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JNAProductions
2016-07-26, 09:08 PM
So I'm pretty good at brewing stuff quickly, though I need a good piece of inspiration. I can't promise I'll take every idea that comes forward, but I'll do my best to get stuff made.

Illven
2016-07-26, 10:19 PM
I have two ideas. Both races.

One A half nymph.

Two A Vampire for players.

JNAProductions
2016-07-26, 10:27 PM
Ability Score Increases: Your Charisma increases by 2 and your Dexterity increases by 1.

Size: Medium

Languages: Common, Elvish, Sylvan

Speed: 30'

Darkvision: As per normal, 60'

Fey Ancestry: As the Elven feature.

Fey magic: Guidance cantrip. At 3rd level, Lesser Restoration. At 5th level, Enhance Ability (Charisma only).

Blinding Beauty: You may, once per short rest, unleash your blinding beauty. All creatures within 30' must make a Constitution Saving Throw (DC equal to 8+proficiency+Charisma modifier) or be blinded for one minute, with a new save at the start of each of your turns.

I'm not doing vampires. They're just not for PCs in any normal environment.

Zman
2016-07-26, 10:46 PM
Ability Score Increases: Your Charisma increases by 2 and your Dexterity increases by 1.

Size: Medium

Speed: 30'

Darkvision: As per normal, 60'

Fey Ancestry: As the Elven feature.

Fey magic: Guidance cantrip. At 3rd level, Lesser Restoration. At 5th level, Enhance Ability (Charisma only).

Blinding Beauty: You may, once per short rest, unleash your blinding beauty. All creatures within 30' must make a Constitution Saving Throw (DC equal to 8+proficiency+Charisma modifier) or be blinded for one minute, with a new save at the start of each of your turns.

I'm not doing vampires. They're just not for PCs in any normal environment.

Don't forget languages.

Not sure about blinding beauty. Wha if it was a Wis or Cha save or be Stunned with repeat save and immunity for 24 hrs.

JNAProductions
2016-07-26, 10:48 PM
Don't forget languages.

Not sure about blinding beauty. Wha if it was a Wis or Cha save or be Stunned with repeat save and immunity for 24 hrs.

Added languages.

Stunned is a far more powerful condition then blinded, and immunity for 24 hours really isn't needed since it's only once per short rest. (Admittedly, this does mean the same foe could be affected within the same day, but is that really a huge issue?)

Zman
2016-07-26, 10:53 PM
Added languages.

Stunned is a far more powerful condition then blinded, and immunity for 24 hours really isn't needed since it's only once per short rest. (Admittedly, this does mean the same foe could be affected within the same day, but is that really a huge issue?)

Stunned is more powerful, but potentially more fitting. Maybe give it a limited range i.e. 15'. Con or blinded just doesn't sit right.

I was thinking immunity from other half fey, so you can't stack them in a party and double whammy someone.

JNAProductions
2016-07-26, 10:55 PM
Stunned is more powerful, but potentially more fitting. Maybe give it a limited range i.e. 15'. Con or blinded just doesn't sit right.

I was thinking immunity from other half fey, so you can't stack them in a party and double whammy someone.

Dragonborn can double-breathe on someone.

Tieflings can double darkness an area.

Drow can double Faerie Fire someone. (They cast Faerie Fire, right?)

I see no reason to deny a party of multiple Nymphs the ability to force two saves or be blinded, if they both use a limited resource.

khadgar567
2016-07-26, 11:33 PM
Warhammer battle sister class with optional chaos path

JNAProductions
2016-07-27, 12:02 AM
Adetpus Sororitas
Also known as a Bolter [Female Dog]

Hit Points-1d6 HP per level

Proficiencies
Armor-All armor
Weapons-All weapons
Saves-Dexterity, Strength
Skills-Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Medicine, Intimidation



Level
Feature


1
Markswoman


2
Fighting Style


3
Sororitas Path


4
Ability Score Improvement


5
Extra Attack


6
Techno Know-How (Weapons)


7
Sororitas Path


8
Ability Score Improvement


9
Techno Know-How (Armor)


10
Sororitas Path


11
Deadshot


12
Ability Score Improvement


13
Improved Techno know-How (Weapons)


14
Mettle


15
Sororitas Path


16
Ability Score Improvement


17
Improved Techno Know-How (Armor)


18
Martyr


19
Ability Score Improvement


20
Sororitas Path



Markswoman-You gain a +1 to attack and damage rolls with ranged weapons. In addition, you may ignore the loading property with crossbows.

Fighting Style-You may choose the Archery or Defensive fighting style.

Sororitas Path-Choose whether to be a Loyalist or a Chaos Sororitas.

Ability Score Improvement-As per normal.

Extra Attack-As per normal.

Techno Know-How (Weapons)-You learn how to improve weapons. You may add 1d4 to the damage of any ranged weapon, provided you spend at least eight hours working on it and provide 100 GP of materials.

Techno Know-How (Armor)-You learn how to improve armors. You may add 1 to the AC of light armor, increase the maximum Dexterity bonus of medium armor by 1, or decrease the Strength requirement of heavy armor by 5, provided you spend at least 24 hours and 300 GP working on it.

Deadshot-You are an expert markswoman, and every shot is precise. You double all damage dice when using ranged weaponry.

Improved Techno Know-How (Weapons)-You further learn how to improve weapons. You may add a single property to any weapon, or remove a single property, by spending 36 hours and 500 GP working on it.

Mettle-Whenever you make a Constitution save for half damage, you take half damage on a failed save and none on a success.

Improved Techno Know-How (Armor)-You further learn how to improve armors. You may make light armor indistinguishable from normal clothes, may further increase the maximum Dexterity bonus on medium armor by 1 more (for a total of 2) or increase the AC of heavy armor by 1.

Martyr-Once per long rest, when you die, you may choose to come back as if a True Resurrection spell had been cast on you. If you die in combat, you resume fighting at your normal initiative count.

Loyalist

Protection-Your AC increases by 1 when wearing armor at level 3. In addition, as a reaction, you may choose to take a blow for an ally who is within your move distance.

Battle Hymns-At level 7, you are able to sing glorious hymns of battle. Once per short rest, you may cast Bless, at a spell level equal to your proficiency bonus. This only works when allies can hear you.

The Emperor Protects-At level 10, your AC increases by 1 again. In addition, proficiency bonus times per short rest, you may cast Shield as the Emperor himself turns blows away from you.

And They Shall Know No Fear-You become immune to fear at level 15, and all allies within 30' of you have advantage on saves against fear.

Living Saint-You are a true embodiment of the Emperor's will. Once per long rest, at level 20, you may reveal your true faith, entering a state of Sainthood for one minute. When in this state, all attacks have disadvantage against you, and you have advantage on all attacks. in addition, you may make a single attack as a bonus action on each of your turns.

Chaos Sororitas

Shatter-You may choose to make a Shattering Strike with your ranged weapons, once per short rest at level 3. This attack has disadvantage, but if it hits, it reduces the target's armor class by your proficiency bonus for one hour.

War Cries-At level 7, you may, once per short rest, shout a fearsome war cry. This has the effects of a Fear spell, cast at a level equal to your proficiency bonus.

Improved Shatter-At level 10, you may make a Shattering Strike proficiency bonus times per short rest. (This cannot affect the same enemy more than once at a time.)

Daemon-At level 15, you become a daemon. This causes your attacks to bypass all resistances, and treat immunity as resistance instead.

Apotheosis-At level 20, you may apotheosisize once per long rest. For a minute, you become a Daemon Prince of chaos undivided, granting you the following bonuses:

-You gain a fly speed of twice your land speed
-Your size increases to large
-You treat cover as being one step better (open ground is half cover, half is three fourths, three fourths is total)
-You gain a +5 bonus to all damage rolls
-Any time an opponent rolls a 20 against you or you roll a 1 on a d20, you may force a reroll (this die can only be rerolled once in this way)

khadgar567
2016-07-27, 12:11 AM
Adetpus Sororitas
Also known as a Bolter [Female Dog]

Hit Points-1d6 HP per level

Proficiencies
Armor-All armor
Weapons-All weapons
Saves-Dexterity, Strength
Skills-Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Medicine, Intimidation



Level
Feature


1
Markswoman


2
Fighting Style


3
Sororitas Path


4
Ability Score Improvement


5
Extra Attack


6
Techno Know-How (Weapons)


7
Sororitas Path


8
Ability Score Improvement


9
Techno Know-How (Armor)


10
Sororitas Path


11
Deadshot


12
Ability Score Improvement


13
Improved Techno know-How (Weapons)


14
Mettle


15
Sororitas Path


16
Ability Score Improvement


17
Improved Techno Know-How (Armor)


18
Martyr


19
Ability Score Improvement


20
Sororitas Path



Markswoman-You gain a +1 to attack and damage rolls with ranged weapons. In addition, you may ignore the loading property with crossbows.

Fighting Style-You may choose the Archery or Defensive fighting style.

Sororitas Path-Choose whether to be a Loyalist or a Chaos Sororitas.

Ability Score Improvement-As per normal.

Extra Attack-As per normal.

Techno Know-How (Weapons)-You learn how to improve weapons. You may add 1d4 to the damage of any ranged weapon, provided you spend at least eight hours working on it and provide 100 GP of materials.

Techno Know-How (Armor)-You learn how to improve armors. You may add 1 to the AC of light armor, increase the maximum Dexterity bonus of medium armor by 1, or decrease the Strength requirement of heavy armor by 5, provided you spend at least 24 hours and 300 GP working on it.

Deadshot-You are an expert markswoman, and every shot is precise. You double all damage dice when using ranged weaponry.

Improved Techno Know-How (Weapons)-You further learn how to improve weapons. You may add a single property to any weapon, or remove a single property, by spending 36 hours and 500 GP working on it.

Mettle-Whenever you make a Constitution save for half damage, you take half damage on a failed save and none on a success.

Improved Techno Know-How (Armor)-You further learn how to improve armors. You may make light armor indistinguishable from normal clothes, may further increase the maximum Dexterity bonus on medium armor by 1 more (for a total of 2) or increase the AC of heavy armor by 1.

Martyr-Once per long rest, when you die, you may choose to come back as if a True Resurrection spell had been cast on you. If you die in combat, you resume fighting at your normal initiative count.

Loyalist

Protection-Your AC increases by 1 when wearing armor at level 3. In addition, as a reaction, you may choose to take a blow for an ally who is within your move distance.

Battle Hymns-At level 7, you are able to sing glorious hymns of battle. Once per short rest, you may cast Bless, at a spell level equal to your proficiency bonus. This only works when allies can hear you.

The Emperor Protects-At level 10, your AC increases by 1 again. In addition, proficiency bonus times per short rest, you may cast Shield as the Emperor himself turns blows away from you.

And They Shall Know No Fear-You become immune to fear at level 15, and all allies within 30' of you have advantage on saves against fear.

Living Saint-You are a true embodiment of the Emperor's will. Once per long rest, at level 20, you may reveal your true faith, entering a state of Sainthood for one minute. When in this state, all attacks have disadvantage against you, and you have advantage on all attacks. in addition, you may make a single attack as a bonus action on each of your turns.

Chaos Sororitas

Shatter-You may choose to make a Shattering Strike with your ranged weapons, once per short rest at level 3. This attack has disadvantage, but if it hits, it reduces the target's armor class by your proficiency bonus for one hour.

War Cries-At level 7, you may, once per short rest, shout a fearsome war cry. This has the effects of a Fear spell, cast at a level equal to your proficiency bonus.

Improved Shatter-At level 10, you may make a Shattering Strike proficiency bonus times per short rest. (This cannot affect the same enemy more than once at a time.)

Daemon-At level 15, you become a daemon. This causes your attacks to bypass all resistances, and treat immunity as resistance instead.

Apotheosis-At level 20, you may apotheosisize once per long rest. For a minute, you become a Daemon Prince of chaos undivided, granting you the following bonuses:

-You gain a fly speed of twice your land speed
-Your size increases to large
-You treat cover as being one step better (open ground is half cover, half is three fourths, three fourths is total)
-You gain a +5 bonus to all damage rolls
-Any time an opponent rolls a 20 against you or you roll a 1 on a d20, you may force a reroll (this die can only be rerolled once in this way)
Nice work jna

Amechra
2016-07-27, 01:34 AM
It lacks the oomph of their 6+ Invincibility Save and their Adamantine Will - they ain't the Sisters if you aren't smirking whenever you have to Deny The Witch.

You've made them insufficiently 'ard, my friend.

=---=

As a prompt: a frontline combat class that doesn't get Extra Attack, or only gets it conditionally.

ImperatorV
2016-07-27, 01:40 AM
Warlock subclass: Some kind of Mind Flayer themed pact. Ulitharid, Alhoon, or Elder Brain would all work as patrons.

khadgar567
2016-07-27, 01:08 PM
sith lord class using warlock chassis

JNAProductions
2016-07-27, 01:14 PM
Starting the Sith Warlock... Now!

Final Hyena
2016-07-27, 01:36 PM
sith lord class using warlock chassis
Have you seen this? (http://www.giantitp.com/forums/showthread.php?471991-Warlock-Patron-The-Sith-PEACH&highlight=sith)

JNAProductions
2016-07-27, 01:40 PM
Sith

Hit Points-1d8 Per Sith level

Proficiencies
Armor-Light Armor
Weapons-All simple weapons
Saves-Wisdom, Charisma
Skills-Choose two from Arcana, Deception, History, Intimidation, Investigation, Insight, Nature, and Religon



Level
Feature


1
Force Powers, Sith Path


2
Force Abilities


3
Prophecy


4
Ability Score improvement


5
-


6
Sith path


7
-


8
Ability Score improvement


9
-


10
Sith path


11
Force Mastery (6th level)


12
Ability Score improvement


13
Force Mastery (7th level)


14
Sith path


15
Force Mastery (8th level)


16
Ability Score improvement


17
Force Mastery (9th level)


18
-


19
Ability Score improvement


20
Sith Mastery



Force Powers-Spellcasting, as a Warlock. Charisma is your spellcasting stat. Use the Warlock spell list, with the following exception: Replace Eldritch Blast with Force Lightning.

Casting Time-1 Action
Range-120'
Components-S
Duration-Instantaneous

A crackling discharge of lightning strikes a foe, dealing 1d12 lightning damage if you hit with a ranged spell attack.

This spell can arc at higher levels. Pick a second target within 10' of the last target and make a second spell attack (at level 5) to deal the damage again. This increases to two targets at level 11, and three at level 17.

Sith path-You must choose whether to be a Sith Lord or a Sith Battlerager.

Force Abilities-As a Warlock's Invocations.

Prophecy-All Sith of greater caliber have a destiny. Yours is revealed here.

Prophecy of Destruction-You are a monster, hellbent on destroying everything. You may choose, whenever you deal damage, to take damage up to your proficiency bonus and deal the same damage to whoever is dealt damage.

Prophecy of Domination-You will rule them all. You are now able to cast Unseen Servant at-will, and can cast Command once per short rest without expending a spell slot.

Force Mastery-As Mystic Arcanum.

Sith Mastery-As Eldritch Master.

Sith Lord

Presence of Darkness-At level one, you may project a 5' cube of sheer willpower as an action. All enemies within this cube must make a Wisdom saving throw against your Spell DC or become stunned for one minute, with a new save on the start of each of your turns.

Force Master-Starting at sixth level, you may, once per long rest, regain a single Sith spell slot as a ritual that takes one minute.

I Am God-You are truly a master of yourself and of others. At tenth level, you can cast Dominate Monster once per long rest without expending a spell slot.

Fear Me!-As an action, at level fourteen, you may cause all enemies within 60' to take a Wisdom saving throw against your Spell DC or become Frightened of you for one minute. So long as you are within line of sight, they have disadvantage on subsequent saving throws, and the duration does not start until they are removed from your sight. They may repeat the saving throw at the start of each of your turns.

Sith Battlerager

Battlerage-At level one, you may enter a frenzy of death lasting one minute as a bonus action. While in this death frenzy, you must attack if you possibly can (favoring enemies over allies, but attacking allies if no enemies remain) and deal an extra 1d6 damage on all attacks. You may do this once per long rest.

Improved Battlerage-At level six, you retain some sanity during your frenzy. You no longer must attack allies, and can end it early as an action. In addition, you can enter a battlerage twice per long rest.

Greater Battlerage-At level ten, your bonus damage doubles to 2d6 while battleraging. In addition, you may enter a battle rage three times per long rest.

Perfect Battlerage-At level fourteen, you may enter a battle rage as many times as you wish between long rests. However, for each battlerage after the fourth, you must make a DC 10 (+5 for each battlerage after the fifth) Wisdom save or stay in your battlerage, attacking anyone who's within range for a minute. After the minute is up, you may repeat the saving throw.

Force Abilities

Empowered Lightning-Add your Charisma modifier to the damage you deal with Force Lightning.

Armor of Power-Your AC, when not wearing armor, is equal to 10+your Dexterity modifier+your Charisma modifier.

Ascendant Step-You may cast levitate on yourself at-will, without spending a spell slot.

Dominating Influence-You gain Expertise in Intimidation

Battle Meditation-You may cast Bane at-will, without expending spell slots.

Lifesight-You may see any living creature within 120' with perfect clarity, regardless of any intervening terrain.

Lordly Might-Requires Prophecy of Domination and level 7-You may now cast Command at-will without spending a spell slot.

God of Destruction-Requires Prophecy of Destruction-You gain resistance to the damage inflicted on yourself whenever you use your Destruction feature.

ES Curse
2016-07-27, 09:58 PM
A race built around being Large in open areas, but can shrink down to Medium at a penalty for tight spaces. My first guess would be half-oni (with human and oni forms), but I'm more interested in seeing the mechanic applied than the fluff and explanation.

PapaQuackers
2016-07-27, 11:43 PM
A class that builds steam upon doing successive actions instead of having class functions that only exist in a vacuum. Like a Brawler that has tiered abilities.

Swift Punch->Multi-Hit->Uppercut Finisher

Zehridamus
2016-07-28, 10:17 AM
Hmm...could you possibly make a class that learns to alter into machines? Using the druid as a base for the shapeshifting, but gaining their archetype at 3rd level. One stealth based-archetype and one in-the-thick-of-combat based would be nice, and it'd be awesome to give them some sort of EMP that doesn't damage themselves (archetype feature or class I couldn't decide).

Based around the Modern Magic (http://media.wizards.com/2015/downloads/dnd/UA_ModernMagic.pdf) article and my d20 Modern (http://dnd.wizards.com/articles/features/my-new-d20-modern-campaign) campaign rulesets. Thanks!

UrsusArctos
2016-07-28, 11:57 AM
Two A Vampire for players.

Have you seen Plane Shift: Zendikar? There's a player Vampire race in it.

Nicrosil
2016-07-30, 03:08 AM
A class that has two mana pools. The first one recharges each day, and can be used to cast quick, offensive spells. The other pool fills when you use the first, and can be used to cast long lasting, passive buffs.