolds
2016-02-17, 04:56 AM
Mr Malifice, he must be first off short rest dependent, so warlock fits.

But I see a seasoned veteran, ground pounder...

"Just a grunt, no offense," "none taken"

Wartex1
2016-02-17, 07:33 AM
Oh, Irish_Musician, would a Drunken Bard archetype be to your liking?

And I think I came up with an archetype idea, JNAP, that being a dual-wielding Barbarian.

Wartex1
2016-02-17, 08:29 PM
College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

Bonus Proficiencies
Upon joining the College of Beer, you gain proficiency in medium armor in addition to one skill of your choice.

Boosted Charisma
In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage (even if the drink is poisoned) due to your extensive experience with the drink. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular skill check or saving throw you make.

Drunk Boxing
Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage.

Slurred Spellcasting
Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect.




Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.

Twelvetrees
2016-02-18, 01:17 AM
Path of the Death Mask (Barbarian subclass for Segev)

The Path of the Death Mask brings out a kinship to death within yourself.


Unstoppable

Starting when you choose this class at 3rd level, you gain temporary hit points at the start of each of your turns equal to half your barbarian level (minimum 1).

Minion of Death

At 6th level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: skeleton or zombie. Additionally, when you take the Attack action, you can forgo one of you own attacks to allow you familiar to make one attack of its own with its reaction. It deals additional damage equal to your Rage Damage if it hits.

Death Talker

At 10th level, you can cast the speak with dead spell at will without expending a spell slot or material components.

Death Pulse

At 14th level, you gain the ability to draw out the life force of nearby creatures. As an action, you can force each hostile creature within 30 feet to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to the total damage dealt.
You must finish a short or long rest before you can use this feature again.




How does a barbarian necromancer suit you, Segev?

Ninja_Prawn
2016-02-18, 02:33 AM
Martial Archetype: Knight of Steel and Stone
A subclass for EnderDwarf

Wizard's Bane. When you choose this archetype at 3rd level, you discover secret techniques that protect you from the sinister influence of wizardry. You have advantage on all saves against magic, are immune to the spells Magic Missile and Power Word: Kill, and any attempt to Wish direct harm against you automatically fails.

Runic Languages. Also at 3rd level, you learn to read, write and speak Dwarvish. If you already know Dwarvish, you may choose any other language instead. Furthermore, you learn one master rune, as per the Rune Scribe prestige class. You cannot do anything with it at this point, except use it as a prerequisite for entry into that class.

Spirit of the Mountainhome. At 7th level, you become suffused with the legendary resilience of the dwarves, even if you are not one yourself. You can never become exhausted while you are in mountains or caves.

Dwarven Taunt. At 10th level, you learn a selection of taunts that will distract anyone who hears them. As a bonus action, you may taunt one creature within 60 feet of you. It must be able to hear you, but it need not understand your language. It immediately loses Concentration, with no save allowed. You can use this ability a number of times equal to your Charisma modifier (minimum 1) and regain expended uses on a long rest.

Fists of Stone, Will of Steel. Beginning at 15th level, any bludgeoning damage you inflict automatically bypasses all resistances and immunities. Furthermore, your weapon attacks cannot be blocked or parried in any way, including by the Shield spell.

Knight of the End Times. By 18th level, you have become a paragon of knighthood. You are immune to the charmed, frightened, paralysed and restrained conditions, and cannot be fooled by any illusion created by a hostile creature or effect.


I'm not 100% sure about the high-level effects, but it's a start!

Irish Musician
2016-02-18, 09:48 AM
College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

Bonus Proficiencies
Upon joining the College of Beer, you gain proficiency in medium armor in addition to one skill of your choice.

Boosted Charisma
In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage (even if the drink is poisoned) due to your extensive experience with the drink. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular skill check or saving throw you make.

Drunk Boxing
Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage.

Slurred Spellcasting
Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect.




Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.
Some may think it is underwhelming, but I think its pretty damn hilarious!

Segev
2016-02-18, 10:22 AM
Path of the Death Mask (Barbarian subclass for Segev)

The Path of the Death Mask brings out a kinship to death within yourself.


Unstoppable

Starting when you choose this class at 3rd level, you gain temporary hit points at the start of each of your turns equal to half your barbarian level (minimum 1).

Minion of Death

At 6th level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: skeleton or zombie. Additionally, when you take the Attack action, you can forgo one of you own attacks to allow you familiar to make one attack of its own with its reaction. It deals additional damage equal to your Rage Damage if it hits.

Death Talker

At 10th level, you can cast the speak with dead spell at will without expending a spell slot or material components.

Death Pulse

At 14th level, you gain the ability to draw out the life force of nearby creatures. As an action, you can force each hostile creature within 30 feet to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 1d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to the total damage dealt.
You must finish a short or long rest before you can use this feature again.




How does a barbarian necromancer suit you, Segev?
Woah. I've never seen myself in Barbarian before. Cool ideas.

PoeticDwarf
2016-02-18, 11:07 AM
College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

Bonus Proficiencies
Upon joining the College of Beer, you gain proficiency in medium armor in addition to one skill of your choice.

Boosted Charisma
In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage (even if the drink is poisoned) due to your extensive experience with the drink. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular skill check or saving throw you make.

Drunk Boxing
Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage.

Slurred Spellcasting
Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect.




Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.
Seems a bit weak but I REALLY like it

PoeticDwarf
2016-02-18, 11:12 AM
Path of the Death Mask (Barbarian subclass for Segev)

The Path of the Death Mask brings out a kinship to death within yourself.


Unstoppable

Starting when you choose this class at 3rd level, you gain temporary hit points at the start of each of your turns equal to half your barbarian level (minimum 1).

Minion of Death

At 6th level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: skeleton or zombie. Additionally, when you take the Attack action, you can forgo one of you own attacks to allow you familiar to make one attack of its own with its reaction. It deals additional damage equal to your Rage Damage if it hits.

Death Talker

At 10th level, you can cast the speak with dead spell at will without expending a spell slot or material components.

Death Pulse

At 14th level, you gain the ability to draw out the life force of nearby creatures. As an action, you can force each hostile creature within 30 feet to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 1d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to the total damage dealt.
You must finish a short or long rest before you can use this feature again.




How does a barbarian necromancer suit you, Segev?
This seems really cool, death pulse is a bit weak because it is just once a day and 1d8 damage. Can be 3d8 easily

Martial Archetype: Knight of Steel and Stone
A subclass for EnderDwarf

Wizard's Bane. When you choose this archetype at 3rdlevel, you discover secret tequniques that protect you from the sinister influence of wizardry. You have advantage on all saves against magic, are immune to the spells Magic Missile and Power Word: Kill, and any attempt to Wish direct harm against you automatically fails.

Runic Languages. Also at 3rdlevel, you learn to read, write and speak Dwarvish. If you already know Dwarvish, you may choose any other language instead. Furthermore, you learn one master rune, as per the Rune Scribe prestige class. You cannot do anything with it at this point, except use it as a prerequisite for entry into that class.

Spirit of the Mountainhome. At 7th level, you become suffused with the legendary resilience of the dwarves, even if you are not one yourself. You can never become exhausted while you are in mountains or caves.

Dwarven Taunt. At 10th level, you learn a selection of taunts that will distract anyone who hears them. As a bonus action, you may taunt one creature within 60 feet of you. It must be able to hear you, but it need not understand your language. It immediately loses Concentration, with no save allowed.

Fists of Stone, Will of Steel. Beginning at 15th level, any bludgeoning damage you inflict automatically bypasses all resistances and immunities. Furthermore, your weapon attacks cannot be blocked or parried in any way, including by the Shield spell.

Knight of the End Times. By 18th level, you have become a paragon of knighthood. You are immune to the charmed, frightened, paralysed and restrained conditions, and cannot be fooled by any illusion created by a hostile creature or effect.


I'm not 100% sure about the high-level effects, but it's a start!

I think this is amazing and I will put this as link in my signature. Dwarven taunt is a bit strong. Maybe a DC as 8+prof bonus+ ? modifier and disadvantage on the save. Or an amount of times equal ? modifier. Even with the feature this way balance seems nice. Thank you for making this !

Ninja_Prawn
2016-02-18, 11:34 AM
I think this is amazing and I will put this as link in my signature. Dwarven taunt is a bit strong. Maybe a DC as 8+prof bonus+ ? modifier and disadvantage on the save. Or an amount of times equal ? modifier. Even with the feature this way balance seems nice. Thank you for making this !

You're welcome. Maybe a usage limit is a good idea, but I feel like the ability is situational enough that it can be at-will. I've modified the post, anyway.

Twelvetrees
2016-02-18, 11:35 AM
This seems really cool, death pulse is a bit weak because it is just once a day and 1d8 damage. Can be 3d8 easily


It's multiple times a day (recharges short or long rest), but the damage isn't nearly as important as the healing. Going up against even five enemies means the barbarian will be able to regain at least 11 hit points (on all successful saves). If all of them failed, it would be about 22 hit points healed. The major reason I didn't want it much higher would be because it would be extremely good against high numbers of enemies. I'm not certain that 1d8 is the right number, but 3d8 seems high. Against 5 enemies let's assume 3 make their saves, while 2 don't. Half of 9d8 is 20 hp, while 6d8 damage is 27 hp. So 47 hit points total healed.

A 14th level barbarian might have 145 hit points (assuming a +3 Con). Healing a third of your health seems a little too powerful.

Segev
2016-02-18, 11:37 AM
Oath of Loyalty (for Loyal Paladin)

The Oath of Loyalty commits a paladin to his liege. He pledges his life, his honor, and his sacred name to the service of a lord whom he finds worthy of such dedication, and he derives his power, his honor, his pride and meaning from that service. In some lands, they are called knights or samurai; they embody the notion of honor above all else, knowing that service to another is the highest calling.

Tenets of Loyalty
Service: Do as your liege commands, and be his arm in his reciprocal duty to those who serve him.
Reliability: Let your deeds be even-handed, and your word your bond. Your loyalty must never be questionable.
Dignity: You are the hand and mouth of your liege; present yourself in a manner which reflects well upon him.
Courtesy: Rudeness is weakness. Display none, lest you betray your lord in your petty pride.
Strength: Learn all you can. Perfect yourself. You must always be up to any challenge placed before you in your service.

Oath Spells
You gain oath spells at the paladin levels listed

3rd: alarm, sanctuary
5th: illusory script, locate object
9th: counterspell, sending
13th: freedom of movement, fabricate
17th: dominate person, hold monster

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dedication to Duty: As a reaction, you can use your Channel Divinity to armor your soul against weaknesses which would hinder your service to your liege lord. For one minute, you are immune to fear and charm effects. You may use this even if such effects would otherwise prevent you from doing so. These effects are suppressed for the duration.

Death Before Dishonor: After rolling an attack roll, saving throw, or ability check and learning the result, you may use your Channel Divinity to roll any hit dice you have not yet expended on this feature or healing during short rests, and add their result to the roll. Dice used in this way are not available for healing during a short rest, and are not recovered until you take a long rest.

Aura of Excellence
Your supreme dedication shines forth in inspiring prowess. Choose one martial maneuver. You and friendly creatures within 10 feet each gain a Superiority Die (as the fighter archetype's class feature) and the ability to spend it on the chosen maneuver (as well as all other uses to which such dice can be put). Anybody who uses this aura-granted superiority die may not benefit from the superiority die granted by your aura until they complete a short or long rest.

Honor's Guidance
Beginning at 15th level, when using a tool, weapon, or skill with which you are proficient and performing an action in direct service to a specific command given by your sword lord, you have advantage on the check. If you already have advantage from another source, you double your proficiency bonus as well. You may have a number of specific commands given you at any one time equal to your Charisma bonus (minimum 1).

Duty Heavy As A Mountain; Death Light As A Feather
At 20th level, neither pain, nor exhaustion, nor even death is an excuse to shirk your duty. As a bonus action you may take even when dead, you may cast true resurrection on yourself without need for material components. When you use this ability, you also benefit as if from a long rest. After using this ability, you may not use it again until you have taken a long rest.

LoyalPaladin
2016-02-18, 12:07 PM
Oath of Loyalty (for Loyal Paladin)
Haha. This is awesome. Thank you! I'm playing a 5th Edition paladin right now, so I'm going to see if I can switch this for in for my current oath.

Segev
2016-02-18, 12:11 PM
Haha. This is awesome. Thank you! I'm playing a 5th Edition paladin right now, so I'm going to see if I can switch this for in for my current oath.

Cool! Let me know how it goes; I make no promises as to balance, as I was mostly trying to get theme right.

LoyalPaladin
2016-02-18, 12:13 PM
Cool! Let me know how it goes; I make no promises as to balance, as I was mostly trying to get theme right.
I'm expecting my DM to give me the no go, but it's worth a shot.

CantigThimble
2016-02-18, 12:17 PM
No idea if I qualify but I did just have a hilarious idea for a subclass somewhat based on me: Warlock Patron: Platonic Ideal of The Good

Segev
2016-02-18, 12:23 PM
No idea if I qualify but I did just have a hilarious idea for a subclass somewhat based on me: Warlock Patron: Platonic Ideal of The Good

Interesting. Have to see if anybody takes you up on it! (The usual way this works is that people do the creation for others; it's apparently considered a bit rude to make one for yourself. That said, giving some idea of your likes, dislikes, personality, etc. is acceptable. Not everybody knows everybody around here, after all!)

CantigThimble
2016-02-18, 12:33 PM
Interesting. Have to see if anybody takes you up on it! (The usual way this works is that people do the creation for others; it's apparently considered a bit rude to make one for yourself. That said, giving some idea of your likes, dislikes, personality, etc. is acceptable. Not everybody knows everybody around here, after all!)

Of course, and if anyone has different idea that's great I just felt like sharing that one as I found the concept hilarious.

Although this may just be the disproportionate degree to which I find references to ancient Greek and Hellenistic philosophy funny. 'Epicurean vs Stoic Jokes' covers about 10% of my humor over the last week.

Irish Musician
2016-02-18, 12:42 PM
Seems a bit weak but I REALLY like it
May be weak, but it has AMAZING RP potential. Which, to me, is more important. I'll probably tweak it a little, once I can sit down and really look at it. But overall I freaking love it...it's like a "Drunken Master" Bard build. Awesome.

Socratov
2016-02-18, 12:47 PM
This one's for Snowbluff.

Path of the TsunTsun

Supersized At 3rd level, when you choose this path you gain the proficiency to, while raging, wield an oversize weapon. If you are small, you count as medium of the purpose of wieling weapons and if you are medium you may use the appropriate weapons for that creature. You may also use an appropriate weapon, but have it made oversized; it's damage die will improve one step ( a d6 becomes d8, d8 a d10, d10 a d12 and a d12 2d6, 2d6 becomes 2d8 and so on). A weapon created this way must be two handed and have the 'Heavy' property. Such a weapon will cost 1.5 times the price of the weapon that it's been based on.

Notice me Senpai! At 6th level, during an encounter you may designate a target. You attacks against that target deal an additional 1d8 cold damage and 1d8 fire damage on your attacks. You regain this feature after a short or long rest.

Debilitating Stare At 10th level, as a bonus action you may intimidate an enemy with advantage. If successful that person is frightened for the rest of the encounter. You may have only one such person intimidated at a time.

I said, NOTICE ME SENPAI! At 14th level, while raging and wielding a 2handed weapon with the 'Heavy' property, you may, against your designated target, make a 3rd attack on each of your turns. this attack stacks with the extra attack feature granted by the 5th level of barbarian, but unless explicitly detailed so, not with other sources of extra attack. This feature only works on your designated target when using your lvl 6 Path of the TsunTsun class feature.

LoyalPaladin
2016-02-18, 12:50 PM
This one's for Snowbluff.

Path of the TsunTsun
Hahaha. You'll have to shoot Snow a PM. We're both 3.5 regulars, so we don't see anything around these parts unless someone tells us to come over here...

Socratov
2016-02-18, 12:53 PM
Hahaha. You'll have to shoot Snow a PM. We're both 3.5 regulars, so we don't see anything around these parts unless someone tells us to come over here...

no problem, in the pm I swore on you that the link I wanted Snow to click wouldn't be risky... Nope not risky at all...

LoyalPaladin
2016-02-18, 01:03 PM
no problem, in the pm I swore on you that the link I wanted Snow to click wouldn't be risky... Nope not risky at all...
Hahahaha. Well, I mean I try to be the exemplar of truth, justice, and chivalry...

Speaking of, I just built a totally unoptimized, but totally "LP" character (http://www.myth-weavers.com/sheet.html#id=720531) for a PBP I just got into. It makes me happy. 36 point buy and gestalt. So happy haha.

PoeticDwarf
2016-02-18, 01:04 PM
It's multiple times a day (recharges short or long rest), but the damage isn't nearly as important as the healing. Going up against even five enemies means the barbarian will be able to regain at least 11 hit points (on all successful saves). If all of them failed, it would be about 22 hit points healed. The major reason I didn't want it much higher would be because it would be extremely good against high numbers of enemies. I'm not certain that 1d8 is the right number, but 3d8 seems high. Against 5 enemies let's assume 3 make their saves, while 2 don't. Half of 9d8 is 20 hp, while 6d8 damage is 27 hp. So 47 hit points total healed.

A 14th level barbarian might have 145 hit points (assuming a +3 Con). Healing a third of your health seems a little too powerful.

Well once/rest. Probably 3 enemies near (logical in my experience as frontliner) but just 1 fails (late level). You then won't even deal 9 damage. 3d8 is maybe bit high but attacking is as good so at least 2d8 would be fair. Or this way but bonus action. Taking the attack action would just be better

PoeticDwarf
2016-02-18, 01:06 PM
May be weak, but it has AMAZING RP potential. Which, to me, is more important. I'll probably tweak it a little, once I can sit down and really look at it. But overall I freaking love it...it's like a "Drunken Master" Bard build. Awesome.k

True, but RP and crunch is better than just one of these

ruy343
2016-02-18, 01:57 PM
Were I to be deemed worthy of a subclass, I would want it to be a Barbarian subclass, since I'm always the one who's pointing out to people how great the barbarian is :smallbiggrin:

GanonBoar
2016-02-18, 02:09 PM
I would certainly not object to a subclass for me, though I'm probably too new to be eligible :P

Segev
2016-02-18, 02:12 PM
"Regular" is a loose term. Eligibility is "you're around and give permission." Though whether you get one or not will depend on people's inspiration, so the more true "regular" is of you, the more likely somebody will have an impression of you from which to derive said inspiration.

Twelvetrees
2016-02-18, 02:16 PM
Well once/rest. Probably 3 enemies near (logical in my experience as frontliner) but just 1 fails (late level). You then won't even deal 9 damage. 3d8 is maybe bit high but attacking is as good so at least 2d8 would be fair. Or this way but bonus action. Taking the attack action would just be better

Fair points. 2d8 it is.


Edit:

Collected subclasses to be added to the OP

Segev-Barbarian Subclass "Path of the Death Mask (http://www.giantitp.com/forums/showsinglepost.php?p=20437432&postcount=70)"
EnderDwarf-Fighter Subclass "Martial Archetype: Knight of Steel and Stone (http://www.giantitp.com/forums/showsinglepost.php?p=20437570&postcount=71)"
LoyalPaladin-Paladin Subclass "Oath of Loyalty (http://www.giantitp.com/forums/showsinglepost.php?p=20438628&postcount=78)"
Snowbluff-Barbarian Subclass "Path of the TsunTsun (http://www.giantitp.com/forums/showsinglepost.php?p=20438918&postcount=86)"

Edit 2:
@V I do tend to have a need to organize... :smalltongue:
And you're welcome.

JNAProductions
2016-02-18, 02:36 PM
Just read path of the TsunTsun.

NOTICE ME SENPAI!

Tempted to build a Tsundere prestige class now...

Also, thanks TwelveTrees. Made my life a little easier there.

Shining Wrath
2016-02-18, 02:40 PM
I grant permission, and when I get more time I'll take a run at someone. Just for giggles and grins, someone here must be a Cleric archetype.

Ninja_Prawn
2016-02-18, 02:41 PM
Also, thanks TwelveTrees. Made my life a little easier there.

I love that Twelvetrees is organising your thread... :smallbiggrin:

Tomorrow you'll wake up to fey versions of all the regulars...


I grant permission, and when I get more time I'll take a run at someone. Just for giggles and grins, someone here must be a Cleric archetype.

I wouldn't mind being a cleric. My Myers-Briggs type is INFP, after all. Actually, a Divine Domain: Fey might be just the thing. :smallwink:

Snowbluff
2016-02-19, 01:46 AM
Just read path of the TsunTsun.

NOTICE ME SENPAI!

Tempted to build a Tsundere prestige class now...

Also, thanks TwelveTrees. Made my life a little easier there.

Yeah, it's cool. There might be a Tsundere PrC already, though. :smallwink:

Ninja_Prawn
2016-02-19, 04:58 AM
Ranger Archetype: Gleaming Warden
A subclass for Shining Wrath

Righteous Anger. At 3rd level, you gain one of the following features of your choice.

Blinding Passion. As an action, you can fix your gaze on a creature you can see within 60 feet of you. The target must make a Charisma saving throw against you ranger spell DC or be blinded for one round.
Raging Strike. You learn the spell Wrathful Smite, and you may cast it as a ranger spell at-will without using a spell slot. It does not count against your spells known.
Serene Fury. You are able to enter a state of fury, similar to a barbarian's rage. On your turn, you can enter a fury as a bonus action.
While in a fury, you gain the following benefits:
• You have advantage on Dexterity checks and Dexterity saving throws.
• When you make a weapon attack using Dexterity, you gain a +1 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
Your fury lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your fury on your turn as a bonus action.
Once you have used your fury, you must finish a long rest before you can enter it again.

Scintillating Hands. Starting at 7th level, you gain the ability to invigorate your allies by laying your hands on them. As an action, you may touch a creature and grant it 5 temporary hit points. It is also cured of any diseases or poisons that are currently affecting it. You can use this ability a number of times equal to your Wisdom modifier (minimum 1) and you regain expended uses when you complete a long rest.

Radiant Soul. At 11th level, you gain the ability to overawe foes with your brilliance. Any hostile creature that starts its turn within 30 feet of you must make a Wisdom saving throw against you ranger spell DC or take 1d8 radiant damage.

Watchful Guardian. By 15th level, you have become a paragon of excellence who uplifts all those around them. You learn the Guidance cantrip and may cast it as if it were a ranger spell. Furthermore, all friendly, allied or summoned creatures (including familiars, animal companions and hirelings) within 60 feet of you may use your proficiency bonus in place of their own.

Steampunkette
2016-02-19, 05:27 AM
Great stuff! :D

Arkhios
2016-02-19, 05:31 AM
Ranger Archetype: Gleaming Warden
A subclass for Shining Wrath

Righteous Anger. At 3rd level, you gain one of the following features of your choice.

Blinding Passion. As an action, you can fix your gaze on a creature you can see within 60 feet of you. The target must make a Charisma saving throw against you ranger spell DC or be blinded for one round.
Raging Strike. You learn the spell Wrathful Smite, and you may cast it as a ranger spell at-will without using a spell slot. It does not count against your spells known.
Serene Fury. You are able to enter a state of fury, similar to a barbarian's rage. On your turn, you can enter a fury as a bonus action.
While in a fury, you gain the following benefits:
• You have advantage on Dexterity checks and Dexterity saving throws.
• When you make a weapon attack using Dexterity, you gain a +1 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
Your fury lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your fury on your turn as a bonus action.
Once you have used your fury, you must finish a long rest before you can enter it again.

Scintillating Hands. Starting at 7th level, you gain the ability to invigorate your allies by laying your hands on them. As an action, you may touch a creature and grant it 5 temporary hit points. It is also cured of any diseases or poisons that are currently affecting it. You can use this ability a number of times equal to your Wisdom modifier (minimum 1) and you regain expended uses when you complete a long rest.

Radiant Soul. At 11th level, you gain the ability to overawe foes with your brilliance. Any hostile creature that starts its turn within 30 feet of you must make a Wisdom saving throw against you ranger spell DC or take 2d8 radiant damage.

Watchful Guardian. By 15th level, you have become a paragon of excellence who uplifts all those around them. You learn the Guidance cantrip and may cast it as if it were a ranger spell. Furthermore, all friendly, allied or summoned creatures (including familiars, animal companions and hirelings) within 60 feet of you may use your proficiency bonus in place of their own.

This is actually pretty awesome! Not familiar with the honored regular to say if it's fitting or not, but out of context, this is just great!

Ninja_Prawn
2016-02-19, 05:38 AM
Great stuff! :D

Oh, what? How did we forget Steampunkette?! Someone make her a subclass NOW!


This is actually pretty awesome! Not familiar with the honored regular to say if it's fitting or not, but out of context, this is just great!

I'm sure you'll encounter Shining Wrath eventually. And when you do, I guarantee you will see him offering good, reasonable advice.

Arkhios
2016-02-19, 06:14 AM
I'm sure you'll encounter Shining Wrath eventually. And when you do, I guarantee you will see him offering good, reasonable advice.

Good to know :)

Not that I insist, but I wouldn't mind if someone took it to their interests to make sub-class out of me. :) I don't mean to sound selfish, just that it would be interesting to see what kind of impression people have of me.

PoeticDwarf
2016-02-19, 09:11 AM
Ranger Archetype: Gleaming Warden
A subclass for Shining Wrath

Righteous Anger. At 3rd level, you gain one of the following features of your choice.

Blinding Passion. As an action, you can fix your gaze on a creature you can see within 60 feet of you. The target must make a Charisma saving throw against you ranger spell DC or be blinded for one round.
Raging Strike. You learn the spell Wrathful Smite, and you may cast it as a ranger spell at-will without using a spell slot. It does not count against your spells known.
Serene Fury. You are able to enter a state of fury, similar to a barbarian's rage. On your turn, you can enter a fury as a bonus action.
While in a fury, you gain the following benefits:
• You have advantage on Dexterity checks and Dexterity saving throws.
• When you make a weapon attack using Dexterity, you gain a +1 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
Your fury lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your fury on your turn as a bonus action.
Once you have used your fury, you must finish a long rest before you can enter it again.

Scintillating Hands. Starting at 7th level, you gain the ability to invigorate your allies by laying your hands on them. As an action, you may touch a creature and grant it 5 temporary hit points. It is also cured of any diseases or poisons that are currently affecting it. You can use this ability a number of times equal to your Wisdom modifier (minimum 1) and you regain expended uses when you complete a long rest.

Radiant Soul. At 11th level, you gain the ability to overawe foes with your brilliance. Any hostile creature that starts its turn within 30 feet of you must make a Wisdom saving throw against you ranger spell DC or take 2d8 radiant damage.

Watchful Guardian. By 15th level, you have become a paragon of excellence who uplifts all those around them. You learn the Guidance cantrip and may cast it as if it were a ranger spell. Furthermore, all friendly, allied or summoned creatures (including familiars, animal companions and hirelings) within 60 feet of you may use your proficiency bonus in place of their own.
Again, wonderful stuff. Seems overall a little bit weak, but Radiant Soul is too much.

The level 3 feature seems nice, don't change it.
Level 7 is a tiny bit weak, giving some more temp HP (like 10) would make this perfect.
Radiant soul is too strong, maybe that on a succesful save a creature is immune to it for 24 hours. Now it is a sorta fire shield with a bigger range (not exactly but yeah)
Level 15 feature is again a bit weak, but I think that it's good enough.

Ninja_Prawn
2016-02-19, 09:18 AM
Level 7 is a tiny bit weak, giving some more temp HP (like 10) would make this perfect.
Radiant soul is too strong, maybe that on a successful save a creature is immune to it for 24 hours. Now it is a sorta fire shield with a bigger range (not exactly but yeah)
Level 15 feature is again a bit weak, but I think that it's good enough.

Thanks for the feedback. I don't think I'm going to change this one unless anyone else comments, because... 7) the difference between 5 and 10 is so small that I'm not sure it matters, 11) an at-will 2d8 AoE is almost exactly as strong as volley/whirlwind and 15) this feature is supposed to represent Shining Wrath's persona... and if you actually used this in a game, there's huge potential for abuse so it doesn't really need to be any stronger.

DigoDragon
2016-02-19, 12:30 PM
Posting to officially give Theoboldi permission to post his idea on a Digo subclass.

Theoboldi
2016-02-19, 12:34 PM
Posting to officially give Theoboldi permission to post his idea on a Digo subclass.

I feel honored.:smallredface:

Anyways, here it is. It was made pretty much in one bored afternoon without any real system mastery, but I think i got his playing style down rather well.

Bardic College of Clowns
A subclass for DigoDragon


Bonus Proficiencies: When you join the College of Clowns at 3rd level you gain proficiency with the Persuasion and Perform skills, as well as with Improvised Weapons. Further, whenever make a Charisma (Perform) check to make someone laugh, you add double your proficiency bonus to the check.

Laughter is the best Medicine: At 3rd level, you learn to use your wit and comedic timing to distract others from their own injuries. A creature that has Bardic Inspiration die from you may spend their die to heal themselves for HP equal to two times their roll plus your Charisma Modifier. Also, whenever you use Song of Rest, you may add your Charisma modifier to the amount of HP healed.

Slapstick: At 6th level, when an attacker that you can see hits you with an attack, you may use your reaction to Disengage in an over-the-top and humiliating fashion. Because your retreat causes enemies to think of you as a lesser threat, any attacks made against until the end of your next turn are at Disadvantage. You can use this ability once per short rest.

Divine Pun: At 14th level, you learn to weave silly puns and jokes into your very magic, making even the weave itself bend over in laughter. Take the name of any one of your known spells and create a pun, wordplay, or other joke around it. Based on this joke, then describe the result that you wish and roll Percentage die.

If you roll beneath 10, the weave itself decides to humor you and acts as though you had just cast the 'Wish' spell, though you never suffer the penalties associated with asking for something beyond duplicating another spell. Once you have used this ability, whether successfully or not, you must wait three days before utilising it again.



Also, since I'm already here, I guess I'll also give permission to whoever wants it.

Segev
2016-02-19, 12:39 PM
Divine Pun: At 14th level, you learn to weave silly puns and jokes into your very magic, making even the weave itself bend over in laughter. Take the name of any one of your known spells and create a pun, wordplay, or other joke around it. Based on this joke, then describe the result that you wish and roll Percentage die.

If you roll beneath 10, the weave itself decides to humor you and acts as though you had just cast the 'Wish' spell, though you never suffer the penalties associated with asking for something beyond duplicating another spell. Once you have used this ability, whether successfully or not, you must wait three days before utilising it again.

Huh. This works as a codification of the spells "typo" and "misspell magic" (the latter of which is created by the application of the former to dispel magic) that my friends and I have joked about for years.

(Typo lets you change any one letter, maybe two if it is just to 'correct' the new spelling homophonically, in a spell's name and change its effect. "Limited fish" is a fun joke spell, while "Tasha's Uncontrollable Hideous Daughter" is rather terrifying. Misspell magic lets you actually form full-fledged puns with more liberal modifications.)

PoeticDwarf
2016-02-19, 03:12 PM
Thanks for the feedback. I don't think I'm going to change this one unless anyone else comments, because... 7) the difference between 5 and 10 is so small that I'm not sure it matters, 11) an at-will 2d8 AoE is almost exactly as strong as volley/whirlwind and 15) this feature is supposed to represent Shining Wrath's persona... and if you actually used this in a game, there's huge potential for abuse so it doesn't really need to be any stronger.
I agree with level 7 and 15. Level 11 feature isn't an action and way stronger than volley because of that. 1d8+5 as action on some enemies vs 2d8 without an action on more enemies? 2d8 is clearly stronger in this case

Ninja_Prawn
2016-02-19, 03:22 PM
Wait, am I misreading the Multiattack abilities? Are they not compatible with Extra Attack? I've never played as or DMed for a ranger, so I never looked that closely. If Multiattack is not two attacks against each target then I will lower Radiant Soul to 1d8.

georgie_leech
2016-02-19, 03:24 PM
Wait, am I misreading the Multiattack abilities? Are they not compatible with Extra Attack? I've never played as or DMed for a ranger, so I never looked that closely. If Multiattack is not two attacks against each target then I will lower Radiant Soul to 1d8.

Volley and such are a replacement for the Attack Action, rather than in addition to, yes.

Shining Wrath
2016-02-19, 09:26 PM
Ranger Archetype: Gleaming Warden
A subclass for Shining Wrath

Righteous Anger. At 3rd level, you gain one of the following features of your choice.

Blinding Passion. As an action, you can fix your gaze on a creature you can see within 60 feet of you. The target must make a Charisma saving throw against you ranger spell DC or be blinded for one round.
Raging Strike. You learn the spell Wrathful Smite, and you may cast it as a ranger spell at-will without using a spell slot. It does not count against your spells known.
Serene Fury. You are able to enter a state of fury, similar to a barbarian's rage. On your turn, you can enter a fury as a bonus action.
While in a fury, you gain the following benefits:
• You have advantage on Dexterity checks and Dexterity saving throws.
• When you make a weapon attack using Dexterity, you gain a +1 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
Your fury lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your fury on your turn as a bonus action.
Once you have used your fury, you must finish a long rest before you can enter it again.

Scintillating Hands. Starting at 7th level, you gain the ability to invigorate your allies by laying your hands on them. As an action, you may touch a creature and grant it 5 temporary hit points. It is also cured of any diseases or poisons that are currently affecting it. You can use this ability a number of times equal to your Wisdom modifier (minimum 1) and you regain expended uses when you complete a long rest.

Radiant Soul. At 11th level, you gain the ability to overawe foes with your brilliance. Any hostile creature that starts its turn within 30 feet of you must make a Wisdom saving throw against you ranger spell DC or take 1d8 radiant damage.

Watchful Guardian. By 15th level, you have become a paragon of excellence who uplifts all those around them. You learn the Guidance cantrip and may cast it as if it were a ranger spell. Furthermore, all friendly, allied or summoned creatures (including familiars, animal companions and hirelings) within 60 feet of you may use your proficiency bonus in place of their own.

Very nice! I don't know that I'd allow someone to run this as it seems OP, but thank you very much!

Shining Wrath
2016-02-19, 10:04 PM
For Ninja Prawn:

The Sarcasm Domain for Clerics

Gods of Sarcasm, such as Louis CK, Joan Rivers, and John Fugelsang, view mocking of those who need it as one the primary ways civilization advances and ignorance is banished.


Sarcasm Domain Spells



Cleric Level
Spells


1
Charm Person, Tasha's Hideous Laughter


3
Detect Thoughts, Silence


5
Bestow Curse, Tongues


7
Banishment, Confusion


9
Dream, Scrying




Voice of the Scoffer
At level 1, you learn the Vicious Mockery cantrip.

Armor proficiency
Also at level 1, you gain proficiency in heavy armor, as you are going to be making a lot of people quite angry.

Channel Divinity: Self Loathing
Starting at second level you can use your Channel Divinity to make someone feel truly wretched. As an action, you present your holy symbol and shout insults at a creature you can perceive. The target must be able to hear you (although you need not shout the insults in a language it knows) and cannot be immune to charm. Until the target makes a Charisma saving throw against a DC equal to your spell save DC, it has disadvantage on all saving throws, skill checks, and attack rolls. Once the target makes its save, it will be furiously angry with you for a length of time equal to the time it spent in self-loathing. It is up to the DM how the creature responds to this anger, but attempting to hurt you a lot is not an unlikely response.

Channel Divinity: Taunting
Starting at sixth level you can use your Channel Divinity to make someone angry enough at you to want to rip your lungs out. As a bonus action, you select a creature you can perceive within 10' of you. For a period of one minute each time it is your turn you may utter a brief insult. The target will have disadvantage on any melee attacks it makes that do not include you as a target, but only so long as you insult it on your turn and it can hear the insult. The insult does not need to be spoken in a language understood by the target.

Mocking Strike
At eighth level your deity gives you the ability to humiliate your foes. Once on any of your turns when you score a hit with a weapon, you can also knock the target prone. This does not work on targets more than one size category larger than you are.

Improved Insult
At level 17, you may extend the effect of your Self Loathing or Taunting uses of Channel Divinity to affect a number of creatures equal to your Wisdom modifier.

JNAProductions
2016-02-19, 10:07 PM
For Ninja Prawn:

The Sarcasm Domain for Clerics

Gods of Sarcasm, such as Louis CK, Joan Rivers, and John Fugelsang, view mocking of those who need it as one the primary ways civilization advances and ignorance is banished.


Sarcasm Domain Spells



Cleric Level
Spells


1
Charm Person, Tasha's Hideous Laughter


3
Detect Thoughts, Silence


5
Bestow Curse, Tongues


7
Banishment, Confusion


9
Dream, Scrying




Voice of the Scoffer
At level 1, you learn the Vicious Mockery cantrip.

Armor proficiency
Also at level 1, you gain proficiency in heavy armor, as you are going to be making a lot of people quite angry.

Channel Divinity: Self Loathing
Starting at second level you can use your Channel Divinity to make someone feel truly wretched. As an action, you present your holy symbol and shout insults at a creature you can perceive. The target must be able to hear you (although you need not shout the insults in a language it knows) and cannot be immune to charm. Until the target makes a Charisma saving throw against a DC equal to your spell save DC, it has disadvantage on all saving throws, skill checks, and attack rolls. Once the target makes its save, it will be furiously angry with you for a length of time equal to the time it spent in self-loathing. It is up to the DM how the creature responds to this anger, but attempting to hurt you a lot is not an unlikely response.

Channel Divinity: Taunting
Starting at sixth level you can use your Channel Divinity to make someone angry enough at you to want to rip your lungs out. As a bonus action, you select a creature you can perceive within 10' of you. For a period of one minute each time it is your turn you may utter a brief insult. The target will have disadvantage on any melee attacks it makes that do not include you as a target, but only so long as you insult it on your turn and it can hear the insult. The insult does not need to be spoken in a language understood by the target.

Mocking Strike
At eighth level your deity gives you the ability to humiliate your foes. Once on any of your turns when you score a hit with a weapon, you can also knock the target prone. This does not work on targets more than one size category larger than you are.

Improved Insult
At level 17, you may extend the effect of your Self Loathing or Taunting uses of Channel Divinity to affect a number of creatures equal to your Wisdom modifier.

Self-loathing needs an interval for making saves. At the end of the enemy's turn, perhaps?

Mocking Strike should allow a save of some sort, or require your bonus action, or something.

Overall, pretty good, and made me laugh.

Shining Wrath
2016-02-19, 10:29 PM
Thanks for the feedback. I don't think I'm going to change this one unless anyone else comments, because... 7) the difference between 5 and 10 is so small that I'm not sure it matters, 11) an at-will 2d8 AoE is almost exactly as strong as volley/whirlwind and 15) this feature is supposed to represent Shining Wrath's persona... and if you actually used this in a game, there's huge potential for abuse so it doesn't really need to be any stronger.

If my opinion matters, I'd be the greatest battlefield commander ever. Radiant Soul is going to quickly eliminate enemy soldiers, while Watchful Guardian means I'm granting an additional +3 or +4 to all attack rolls and ability checks to the soldiers on my side. Imagine "Shining Wrath holds the castle" in a situation where the enemy can't attack me but have to come within 30' - because there's no requirement for line of sight. 20' thick wall, run along the wall, enemy soldiers on the other side take damage; on top of the wall, my friends fire arrows through slits with added accuracy. Scintillating Hands as written cures lycanthropy and mummy rot and other things normally hard to cure.

Oh, and I'm totally taking Serene Fury because it's cool.

Thank you again.

Shining Wrath
2016-02-19, 10:34 PM
Self-loathing needs an interval for making saves. At the end of the enemy's turn, perhaps?

Mocking Strike should allow a save of some sort, or require your bonus action, or something.

Overall, pretty good, and made me laugh.

I thought the size limitation was enough constraint on Mocking Strike. I agree that saves are made at the end of the target's turn.

Belac93
2016-02-19, 10:53 PM
The Sarcasm Domain for Clerics

This made me laugh as soon as I saw the title. Reading it made it better. Love the reason for heavy armor proficiency.

Yuki Akuma
2016-02-20, 12:33 AM
The logic ninja got banned over a decade ago and despite having other usernames I know for a time was more into narrative games than d&d.

Over a decade? Don't be silly, he was around for at least the first year I was-

I've been a member for 11 years? Really? What

Ralanr
2016-02-20, 02:59 AM
I'm starting to regret not interacting much for the past month...

Ninja_Prawn
2016-02-20, 04:46 AM
I'm starting to regret not interacting much for the past month...

Didn't you already get a primal path from Submortimer last year? We should dig that out.

And thank you Shining! Sometimes I go days without saying anything that isn't sarcastic... I even sent flowers with sarcastic messages to all my penpals this valentine's!

Edit: here they are.

SharkForce - Path of the Fin (http://www.giantitp.com/forums/showthread.php?428524-Barbarian-Path-Path-of-the-Fin&p=19548273#post19548273)
Easy_Lee - Way of the Relaxed Fist (http://www.giantitp.com/forums/showthread.php?429113-Monastic-Tradition-Way-of-the-Relaxed-Fist&p=19560983#post19560983)
Ralanr - Path of Iron (http://www.giantitp.com/forums/showthread.php?429272-Barbarian-Path-Path-of-Iron&p=19565320#post19565320)

You know, Submortimer probably deserves a subclass, too...

Ninja_Prawn
2016-02-20, 07:27 AM
Roguish Archetype: Clockwork Sniper
A subclass for Steampunkette

Bonus Proficiencies. When you choose this archetype at 3rd level, you gain proficiency in renaissance-era firearms as described on page 268 of the DMG.

Dabbling Machinist. Also at 3rd level, you gain proficiency with tinker's tools. Using those tools, you can spend 1 hour and 25gp worth of materials to construct a tiny clockwork device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:

Pocketwatch. The device tells the time in hours and minutes.
Timer. The device can be set to a time from 1 minute to 1 hour, in 1 minute increments. You can then use an action to activate it, from which point it counts down towards zero. The device gives no outward indication that it is counting except for a faint tick (DC 20 Wisdom (Perception) check to hear if you are within 10 feet). When it reaches zero, it either rings a bell, creating noise, or strikes a flint, creating sparks.
Music Box. When opened, this music box plays a song at a volume of your choosing. The box stops playing when it reaches the song’s end or when it is closed. You can fit the music box with up to three different songs, which can be selected by changing a setting on the box.

Robotic Enhancement. At 9th level, you can spend 8 hours using your tinker's tools to create a mechanical enhancement that can be worn by a humanoid. You can benefit from the device yourself or give it to another creature. A creature gains a benefit determined by the type of enhancement as long as it wears the device. When you create the enhancement, choose from the following options:

Darkvision Goggles. You have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Electrified Glove. Your unarmed strikes deal 1d6 lightning damage. You can hold other items in the gloved hand as normal.
Eye Lenses. You have advantage on Intelligence (Investigation) checks to discern details within 1 foot.
Shock-Absorbing Crampons. Your jumping distance is doubled, and if you take falling damage, the damage is halved and you always land on your feet.
You can only maintain one of these devices at a time, so if you create a new mechanical enhancement, the previous one ceases to function. If you dismantle and re-assemble your enhancement, you need only 4 hours to convert it into a different type of device.

Use Mechanical Device. By 13th level, you have learned enough about the workings of machines that you can improvise the use of a device even if you have never seen it before. If you take an action to examine an unfamiliar mechanical device, you learn all of its properties, how to operate it and how much fuel it has, if any. You learn whether or not it is in working condition, how to repair it if it is broken, and how to sabotage it if it is working. You also learn where, when and by whom it was made.

Chewed Shot. When you reach 17th level, you develop techniques for modifying your bullets so that they inflict maximum damage. When you make an attack with a firearm against a creature that is not a construct or undead, you can choose to take a -5 penalty to the attack roll. If the attack hits, it is a critical hit. If you have the Sharpshooter feat, you may use either or both on the same shot.

Steampunkette
2016-02-20, 07:43 AM
Freaking Epic.

But now I have to roll up another Rogue! Hubby is gonna kill me... >.>

Ninja_Prawn
2016-02-20, 08:19 AM
So, I just got a PM from khadgar567 (http://www.giantitp.com/forums/member.php?85063-khadgar567), giving permission for us to make a class and suggesting that a warlock patron might be appropriate. I hate warlocks so I was wondering if someone else wanted to take this one?

Arkhios
2016-02-20, 08:52 AM
Roguish Archetype: Clockwork Sniper
A subclass for Steampunkette

Bonus Proficiencies. When you choose this archetype at 3rd level, you gain proficiency in renaissance-era firearms as described on page 268 of the DMG.

Dabbling Machinist. Also at 3rd level, you gain proficiency with tinker's tools. Using those tools, you can spend 1 hour and 25gp worth of materials to construct a tiny clockwork device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:

Pocketwatch. The device tells the time in hours and minutes.
Timer. The device can be set to a time from 1 minute to 1 hour, in 1 minute increments. You can then use an action to activate it, from which point it counts down towards zero. The device gives no outward indication that it is counting except for a faint tick (DC 20 Wisdom (Perception) check to hear if you are within 10 feet). When it reaches zero, it either rings a bell, creating noise, or strikes a flint, creating sparks.
Music Box. When opened, this music box plays a song at a volume of your choosing. The box stops playing when it reaches the song’s end or when it is closed. You can fit the music box with up to three different songs, which can be selected by changing a setting on the box.

Robotic Enhancement. At 9th level, you can spend 8 hours using your tinker's tools to create a mechanical enhancement that can be worn by a humanoid. You can benefit from the device yourself or give it to another creature. A creature gains a benefit determined by the type of enhancement as long as it wears the device. When you create the enhancement, choose from the following options:

Darkvision Goggles. You have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Electrified Glove. Your unarmed strikes deal 1d6 lightning damage. You can hold other items in the gloved hand as normal.
Eye Lenses. You have advantage on Intelligence (Investigation) checks to discern details within 1 foot.
Shock-Absorbing Crampons. Your jumping distance is doubled, and if you take falling damage, the damage is halved and you always land on your feet.
You can only maintain one of these devices at a time, so if you create a new mechanical enhancement, the previous one ceases to function. If you dismantle and re-assemble your enhancement, you need only 4 hours to convert it into a different type of device.

Use Mechanical Device. By 13th level, you have learned enough about the workings of machines that you can improvise the use of a device even if you have never seen it before. If you take an action to examine an unfamiliar mechanical device, you learn all of its properties, how to operate it and how much fuel it has, if any. You learn whether or not it is in working condition, how to repair it if it is broken, and how to sabotage it if it is working. You also learn where, when and by whom it was made.

Chewed Shot. When you reach 17th level, you develop techniques for modifying your bullets so that they inflict maximum damage. When you make an attack with a firearm against a creature that is not a construct or undead, you can choose to take a -5 penalty to the attack roll. If the attack hits, it is a critical hit. If you have the Sharpshooter feat, you may use either or both on the same shot.

Umm.... Yoink! Not only is this super awesome, it also seems to be very well balanced. I'm so stealing this one (with full credits to whom they belong to) for my post-apocalyptic high-tech low-magic fantasy setting! (With a minor adjustment though: Use Mechanical Device won't let my players learn where, when, and by whom the device was made, as most advanced tech was made hundreds of years ago and, well... records of such have no value really :P)

Submortimer
2016-02-20, 11:08 AM
Thank you, Ninja_Prawn, I give my permission.

Also, in case you hadn't seen this before on the blog...I'M A MOTHERF*&$#!N SHARRRRRK! (https://drive.google.com/file/d/0B_73NA7vK-0ObEYweHZwMEpwekU/view)

Belac93
2016-02-20, 11:16 AM
Roguish Archetype: Clockwork Sniper

I may have to steal this for my games. Steampunk is great.

Ralanr
2016-02-20, 12:06 PM
Didn't you already get a primal path from Submortimer last year? We should dig that out.

And thank you Shining! Sometimes I go days without saying anything that isn't sarcastic... I even sent flowers with sarcastic messages to all my penpals this valentine's!

Edit: here they are.

SharkForce - Path of the Fin (http://www.giantitp.com/forums/showthread.php?428524-Barbarian-Path-Path-of-the-Fin&p=19548273#post19548273)
Easy_Lee - Way of the Relaxed Fist (http://www.giantitp.com/forums/showthread.php?429113-Monastic-Tradition-Way-of-the-Relaxed-Fist&p=19560983#post19560983)
Ralanr - Path of Iron (http://www.giantitp.com/forums/showthread.php?429272-Barbarian-Path-Path-of-Iron&p=19565320#post19565320)

You know, Submortimer probably deserves a subclass, too...

Oh my god I completely forgot.

Submortimer should get a wizard subclass.

Submortimer
2016-02-20, 12:18 PM
I'll only throw it our there that I'm a particular fan of Warlocks and Fighters, but I'll take whatever you all feel like throwing my way.

Irish Musician
2016-02-20, 12:19 PM
College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.


Bonus Proficiencies
Upon joining the College of Beer, you gain proficiency in medium armor and unarmed combat, in addition to one skill of your choice.
This is fine I think....added unarmed combat to the proficiencies because I couldn't remember if that is always proficient for everyone.

Boosted Charisma
In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage due to your extensive experience with the drink, and have resistance to poison At level 10 you are immune to poisons. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular ability check, attack, or saving throw you make.
Just added the poison step up resistance and immunity. Also added the attack to the BI, since it has it in the book that way.

Drunk Boxing
Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may use your reaction to expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage. And you unarmed damage uses d6's, and become magical for purposes of resistance. At level 11 these become d8's. And at level 17 they become d10's. Use may use Dexterity as you primary ability for these attacks, while drunk.
Added this as kind of a "smack them around like a monk" kind of thing. Since it is Drunken Boxing. Not sure if this is getting to be too much all in one go, but it gives it some more mechanical use, I think. Opinions?

Slurred Spellcasting
Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect. Additionally, when you cast a spell, you make also make an unarmed attack on your turn.
Took out the twice to the Wild Magic table, and added a little Unarmed Strike in there, for the theme.
Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.[/QUOTE]
Made a few changes, Wartex, to make it a little more mechanically stronger. Let me know what you think! I've bolded the changes, and anyone else's opinion is greatly appreciated. I am definitely no Homebrew expert. But strengthening the mechanics, while still keeping the RP aspect, really makes this an awesome build, Wartex. Now I have to use it!! :smallbiggrin:

Cleaned up Version:
College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

by Wartex1

Bonus Proficiencies
Upon joining the College of Beer, you gain proficiency in one skill of your choice. You unarmed combat damage becomes 1d4, and you may use Dexterity as you primary ability for these attacks, while drunk. Also, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + Half your proficiency modifier rounded up

Boosted Charisma
In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage due to your extensive experience with the drink, and have resistance to poison At level 10 you are immune to poisons. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular ability check, attack, or saving throw you make.

Drunk Boxing
Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may use your bonus action/reaction to expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage. And your unarmed damage uses d6's, and become magical for purposes of resistance.. At level 11 these become d8's. And at level 17 they become d10's.

Slurred Spellcasting
Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table, causing the additional effect of your choice as well as the spell's normal effect. Additionally, when you cast a spell, you make also make an unarmed attack on your turn.

edit: After doing some playtesting and character building, having the medium armor prof didn't seem to do well. Instead, I thought, since it is a melee heavy sub-class, they could have a "natural-armor" type of thing. Giving them full ability bonuses seemed too strong (like monk or barb), but giving them a dex mod + half prof rounded up seemed like a good compromise to keep up with combat in later levels and still be fair overall.

Wartex1
2016-02-20, 12:45 PM
Everyone has unarmed proficiency by default, so I didn't add that. I also had adding Inspiration to Attack Rolls as part of the level 10 feature.

The edits look fine though.

MaxWilson
2016-02-20, 12:55 PM
I've seen him around a fair bit.

And that avatar deserves a class all on its own!

Edit: MaxWilson should definitely have an ability that forces you to have 6-8 encounters every day. Or gives you a bonus at the start of your 8th encounter. :smalltongue: Or am I getting confused with Malifice?

You're getting me confused with Malifice. MaxWilson thinks the "6-8 Medium/Hard encounters per day" meme is flat-out wrong* and doesn't even match DMG guidelines, if you do the math for adventuring days. 5-6 Medium/Hard encounters per day does tend to fit into the adventuring day budget, but even that tends to be boring.

In my opinion, even triple-Deadly encounters tend to be on the easy side once you account for Combat As War play. Intelligent enemies who don't have quadruple-Deadly or greater on their side ought to just fold or flee instead of fighting. Here's an example thread from me illustrating the difficulty using multiple fire giants as an example: http://www.enworld.org/forum/showthread.php?478833-Fight-to-the-death-or-negotiate&p=6828660#post6828660

* It's an artifact of early versions of the Basic Rules. In 0.1 of 5E Basic, difficulty levels were set using ceilings, not thresholds, so what today is a Medium encounter was Hard back then. Sometime between 0.1 and 0.3/the DMG, ceilings changed to thresholds, but the math for encounter budgets + adventuring days didn't change. Kobold.com eventually updated its code for calculating difficulty, but the "6-8 Medium/Hard encounters per day" blurb in the Basic Rules/DMG was not updated, so now that blurb is just wrong. It should be 6-8 Easy/Medium encounters now, according to the math. But 6-8 Easy/Medium encounters are unbearably tedious. I'd rather have 1-3 uber-Deadly encounters and call it good.

Ninja_Prawn
2016-02-20, 01:29 PM
You're getting me confused with Malifice.

Sorry about that. :smallfrown: Your names both start with the same two letters and you both have strong feelings about encounter budgeting, so you're basically one person in my head. :smallwink:

Irish Musician
2016-02-20, 01:33 PM
Everyone has unarmed proficiency by default, so I didn't add that. I also had adding Inspiration to Attack Rolls as part of the level 10 feature.

The edits look fine though.

Ok, I thought everyone did...I just didn't remember at the time.

And BI always adds to a check, attack, or save whenever you grant it to someone....why I just added it there.

Awesome! I'm glad you like it, and I am happy that you made it to begin with! Now I need to go find a game where I can use this!! :smallbiggrin:

MaxWilson
2016-02-20, 01:52 PM
Sorry about that. :smallfrown: Your names both start with the same two letters and you both have strong feelings about encounter budgeting, so you're basically one person in my head. :smallwink:

Hahaha. Dibs on Jekyll.

Shining Wrath
2016-02-20, 01:59 PM
Hahaha. Dibs on Jekyll.

Sorry, dude, you're the one who argues that intelligent enemies would ...

Hyde ...

rather than fight a part of PCs.

Yuki Akuma
2016-02-20, 02:09 PM
This feels kinda awkward considering I don't post very often anymore, but...

Does anyone have any strong enough ideas about me to make anything? :P

JNAProductions
2016-02-20, 02:12 PM
This feels kinda awkward considering I don't post very often anymore, but...

Does anyone have any strong enough ideas about me to make anything? :P

What kind of things do you like?

khadgar567
2016-02-20, 02:21 PM
What kind of things do you like?

artificer who can cast spells and don't suck as pathfinder clones( thinker and its counter parts), warlock class generally and your dragon fire adept class

JNAProductions
2016-02-20, 02:23 PM
artificer who can cast spells and don't suck as pathfinder clones( thinker and its counter parts), warlock class generally and your dragon fire adept class

Then go post in it! Let me know how to make it better! :P

khadgar567
2016-02-20, 02:36 PM
Then go post in it! Let me know how to make it better! :P
I am not an expert but dragon fire adept looks good only thing I add is way more dakka like 20d6 on 20th level instead of yours 4d6 so take it with grain of salt plus its already done to perfection only think it needs is some prc to pach with other classes like draconium's dragon flame dancer so no comment

Corran
2016-02-20, 03:07 PM
Warning: MaxWilson hates class bloat and would NOT allow this subclass at his table. However he was kind enough to give me permission to post this.



S.W.A.T. D(R)EAD SERGEANT

A fighter archtype for MaxWilson

Your in depth knowledge of the PHB and your underlying powergaming nature combined with a (basic?) knowledge of mathematics and with a kean insight, are mightier than the sword.
You have realised that true power does not come from 9th level spells or try-hard combos. And you know that crunching some numbers is not enough by itself. So you let others argue about complex multiclassed builds and character optimization, or about wish-simmulacrum and other shenanigans of this sort. Because you know better than that. You understand that true power derrives from teamwork, action economy, and party optimization.

Why a fighter then? Well, frankly, because anything with spellcasting would make things too easy and SWAT dread sergeants always enjoy a good challenge.



Undead withered nose
Enjoying a good challenge comes with inherent danger, thus you have a good nose for contingencies. You know that however well prepared one is, there are always going to be weaknesses and flaws in one's tactics. This thought has driven you paranoid enough, to always try and prepare contingencies for your contingencies.
Beginning when you choose this archtype at 3rd level, whenever you start your turn being unconscious, you can forgo rolling a death saving throw and instead you choose to regain 1 hp and stand back on your feet. Your turn then ends, and you can take no reactions until your next turn. You also suffer a level of exhaustion each time you use this ability. You can use this ability a number of times per long rest equal to your charisma modifier.
Additionally, you gain the chill touch and spare the dying cantrips.

Voice of reason
Fights are not won only by swinging swords and hurling spells. Some fights can be won without even taking place at all. Logical deduction, rational thinking and unflappable reasoning can win you arguments, fights and allies.
Starting at 3rd level, you roll your persuasion checks with advantage, as long as you are are not purposely lying or omitting any facts. This feature does not work against anyone with cleric levels, or if a cleric is arguing against you. It is a sad fact, but clerics aggravate you and make you lose your cool and smooth talking.

Undead withered hand
Teamwork always wins the day! This might be just a punchline for others, but for you, it is the backbone of your combat tactics and of a life spent perfecting it.
Starting at 7th level, you can use your bonus action to take the help action. You can affect in this way a number of allies up to your charisma modifier.
Additionally, you gain the mage hand cantrip.

Unfaithful Resilience
It is a well known fact that you dont get on well with clerics. Maybe rightly so, as they overcharge for their services. Or maybe because you had some bad experiences with narrow-minded clerics of Kelemvor or of a similar faith in that respect. The fact is, that you perform at your best when no clerics are nearby.
Starting at 10th level, once per long rest, you can use your action to perform your signature battlecry: ''CLERICS ARE OVERRAAAAAAATED!!!!!!''. For the following 2 minutes, you can use your bonus action to grant temporary hit points to an ally of yours that is within 30 feet of you. The amount of temporary hit points granted by this power, is equal to 2d6 plus your charisma modifier. This amount is reduced to 1/2 (rounded down), if someone with cleric levels is within 10 feet of the beneficiary of this power. You must be able to speak loudly in order to activate this power, and your shouting is audible up to a distance of 2d6x50 feet.
Additionaly, the undead-like features manifested in your hand and nose become even more profound once you reach this level, and starting at this level, you are fair game for any cleric ability or spell that targets undead. Hey, there had to be a mechanical reason to justify your hatred towards clerics afterall.

S.W.A.T. tactics
You know better than anyone that there are a number of factors other than brute force or incredible durability, that can determine the outcome of a fight. You value a stealthy approach and visibility conditions above all else. Once per long rest, given enough time, you can prepare and talk to your team about how to engage an encounter.
Starting at 15th level, you gain proficiency in the stealth skill. Moreover, once per long rest, you can cast the darkvision spell as a ritual. When you do so, you can select a number of creatures up to your charisma modifier to gain the benefits of the darkvision spell. Every beneficiary must be within 30 feet of you for the duration of the ritual casting. A creature who already has darkvision and is affected by this casting, gains the ability to see through magical darkness as well, and the range of its darkvision is doubled.
Additionally, you gain the dancing lights cantrip. For those long range patient sniper fights in the dark...

Miniomancy
You know that power lies in numbers. Not necessarily in arbitrarily large numbers, but you know that a handful of well trained individuals with the right synergy, can take down almost anything.
Starting at 18th level, during your turn you can choose to forgo your action, to allow allies within 30 feet of you to take an action. The allies affected by this power must spend their reaction to do so, and that action can be used to dash, disengage, hide, use an object, take the attack action, or cast a cantrip. You can affect a number of allies with this power, up to your charisma modifier, or up to the number of attacks you can make when taking the attack action, whichever is lower.

Shining Wrath
2016-02-21, 08:30 AM
For khadgar567:

The Draconic Patron

While some fools seek out inscrutable beings of alien origin, creatures damned to outer planes, or forces of nature, you prefer a patron whose power is real, observable, and undeniable: an ancient dragon.

Expanded spell list

Your patron lets you choose from an extended list of spells. Lists are provided for the red and the gold dragon. Other lesser dragons might provide different spells, but why would a Warlock want a patron of lesser power?



Level
Gold
Red


1
Cure Wounds, Fog Cloud
Burning Hands, Hail of Thorns


2
Calm Emotions, Web
Heat Metal, Pyrotechnics


3
Blinding Smite, Fireball
Fireball, Flame Arrows


4
Greater Invisibility, Polymorph
Fire Shield, Wall of Fire


5
Banishing Smite, Hold Monster
Cloudkill, Flame Strike



Dragon Breath

Starting at level 1, you gain the ability to breathe fire like your draconic patron. Again, different types of dragon might grant a different breath weapon, but why would you want a lesser patron?
At first level, you breathe a 15' cone doing 1D6 + charisma modifier fire damage. At sixth level, the cone increases to 20', and the damage to 2d6 + charisma modifier fire damage. At 12th level, 25' and 3d6 +charisma modifier fire damage; and at 17th level, a 30' cone doing 4d6 + charisma modifier fire damage. Once you use this ability, you cannot use it again until it recharges; it will recharge on a roll of 6 on a six sided die. You may roll to recharge your breath weapon at the end of your turn, but only if you did not use your breath weapon during your turn.

Draconic Vitality

Starting at level 6, if you begin your turn with fewer than half your hit points, you regain one hit point. At level 12, the amount you regain increases to 2 hit points. At level 17, the amount you regain increases to 3 hit points.

Draconic Hide

Starting at 10th level, at the end of a short or a long rest, you may choose to become resistant to bludgeoning, piercing, and slashing damage. Magical weapons, and silver weapons, overcome this resistance. You also manifest visible scales all over your body while using this feature.

Presence of the Dragon

Starting at 14th level, you gain the ability to terrify your foes. Each creature of your choice that you can see within 60' must make a Wisdom saving throw at a DC equal to your spellcasting save DC or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns; the fear ends on a success. If a creature succeeds on a saving throw or the effect ends for it, it becomes immune to this feature for 24 hours.

khadgar567
2016-02-21, 12:23 PM
For khadgar567:

The Draconic Patron

While some fools seek out inscrutable beings of alien origin, creatures damned to outer planes, or forces of nature, you prefer a patron whose power is real, observable, and undeniable: an ancient dragon.

Expanded spell list

Your patron lets you choose from an extended list of spells. Lists are provided for the red and the gold dragon. Other lesser dragons might provide different spells, but why would a Warlock want a patron of lesser power?



Level
Gold
Red


1
Cure Wounds, Fog Cloud
Burning Hands, Hail of Thorns


2
Calm Emotions, Web
Heat Metal, Pyrotechnics


3
Blinding Smite, Fireball
Fireball, Flame Arrows


4
Greater Invisibility, Polymorph
Fire Shield, Wall of Fire


5
Banishing Smite, Hold Monster
Cloudkill, Flame Strike



Dragon Breath

Starting at level 1, you gain the ability to breathe fire like your draconic patron. Again, different types of dragon might grant a different breath weapon, but why would you want a lesser patron?
At first level, you breathe a 15' cone doing 1D6 + charisma modifier fire damage. At sixth level, the cone increases to 20', and the damage to 2d6 + charisma modifier fire damage. At 12th level, 25' and 3d6 +charisma modifier fire damage; and at 17th level, a 30' cone doing 4d6 + charisma modifier fire damage. Once you use this ability, you cannot use it again until it recharges; it will recharge on a roll of 6 on a six sided die. You may roll to recharge your breath weapon at the end of your turn, but only if you did not use your breath weapon during your turn.

Draconic Vitality

Starting at level 6, if you begin your turn with fewer than half your hit points, you regain one hit point. At level 12, the amount you regain increases to 2 hit points. At level 17, the amount you regain increases to 3 hit points.

Draconic Hide

Starting at 10th level, at the end of a short or a long rest, you may choose to become resistant to bludgeoning, piercing, and slashing damage. Magical weapons, and silver weapons, overcome this resistance. You also manifest visible scales all over your body while using this feature.

Presence of the Dragon

Starting at 14th level, you gain the ability to terrify your foes. Each creature of your choice that you can see within 60' must make a Wisdom saving throw at a DC equal to your spellcasting save DC or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns; the fear ends on a success. If a creature succeeds on a saving throw or the effect ends for it, it becomes immune to this feature for 24 hours.
hell yes now I definitely need some way to make a triple agent warlock with three different warlock patrons and tree difterent pact boons

Shining Wrath
2016-02-21, 02:28 PM
hell yes now I definitely need some way to make a triple agent warlock with three different warlock patrons and tree difterent pact boons

That's an interesting question; I'd treat you as multi-classed in 3 different classes, so your spell slots would be ... different. The multiclass rules don't list warlock under "Spell Slots" at all. I think I'd give you a number of slots equal to those of your highest level archetype plus 1 for each additional archetype. Same for spells known and cantrips known. The slot level, though, is that of your best archetype. I might have to say you have to keep the three archetypes roughly equal...

Wartex1
2016-02-22, 07:34 PM
Um, who here doesn't have one made for them but has an idea that they want to see someone make for them?

Belac93
2016-02-22, 07:47 PM
Um, who here doesn't have one made for them but has an idea that they want to see someone make for them?

I though maybe a druid would be nice... Maybe something with an extraplanar theme?

Keltest
2016-02-22, 08:20 PM
Um, who here doesn't have one made for them but has an idea that they want to see someone make for them?

I had vague thoughts of a wizard sub class, but I was mostly curious to see if anyone would come forward with one.

Wartex1
2016-02-22, 09:00 PM
Circle of the Elemental Planes
Druids of the Circle of the Elemental Planes are quite academic like Wizards, focusing on the nature of the cosmos. However, they draw from the natural power of each Plane, safeguarding the connection with the Material Plane. Created by Archdruid Belac, the Circle will defend nature by ensuring the stability of its founding forces.

Elemental Cantrips
When you join this Circle, you may learn 2 of the following cantrips: Create Bonfire, Mold Earth, Gust, and Shape Water. The basic fundamentals of each element are necessary for Druids of this Circle to understand.

Elemental Call
In addition to Elemental Cantrips, you gain a particular ability to summon Mephits without spellcasting. By expending a single use of your Wildshape, you may conjure a single Mephit of any type to aid you. The Mephit will follow your orders directly to match your purpose and will stay for up to the duration of your Wildshape or until its Hit Points reach 0. The number of Mephits you can summon with this feature at a time is equal to your Druid Level divided by three, rounded down.

Elemental Adaptation
When you reach 6th level, your understanding of the elements have grown to the degree that you are able to adapt to the elements present. You gain a swim speed and climbing speed equal to your land speed, you take no damage from non-magical fires, and you are not impeded by strong winds.

Elemental Power
At 10th level, your understanding has increased the strength of elements you control. You may add your Proficiency Bonus to the damage dealt by any spell associated with one of the Four Elements, such as Fireball or Tsunami.

Elemental Swarm
At 14th level, your understanding has further developed your communion with the Elemental Planes. Mephits conjured with your Elemental Call feature will actively protect you in battle. When you are targeted by an attack, any Mephit within 5 feet of you can use its reaction to redirect the attack towards itself. In addition, Mephits under your command gain a bonus to AC equal to the number of different kinds of Mephits you control, up to a bonus of +6.





Author's Notes: I was completely unsure of what I was doing as I made this. I feel like it may be a bit overpowered at early levels and at late levels, but sorta "meh" inbetween.

PoeticDwarf
2016-02-23, 10:28 AM
I love the subclass made for me, but sadly there is no space left in my signature D:
(I have like, exactly, 500 now)

PoeticDwarf
2016-02-23, 10:30 AM
Circle of the Elemental Planes
Druids of the Circle of the Elemental Planes are quite academic like Wizards, focusing on the nature of the cosmos. However, they draw from the natural power of each Plane, safeguarding the connection with the Material Plane. Created by Archdruid Belac, the Circle will defend nature by ensuring the stability of its founding forces.

Elemental Cantrips
When you join this Circle, you may learn 2 of the following cantrips: Create Bonfire, Mold Earth, Gust, and Shape Water. The basic fundamentals of each element are necessary for Druids of this Circle to understand.

Elemental Call
In addition to Elemental Cantrips, you gain a particular ability to summon Mephits without spellcasting. By expending a single use of your Wildshape, you may conjure a single Mephit of any type to aid you. The Mephit will follow your orders directly to match your purpose and will stay for up to the duration of your Wildshape or until its Hit Points reach 0. The number of Mephits you can summon with this feature at a time is equal to your Druid Level divided by three, rounded down.

Elemental Adaptation
When you reach 6th level, your understanding of the elements have grown to the degree that you are able to adapt to the elements present. You gain a swim speed and climbing speed equal to your land speed, you take no damage from non-magical fires, and you are not impeded by strong winds.

Elemental Power
At 10th level, your understanding has increased the strength of elements you control. You may add your Proficiency Bonus to the damage dealt by any spell associated with one of the Four Elements, such as Fireball or Tsunami.

Elemental Swarm
At 14th level, your understanding has further developed your communion with the Elemental Planes. Mephits conjured with your Elemental Call feature will actively protect you in battle. When you are targeted by an attack, any Mephit within 5 feet of you can use its reaction to redirect the attack towards itself. In addition, Mephits under your command gain a bonus to AC equal to the number of different kinds of Mephits you control, up to a bonus of +6.


Author's Notes: I was completely unsure of what I was doing as I made this. I feel like it may be a bit overpowered at early levels and at late levels, but sorta "meh" inbetween.

I don't know you as homebrewer but this is just AMAZING. ONly thing I see that Elemental Swarm could better be max. wisdom modifier or something to not make it too strong.

Belac93
2016-02-23, 07:43 PM
Circle of the Elemental Planes
Druids of the Circle of the Elemental Planes are quite academic like Wizards, focusing on the nature of the cosmos. However, they draw from the natural power of each Plane, safeguarding the connection with the Material Plane. Created by Archdruid Belac, the Circle will defend nature by ensuring the stability of its founding forces.

Elemental Cantrips
When you join this Circle, you may learn 2 of the following cantrips: Create Bonfire, Mold Earth, Gust, and Shape Water. The basic fundamentals of each element are necessary for Druids of this Circle to understand.

Elemental Call
In addition to Elemental Cantrips, you gain a particular ability to summon Mephits without spellcasting. By expending a single use of your Wildshape, you may conjure a single Mephit of any type to aid you. The Mephit will follow your orders directly to match your purpose and will stay for up to the duration of your Wildshape or until its Hit Points reach 0. The number of Mephits you can summon with this feature at a time is equal to your Druid Level divided by three, rounded down.

Elemental Adaptation
When you reach 6th level, your understanding of the elements have grown to the degree that you are able to adapt to the elements present. You gain a swim speed and climbing speed equal to your land speed, you take no damage from non-magical fires, and you are not impeded by strong winds.

Elemental Power
At 10th level, your understanding has increased the strength of elements you control. You may add your Proficiency Bonus to the damage dealt by any spell associated with one of the Four Elements, such as Fireball or Tsunami.

Elemental Swarm
At 14th level, your understanding has further developed your communion with the Elemental Planes. Mephits conjured with your Elemental Call feature will actively protect you in battle. When you are targeted by an attack, any Mephit within 5 feet of you can use its reaction to redirect the attack towards itself. In addition, Mephits under your command gain a bonus to AC equal to the number of different kinds of Mephits you control, up to a bonus of +6.

Thank you so much. This is awesome, and seems well balanced.

Wartex1
2016-02-23, 10:08 PM
Some Mephits might be overpowered at 2nd level, so maybe limit it the CR 1/4 Mephits until you reach 4th level if you use it in a game.

Belac93
2016-02-23, 11:39 PM
I would probably make summoning them have the same CR restrictions as wild shape.

Temperjoke
2016-02-24, 12:28 AM
These are awesome :o

khadgar567
2016-02-24, 02:35 AM
I don't know how to create it but can anyone create a warlock patron called oath where warlock takes paladin oath to help someone yet still continues his own path of dark power

Ninja_Prawn
2016-02-24, 03:21 AM
I don't know how to create it but can anyone create a warlock patron called oath where warlock takes paladin oath to help someone yet still continues his own path of dark power

Isn't that the definition of an oathbreaker paladin / fiend-pact warlock multiclass? Besides, this isn't the 'request a homebrew' thread.

Segev
2016-02-25, 11:26 AM
Circle of the Ancients (OldTrees/TwelveTrees)
The Circle of the Ancients are emissaries of the fey and spokesmen for Nature. They safeguard the wilds and serve as the hand and voice of the trees and other life which cannot speak for itself. As a member of this Circle, your bond with nature is your greatest strength.

Animal Companion
You add find familiar to your druid spell list when you enter this Circle at second level. Your familiar is always a fey creature, but may have the form and statistics any animal of CR 1 or less as your familiar, and you may expend your own action to let it take an attack action as its bonus action in addition to the other familiar abilities. You can shorten the casting time of the spell to one action by expending a use of Wild Shape when you cast it. At 6th level, the maximum CR of your familiar increases to 1/3 your druid level (round down).

Wild Empathy
Starting at 6th level, you can speak the language of any animal Charmed by you, and can instinctively converse with them in a manner which gets across even complex concepts. Any abilities which allow you to speak with or understand plants and plant creatures come with a similar level of instinctive communication and understanding. You also hear in the whisper of the trees warnings as to danger: while within 10 ft. per druid level of a tree, you cannot be surprised.

Dryadic Communion
When you reach 10th level, you can expend a use of Wild Shape to transform into a tree. You take root where you stand and grow to be a tree with a trunk at least large enough to contain you, of a sort suited to the environment you're in. Particularly harsh environments will not prevent the use of this power, but will result in trees that are practically dead and particularly twisted and weathered. While in this form, you can perceive normally with your own senses from any direction, or through the senses of your familiar. When it ends, you step out of the tree, leaving it in place behind you. Druids of this Circle sometimes use this to replant forests that have been despoiled. Once during the duration of this use of Wild Shape, you may cast tree stride without expending a spell slot nor needing to have it prepared. This instantly ends the use of Wild Shape as you step out of the target tree. Being in tree form does not prevent you from using this specific, special ability to cast tree stride.

In addition, at this level, you add your proficiency bonus to the AC granted by barkskin.

Ancient Protectors
At 14th level, you gain the ability to expend a 7th level or higher spell slot to choose up to twelve trees within 100 feet of you. These trees act as if you had cast awaken upon them for as long as you concentrate. It requires your action to give a command to one or all of them, which they will follow as if they were an extension of your own body. Once you have used this ability, you cannot use it again until you have taken a long rest.

OldTrees1
2016-02-25, 12:31 PM
Circle of the Ancients (OldTrees/TwelveTrees)
The Circle of the Ancients are emissaries of the fey and spokesmen for Nature. They safeguard the wilds and serve as the hand and voice of the trees and other life which cannot speak for itself. As a member of this Circle, your bond with nature is your greatest strength.

Animal Companion
You add find familiar to your druid spell list when you enter this Circle at second level. Your familiar is always a fey creature, but may have the form and statistics any animal of CR 1 or less as your familiar, and you may expend your own action to let it take an attack action as its bonus action in addition to the other familiar abilities. You can shorten the casting time of the spell to one action by expending a use of Wild Shape when you cast it. At 6th level, the maximum CR of your familiar increases to 1/3 your druid level (round down).

Wild Empathy
Starting at 6th level, you can speak the language of any animal Charmed by you, and can instinctively converse with them in a manner which gets across even complex concepts. Any abilities which allow you to speak with or understand plants and plant creatures come with a similar level of instinctive communication and understanding. You also hear in the whisper of the trees warnings as to danger: while within 10 ft. per druid level of a tree, you cannot be surprised.

Dryadic Communion
When you reach 10th level, you can expend a use of Wild Shape to transform into a tree. You take root where you stand and grow to be a tree with a
trunk at least large enough to contain you, of a sort suited to the environment you're in. Particularly harsh environments will not prevent the
use of this power, but will result in trees that are practically dead and particularly twisted and weathered. While in this form, you can perceive
normally with your own senses from any direction, or through the senses of your familiar. When it ends, you step out of the tree, leaving it in
place behind you. Once during the duration of this use of Wild Shape, you may cast tree stride without expending a spell slot nor needing to have it prepared. This instantly ends the use of Wild Shape as you step out of the target tree.

In addition, at this level, you add your proficiency bonus to the AC granted by barkskin.

Ancient Protectors
At 14th level, you gain the ability to expend a 7th level or higher spell slot to choose up to twelve trees within 100 feet of you. These trees act as if you had cast awaken upon them for as long as you concentrate. It requires your action to give a command to one or all of them, which they will follow as if they were an extension of your own body. Once you have used this ability, you cannot use it again until you have taken a long rest.
Nice! I really like the depth of the empathy in Wild Empathy

M Placeholder
2016-02-25, 02:55 PM
I've been really sick for two weeks, just got the strength and the head to reply. For me, a Domain for worshippers of Cyric. Something that revolves around chaos, deception and death.

Twelvetrees
2016-02-25, 03:06 PM
Circle of the Ancients (OldTrees/TwelveTrees)


I like it. Actually turning into a tree is a nice touch.

Segev
2016-02-25, 03:12 PM
Glad you guys like it. The tree thing makes for a good short-rest and even long-rest form, and also leaves trees behind so you can spread your forest domain. The Empathy's depth, as OldTrees put it, is mainly because I get tired of having to figure out what you "really" can do with things like speak with animals. "That's too complicated" is subjective. So this fixes it for a specialized druid who should be in deep communion with the wilds.

OldTrees1
2016-02-25, 06:52 PM
Glad you guys like it. The tree thing makes for a good short-rest and even long-rest form, and also leaves trees behind so you can spread your forest domain. The Empathy's depth, as OldTrees put it, is mainly because I get tired of having to figure out what you "really" can do with things like speak with animals. "That's too complicated" is subjective. So this fixes it for a specialized druid who should be in deep communion with the wilds.

O.O The leaving a tree behind when the wild shape ended was not obvious to me. Perhaps tweak the wording to make that important effect clearer?

Segev
2016-02-25, 07:32 PM
O.O The leaving a tree behind when the wild shape ended was not obvious to me. Perhaps tweak the wording to make that important effect clearer?

Hm. I wasn't sure how to make it clearer with a rewording, so I added a sentence noting that druids of this Circle sometimes use it to replant forests. That hopefully will help get the point across. Sorry it was unclear!

OldTrees1
2016-02-25, 07:55 PM
Hm. I wasn't sure how to make it clearer with a rewording, so I added a sentence noting that druids of this Circle sometimes use it to replant forests. That hopefully will help get the point across. Sorry it was unclear!

That is a good solution.

The reforestation use is really neat!

Shining Wrath
2016-02-26, 05:52 AM
Dryadic Communion also allows a druid to carry the war to the encroaching human farmers - very slowly, but an elven druid has time.

I've thought that elves who wanted to reclaim land taken by farmers might very well use ankheg eggs and so on - rather than nasty brutish war, just make farms on the edge of the forest unusable and use Druidic magic to extend the forest back "where it belongs".

Segev
2016-02-26, 11:28 AM
Since it's keyed off of Wild Shape, it's recharged on a short rest, too. So a dedicated Ancient Circle druid could turn into a tree, step out, turn into a tree, wait an hour as a tree (for a short rest), step out, turn into a tree, step out, turn into a tree, wait an hour as a tree...

So roughly 2 trees per hour.

khadgar567
2016-02-26, 01:18 PM
Since it's keyed off of Wild Shape, it's recharged on a short rest, too. So a dedicated Ancient Circle druid could turn into a tree, step out, turn into a tree, wait an hour as a tree (for a short rest), step out, turn into a tree, step out, turn into a tree, wait an hour as a tree...

So roughly 2 trees per hour.

Unless you optimize s**t out of wildshape to do more

georgie_leech
2016-02-26, 01:51 PM
Unless you optimize s**t out of wildshape to do more

Please, elaborate on your method given the we have the class and archetype locked in and there are zero spells or feats that improve wildshape.

Arkhios
2016-02-27, 08:38 PM
I'm not sure if my reply was noticed, but I give/gave my permission to brew me into a subclass if someone wants to.

AbyssStalker
2016-03-04, 08:41 AM
This is a pretty sweet thread, unfortunately I'm a person who mainly lurks, but should anyone feel inspired for whatever reason they have permission to subclass me.

PoeticDwarf
2016-03-09, 10:53 AM
Are people still making subclasses for this? I should come up with one but building my own system so bit too busy.

And Ninja_Prawn, I put your subclass in my signature :D

Segev
2016-04-01, 02:40 PM
Fell Bloodline (Red Fel)
Whether the scion of a dark pact or descended from a terrible fiend, ichorous blood runs through your veins and the seductive powers of Hell empower you with potent magical talents.

Devilish Charm
At first level, when you choose this bloodline, your enchantments benefit from your insidiously persuasive talents. Even if the spells say otherwise, no creature upon which you use Enchantment spells will become aware that they were so affected on their own. This does not prevent you or a third party from pointing it out, but they must be persuaded that it is so, as they will never feel it, even after the fact.

Exact Words
The devil is in the details, and as long as you are not technically lying, it is very hard for others to see through your deceptions. At first level, when you choose this bloodline, you may add your proficiency bonus to Deception rolls when everything you said was technically true, no matter how false the implications you intimate. This does mean you add your proficiency bonus twice if you are already proficient in Deception.

Fiendish Resilience
At 6th level, your fell bloodline allows yout to bolster your mortal form against the ravages of hellish environs. When in any layer of the plane of Hell, you and those Charmed by you are unaffected by environmental hazards that would inflict acid, cold, or fire damage. This does not offer protection outside of Hell, nor at all against direct attacks. However, you may spend 1 SP as a reaction to grant yourself resistance to one of those damage types (your choice each time you activate this power) for one round. You may spend multiple SP as part of the same reaction to gain resistance to multiple types. You may designate any number of creatures Charmed by you to share in this resistance for the same duration.

Patronage
When you reach 14th level, your talents for getting people what they want extend to granting them a portion of your power. You may stipulate any services, geasa, or taboos they must observe in return, and they must willingly agree. Touching this willing creature, you spend a number of SP equal to the level of a spell you know. Your SP maximum is reduced by this amount, and the subject gains a spell slot of that spell's level, as well as the ability to cast that spell. The spell slot is replenished after the creature takes a short rest. This does not impede your ability to use the spell, yourself. The subject is Charmed by you for as long as these SP remain invested. You know each time the creature uses the spell, and get a glimpse of him and his situation (which you may ignore if you would find it distracting). You receive a similar knowledge and glimpse should he violate the agreement he made when you became his patron.

The subject retains the ability to cast the spell as described until you rescind the SP. Any consequences of his casting the spell fall upon him, and he must provide all components. You can rescind the SP from any distance as an action on your turn, even across planes. Doing so immediately causes him to lose access to the spell and its accompanying spell slot, and raises your SP maximum by the level of that spell and restores those SP to your pool. You cannot, however, rescind the SP until the agreement is fulfilled, or the subject violates said agreement. If you grant a knight the ability to cast fly until he slays the dragon who kidnapped his fair maiden with the required service of actually performing said killing, you cannot rescind the SP until he either succeeds in killing the dragon, or gives up his quest/chooses not to kill the dragon.

You may serve as patron to as many creatures as you like, so long as you have sufficient SP to devote, but you can only grant any one spell to one creature at a time. If you grant charm person to a milkmaid who wishes to seduce a prince, you cannot also grant it to a baron seeking to convince a miller to sell him his mill until you take it back from her. Though you could instead grant the baron dominate person.

The Soul's Price
At 18th level, the power of your Charm is such that it binds the souls of your "friends" to your service in this world. When a creature Charmed by you is reduced to 0 hit points, it is immediately polymorphed into a fiend of CR equal to or less than his own. (Use character level in place of CR if needs be.) The creature's game statistics are wholly replaced by those of the fiend, and it is loyal and obedient to you as long as the Charm effect remains. When the Charm effect ends, the creature may choose to remain a fiend and be banished to Hell, or to revert to its own form, at 0 hp, and begin making saving throws vs. death. If the fiend is reduced to 0 hp before the Charm ends, it reverts to its original form at 0 hp anyway, and begins making saving throws vs. death.

Ninja_Prawn
2016-04-01, 02:57 PM
Fell Bloodline

Who is this for? Red Fel?

Segev
2016-04-01, 03:05 PM
Who is this for? Red Fel?

Yeah, sorry. Forgot that label.

Red Fel
2016-04-01, 04:36 PM
Fell Bloodline (Red Fel)
Whether the scion of a dark pact or descended from a terrible fiend, ichorous blood runs through your veins and the seductive powers of Hell empower you with potent magical talents.

I don't know 5e stuff, but this looks awesome! Thanks!

khadgar567
2016-04-02, 11:52 AM
I don't know 5e stuff, but this looks awesome! Thanks!

agreed with archfiend

SharkForce
2016-04-02, 12:55 PM
patronage should probably more clearly state that you either lower your max SP or at least don't gain those SP back on a short rest. i'd say it is implied, but at present you could (for example) grant out your entire spell list to random people over the course of some downtime, with the deal lasting "until you decide otherwise", you could then start calling your SP back to get far more SP than you should have in a day. if you grant those people the spell in a 9th level spell slot each (regardless of whether having the spell in a 9th level slot does anything beneficial or not), you would then have 9 x 15 = 135 SP you could take back in a single day.

also, any spell they want from your list on a short rest is likely to prove fairly broken. not so much for something like fireball or enhance attribute (although that is still really strong), but it could get pretty danged ridiculous for something like mass suggestion, wish, finger of death, and probably a few others.

so, i'd suggest capping it at no more than your regular maximum SP at a time, and making it clear you don't recover the SP on a long rest while it is invested. also, the spell they gain should probably either be from a more limited list (possibly just cap it at level 5 - that would go a long ways towards making it less likely to cause problems) or be 1/long rest, or both.

for the soul's price, it probably needs an SP cost and to use up your reaction. if your level 18 buddy drops and you get a CR 18 fiend, that's... well, it's quite strong.

(one thing i would also do is probably give this bloodline the geas spell as a bloodline power).

but definitely, this is a really interesting bloodline. i have to say, i like it a lot more than any other bloodline i've seen...

Segev
2016-04-02, 02:32 PM
I thought I had it explicitly lower your maximum SP while somebody is benefiting from your patronage. If not, I will add it in. (On my phone at the car wash right now. )

It does pose a danger, since short rest is stronger than long. I am not sure 1/day is not too weak, though.

I tried to avoid using geas because this edition's version is...bad. To read it as actually enforcing its dictates requires a very strained reading.

Segev
2016-04-02, 03:28 PM
Okay, current wording says that "Your SP maximum is reduced by this amount." How would you change that to make it clearer? (I'm asking because I'm drawing a blank.)

SharkForce
2016-04-02, 06:18 PM
Okay, current wording says that "Your SP maximum is reduced by this amount." How would you change that to make it clearer? (I'm asking because I'm drawing a blank.)

hmmm... if I had missed that, then the simplest suggestion I can think is to have the previous sentence state that you lose current and maximum SP so that the two thoughts are not separated into different sentences.

and geas isn't all that great on its own, but it interacts well with the subclass because it still charms the target. (also, it does actually work quite well on low level people that you might be bartering with; personally, my solution is to just have geas lower their maximum hp and reduce the amount... even the most powerful warrior can only afford to ignore that for so long, after all, and it matches better with older editions where you slowly got sicker and sicker if you didn't do what the geas said to do).

if you don't want to lower the number of uses of the granted spell, I'd just cap it at 5th level spells. that still allows for a very impressive impact, but doesn't get as out of hand... you could even potentially have it start with only level 1-3, and then eventually go up to 5th. you definitely don't want to allow 9th level... getting a dozen wishes a day on a non-spellcaster (who therefore doesn't have to worry about losing the ability to cast wish) is definitely going to get out of hand. imagine, for example, you gave them the ability to cast wish 1/short rest, and had the required task that they use their first wish to give you a permanent resistance... and who cares if they burn out, you just take it back later.

Segev
2016-04-03, 10:29 AM
The... intended cheese with wish is that by granting the power to another, if that other loses the ability to cast wish, it doesn't cost the sorcerer anything. The beneficiary still loses the power to cast wish anymore, but since he wouldn't have had it at all, that's still something. I admit, that's probably too powerful. But it's the cheese I anticipated.

The trouble with geas isn't just that it allows the victim to ignore it if he's willing to suffer the damage; it's that he doesn't even suffer the damage unless he acts directly against your command. So if you told him to go fetch you the Fabled Lazoo of Kampoolu Tu, he can futz about on all sorts of other quests, never bothering to seek out the Fabled Lazoo at all, with no consequences. It's only if he has the opportunity presented to him to get it and he directly forsakes that opportunity, or if he manages to get it and then refuses to hand it over to you when you're in his presence and he thus has to actively refuse to complete the geas to fail to do it, that he suffers the damage. And then he suffers 5d6, once, for that day. After which he can take as much deliberate effort to make it impossible for him to fulfill it as he likes in order to avoid taking more damage tomorrow without having to actually fulfill the geas.

It's... just ludicrously weak and lacking in teeth. At least 3e said that you suffered the penalty if "prevented," and, if you paid attention to what it really said, it also COMPELLED you to try to complete it. So the penalties occurred iff you were literally prevented. The teeth were way stronger on all fronts, since in 5e, if you're prevented, you never suffer any penalty. If you simply don't bother trying, you never suffer any penalty. And the penalty is pretty manageable for things that are of reasonable threat level to those capable of casting the spell.

SharkForce
2016-04-03, 11:06 AM
The... intended cheese with wish is that by granting the power to another, if that other loses the ability to cast wish, it doesn't cost the sorcerer anything. The beneficiary still loses the power to cast wish anymore, but since he wouldn't have had it at all, that's still something. I admit, that's probably too powerful. But it's the cheese I anticipated.

The trouble with geas isn't just that it allows the victim to ignore it if he's willing to suffer the damage; it's that he doesn't even suffer the damage unless he acts directly against your command. So if you told him to go fetch you the Fabled Lazoo of Kampoolu Tu, he can futz about on all sorts of other quests, never bothering to seek out the Fabled Lazoo at all, with no consequences. It's only if he has the opportunity presented to him to get it and he directly forsakes that opportunity, or if he manages to get it and then refuses to hand it over to you when you're in his presence and he thus has to actively refuse to complete the geas to fail to do it, that he suffers the damage. And then he suffers 5d6, once, for that day. After which he can take as much deliberate effort to make it impossible for him to fulfill it as he likes in order to avoid taking more damage tomorrow without having to actually fulfill the geas.

It's... just ludicrously weak and lacking in teeth. At least 3e said that you suffered the penalty if "prevented," and, if you paid attention to what it really said, it also COMPELLED you to try to complete it. So the penalties occurred iff you were literally prevented. The teeth were way stronger on all fronts, since in 5e, if you're prevented, you never suffer any penalty. If you simply don't bother trying, you never suffer any penalty. And the penalty is pretty manageable for things that are of reasonable threat level to those capable of casting the spell.

so add "immediately" to your command. problem solved.

Segev
2016-04-03, 12:55 PM
so add "immediately" to your command. problem solved.

Only works if it's something they CAN do immediately. If it takes a quest of some length, complete with research and investigation to discover even where to begin to FIND the Fabled Lazoo, ordering him to do it "immediately" would either ping as "impossible" and negate the spell (if there's such a clause), or would trigger the 5d6 psychic damage immediately when he acts "directly against" your order by not immediately succeeding on something he can't do without going on a lengthy quest.

SharkForce
2016-04-03, 06:40 PM
if i tell you to go and slay the dragon immediately, that just means you should go immediately to slay the dragon. you don't have to slay the dragon in the next 6 seconds to fulfill that command, you can fulfill the command by going immediately to do so. it isn't until you stop trying to go and kill the dragon that you run into problems. if the command is something that requires multiple steps to do (including, for example, travelling to the place where you're going to do as you're told), doing those steps is still obeying the command.

Segev
2016-04-04, 10:52 AM
if i tell you to go and slay the dragon immediately, that just means you should go immediately to slay the dragon. you don't have to slay the dragon in the next 6 seconds to fulfill that command, you can fulfill the command by going immediately to do so. it isn't until you stop trying to go and kill the dragon that you run into problems. if the command is something that requires multiple steps to do (including, for example, travelling to the place where you're going to do as you're told), doing those steps is still obeying the command.

Fair, but by the same token, if you stop to (say) seek out weapons to better do the job, detour towards a town with an inn, or even stop to sleep, or do anything but press directly for the dragon's lair, that violates the "immediately" clause. Since that's almost certainly a death sentence, I believe it causes the spell to automatically fail.

What it NEEDS to do is compel you to go on the quest. But it can't, because it doesn't have a proactive "do this" clause, and its reactive "punishment" clause triggers explicitly only when the target acts DIRECTLY against your orders.

In giving an order which compels immediate action in such a way that not trying is directly against the orders, anything that is any sort of value judgment towards chance of success which prioritizes anything other than immediate action is "directly against" the orders.

Phrasing it in a way that allows the requisite amount of leeway without forcing idiotic, nigh-suicidal immediacy is very difficult, at best. I'm not sure it's always going to be possible without making it lawyerly.

It's just a poorly-written spell.