Kane0
2017-06-05, 06:02 PM
- This is the gish option in base class form ('the missing 13th', 'the homebrew holy grail', whatever you want to call it)
- I'm aiming for existing but less common mechanics to make it familiar but unique.
- Aiming for a combat role distinctly in the category of 'middle liners' (rogue, monk, bladelock, valor bard, etc)
- Don't want to steal the thunder of what can be done already (eg sorcadin)
- Generic base class, specific subclasses (both in flavor and mechanics)
The Invoker
Level
Proficiency Bonus
Class Features
Cantrips Known
Spell Slots
Slot Level
1
+2
Esoteric Study, Fighting Style
-
-
-
2
+2
Spellcasting, Spellstrike
2
1
1st
3
+2
Esoteric Pursuit
2
2
1st
4
+2
ASI
2
2
1st
5
+3
Extra Attack
2
2
2nd
6
+3
Null Arcana
2
2
2nd
7
+3
Pursuit Feature
3
2
2nd
8
+3
ASI
3
2
2nd
9
+4
-
3
2
3rd
10
+4
Induce Weakness
3
2
3rd
11
+4
Pursuit Feature
3
2
3rd
12
+4
ASI
3
2
3rd
13
+5
-
4
2
4th
14
+5
Reinforce Arcana
4
2
4th
15
+5
Pursuit Feature
4
2
4th
16
+5
ASI
4
2
4th
17
+6
-
4
2
5th
18
+6
Incorruptible
4
2
5th
19
+6
ASI
4
2
5th
20
+6
Nexus Arcana
4
2
5th
Hit Die: d8
Armor Proficiencies: Light & Medium
Weapon Proficiencies: Simple & Martial
Saving Throw Proficiencies: Constitution & Intelligence
Skill Proficiencies: Two from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation
Esoteric Study:
As an action you can study a creature you can see to determine if it is under the effects of enchantment or illusion magic. You can use this ability a number of times equal to your Intelligence modifier (minimum 1), and you regain all uses after finishing a Long Rest.
Fighting Style:
Choose one from Archery, Dueling, Great Weapon, Hand-and-a-half, Mariner, Polearms, Two-Weapon Fighting
Hand-and-a-half: +1 to hit and damage when using a versatile weapon in both hands
Polearm: When using a reach weapon hostile creatures treat the space within your reach as difficult terrain
Esoteric Spellcasting:
Intelligence based spellcasting drawing from the spell list below and recovering spell slots after a short rest. You know spells equal to half your Invoker level plus your Intelligence modifier and at each level you can swap a spell known out for a new one. Spellcasting is treated as ½ Pact Magic progression for multiclassing purposes.
Cantrips
Blade Ward*, Booming Blade, Chill Touch, Fire Bolt, Green Flame Blade, Light, Lightning Lure, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Shocking Grasp, Sword Burst, True Strike*
1st
Burning Hands, Catapult, Charm Person, Chromatic Orb, Corrosive Grasp*, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Flame Blade*, Fog Cloud, Ice Knife, Infernal Healing*, Jump, Mage Armor, Ray of Sickness, Silent Image, Thunderwave, Unseen Servant
2nd
Aganazzar's Scorcher, Blur, Cloud of Daggers, Darkvision, Discern Weakness*, Earthbind, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Mirror Image, Misty Step, Ray of Enfeeblement*, Scorching Ray, See Invisibility, Spider Climb, Web
3rd
Blink, Counterspell, Erupting Earth, Fear, Fireball, Fly, Haste, Lightning Bolt, Melf’s Minute Meteors, Protection from Energy, Ray of Exhaustion*, Slow, Stinking Cloud, Vampiric Touch, Water Breathing, Water Walk
4th
Blight, Confusion, Dimension Door, Ice Storm, Polymorph, Stoneskin, Wall of Fire
5th
Animate Objects, Cloudkill, Cone of Cold, Dominate Person, Hold Monster, Immolation*, Telekinesis, Vortex*
* = New or altered
Spellstrike:
When you cast a spell with a casting time of one action and that targets one or more creatures other than yourself you can choose to make a melee weapon attack as part of the spell, replacing one attack the spell would otherwise allow you to make. When making this attack your weapon is treated as magical for the purposes of overcoming damage resistance and immunity. If you hit with this attack the target takes damage from your weapon as normal and is then subject to the effects of the spell. A critical hit doubles the damage of both the weapon and spell effect on the target. If you miss the spell has no effect.
Esoteric Pursuit:
Choose one subclass option from below (currently there are 5).
Level 3: Ranged Spellstrike:
You can also choose to deliver spells using a ranged weapon attack when using your Spellstrike feature.
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Guiding Bolt, Cordon of Arrows, Lightning Arrow, Freedom of Movement, Conjure Volley
Level 7: Arcane Intuition:
If you have spell slots available you have advantage on initiative checks, and if you are not incapacitated you can act even if you are surprised.
Level 11: Improved Spellstrike:
When you use your Spellstrike feature you can make a second weapon attack. Either attack can deliver the spell effect, though it can only occur once.
Level 15: Peerless Accuracy:
When you use your Spellstrike feature you cannot suffer disadvantage on your ranged weapon attacks, instead rolling normally.
Level 3: Restorative Spellstrike:
When you hit a creature using your Spellstrike feature you can heal an amount of HP equal to your intelligence modifier (minimum 1).
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Compelled Duel, Aid, Vampiric Touch, Fire Shield, Bigby’s Hand
Level 7: Arcane Mark:
When using your Spellstrike feature any creature you hit suffers disadvantage on any attacks it makes that does not include you as a target until the beginning of your next turn.
Level 11: Improved Spellstrike:
When you use your Spellstrike feature you can make a second weapon attack. Either attack can deliver the spell effect, though it can only occur once.
Level 15: Potent Spellstrike:
When you hit with an attack using your Spellstrike ability the target has disadvantage on any saving throws made against the spell delivered.
Level 3: Magus Bladework:
While you aren't wearing heavy armor your speed increases by 10 feet and you can use your Intelligence instead of your Strength or Dexterity for the attack and damage rolls of melee weapon attacks.
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Longstrider, Levitate, Gaseous Form, Freedom of Movement, Passwall
Level 7: Evasive Jaunt:
When you take damage from a melee attack you can use your reaction to teleport to a location you can see up to 15 feet away from your attacker.
Level 11: Improved Spellstrike:
When you use your Spellstrike feature you can make a second weapon attack. Either attack can deliver the spell effect, though it can only occur once.
Level 15: Ethereal Stride:
Once per turn you can teleport to a location you can see as part of your movement as if you had walked.
Level 3: Esoteric Rituals:
You gain a ritual book that you can use to inscribe and cast ritual spells. Choose any three first level spells with the ritual tag from any class list to add to your ritual book. You can add other rituals to this ritual book if they are of a spell level equal to half your level (rounded up), otherwise following the rules for spellbooks as per the wizard abililty.
Level 3: Potent Cantrips:
You add your Intelligence bonus to the damage you deal with cantrips
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Bane, Spiritual Weapon, Dispel Magic, Arcane Eye, Planar Binding
Level 7: Disrupt Magic:
As an action you can disrupt the effects of a spell within 30 feet that you are aware of. If the effect is from a spell of a spell level higher than half your Invoker level (rounded down) you must succeed on an Intelligence check against DC 10 + the spell’s level. For up to one minute (requiring concentration) the effects of the spell are suppressed, though a suppressed spell is not halted and thus may still expire at the end of its duration. You can only disrupt any given spell or effect once per 24 hours.
Level 11: Favored Spell:
Choose one Invoker spell you know. You can cast this spell twice without expending a spell slot. You regain all uses of this ability at the end of a long rest.
Level 15: Consume Magic:
When you successfully use your Disrupt Magic ability you also regain one expended Invoker spell slot.
Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Dissonant Whispers, Invisibility, Phantom Steed, Phantasmal Killer, Mislead
Level 3: Shadestep
You become proficient in the Stealth skill, and add twice your proficiency bonus when making checks using the stealth skill. If you are already proficient in stealth you may choose another skill from the Invoker list to become proficient in.
In addition, you may take the Hide action as a bonus action.
Level 7: Shadow Hound:
You gain control over a wispy shadow that you can direct to latch onto your targets. As a bonus action one creature you can see within 30 feet suffers disadvantage on saving throws against spells you cast. This effect lasts until you select a new creature or the creature moves beyond 30 feet from you.
Level 11: Sudden Strike:
When you use your Spellstrike feature you deal an extra +3d6 damage if you have advantage on the attack roll or if another enemy of the target is within reach of it.
Level 15: Steal Spell:
When you hit a creature capable of casting spells using your Spellstrike feature you can use your bonus action to drain the magic from them. The target must succeed on a Charisma saving throw against your Spell DC or lose one of their highest level spell slots (or equivalent) they have available. If a spell slot is successfully drained you recover one spent Invoker spell slot.
Once you use this ability you cannot do so again until you finish a short or long rest.
Null Arcana:
When you take damage from a spell cast by a creature you can see you can use your reaction to halve the damage taken.
Induce Weakness:
As a bonus action you can weaken a creature you can see within 30 feet. The creature must make a Wisdom saving throw. On a failure the creature gains vulnerability against one damage type of your choice for 1 minute. Once you use this ability you cannot do so again until you finish a short or long rest.
Reinforce Arcana:
If you would lose concentration on a spell or a spell you cast is dispelled before its duration ends you may use your reaction to maintain concentration or prevent it from being dispelled. Once you use this ability you cannot do so again until you finish a short or long rest.
Incorruptible:
You gain proficiency in your choice of (Strength and Wisdom) or (Dexterity and Charisma) saving throws.
Nexus Arcana:
You can spend an action to gain 2 temporary spell slots which fade after 1 hour if not used. Once you use this ability you may not do so again until you complete a long rest.
Please let me know what you think!
- I'm aiming for existing but less common mechanics to make it familiar but unique.
- Aiming for a combat role distinctly in the category of 'middle liners' (rogue, monk, bladelock, valor bard, etc)
- Don't want to steal the thunder of what can be done already (eg sorcadin)
- Generic base class, specific subclasses (both in flavor and mechanics)
The Invoker
Level
Proficiency Bonus
Class Features
Cantrips Known
Spell Slots
Slot Level
1
+2
Esoteric Study, Fighting Style
-
-
-
2
+2
Spellcasting, Spellstrike
2
1
1st
3
+2
Esoteric Pursuit
2
2
1st
4
+2
ASI
2
2
1st
5
+3
Extra Attack
2
2
2nd
6
+3
Null Arcana
2
2
2nd
7
+3
Pursuit Feature
3
2
2nd
8
+3
ASI
3
2
2nd
9
+4
-
3
2
3rd
10
+4
Induce Weakness
3
2
3rd
11
+4
Pursuit Feature
3
2
3rd
12
+4
ASI
3
2
3rd
13
+5
-
4
2
4th
14
+5
Reinforce Arcana
4
2
4th
15
+5
Pursuit Feature
4
2
4th
16
+5
ASI
4
2
4th
17
+6
-
4
2
5th
18
+6
Incorruptible
4
2
5th
19
+6
ASI
4
2
5th
20
+6
Nexus Arcana
4
2
5th
Hit Die: d8
Armor Proficiencies: Light & Medium
Weapon Proficiencies: Simple & Martial
Saving Throw Proficiencies: Constitution & Intelligence
Skill Proficiencies: Two from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation
Esoteric Study:
As an action you can study a creature you can see to determine if it is under the effects of enchantment or illusion magic. You can use this ability a number of times equal to your Intelligence modifier (minimum 1), and you regain all uses after finishing a Long Rest.
Fighting Style:
Choose one from Archery, Dueling, Great Weapon, Hand-and-a-half, Mariner, Polearms, Two-Weapon Fighting
Hand-and-a-half: +1 to hit and damage when using a versatile weapon in both hands
Polearm: When using a reach weapon hostile creatures treat the space within your reach as difficult terrain
Esoteric Spellcasting:
Intelligence based spellcasting drawing from the spell list below and recovering spell slots after a short rest. You know spells equal to half your Invoker level plus your Intelligence modifier and at each level you can swap a spell known out for a new one. Spellcasting is treated as ½ Pact Magic progression for multiclassing purposes.
Cantrips
Blade Ward*, Booming Blade, Chill Touch, Fire Bolt, Green Flame Blade, Light, Lightning Lure, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Shocking Grasp, Sword Burst, True Strike*
1st
Burning Hands, Catapult, Charm Person, Chromatic Orb, Corrosive Grasp*, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Flame Blade*, Fog Cloud, Ice Knife, Infernal Healing*, Jump, Mage Armor, Ray of Sickness, Silent Image, Thunderwave, Unseen Servant
2nd
Aganazzar's Scorcher, Blur, Cloud of Daggers, Darkvision, Discern Weakness*, Earthbind, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Mirror Image, Misty Step, Ray of Enfeeblement*, Scorching Ray, See Invisibility, Spider Climb, Web
3rd
Blink, Counterspell, Erupting Earth, Fear, Fireball, Fly, Haste, Lightning Bolt, Melf’s Minute Meteors, Protection from Energy, Ray of Exhaustion*, Slow, Stinking Cloud, Vampiric Touch, Water Breathing, Water Walk
4th
Blight, Confusion, Dimension Door, Ice Storm, Polymorph, Stoneskin, Wall of Fire
5th
Animate Objects, Cloudkill, Cone of Cold, Dominate Person, Hold Monster, Immolation*, Telekinesis, Vortex*
* = New or altered
Spellstrike:
When you cast a spell with a casting time of one action and that targets one or more creatures other than yourself you can choose to make a melee weapon attack as part of the spell, replacing one attack the spell would otherwise allow you to make. When making this attack your weapon is treated as magical for the purposes of overcoming damage resistance and immunity. If you hit with this attack the target takes damage from your weapon as normal and is then subject to the effects of the spell. A critical hit doubles the damage of both the weapon and spell effect on the target. If you miss the spell has no effect.
Esoteric Pursuit:
Choose one subclass option from below (currently there are 5).
Level 3: Ranged Spellstrike:
You can also choose to deliver spells using a ranged weapon attack when using your Spellstrike feature.
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Guiding Bolt, Cordon of Arrows, Lightning Arrow, Freedom of Movement, Conjure Volley
Level 7: Arcane Intuition:
If you have spell slots available you have advantage on initiative checks, and if you are not incapacitated you can act even if you are surprised.
Level 11: Improved Spellstrike:
When you use your Spellstrike feature you can make a second weapon attack. Either attack can deliver the spell effect, though it can only occur once.
Level 15: Peerless Accuracy:
When you use your Spellstrike feature you cannot suffer disadvantage on your ranged weapon attacks, instead rolling normally.
Level 3: Restorative Spellstrike:
When you hit a creature using your Spellstrike feature you can heal an amount of HP equal to your intelligence modifier (minimum 1).
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Compelled Duel, Aid, Vampiric Touch, Fire Shield, Bigby’s Hand
Level 7: Arcane Mark:
When using your Spellstrike feature any creature you hit suffers disadvantage on any attacks it makes that does not include you as a target until the beginning of your next turn.
Level 11: Improved Spellstrike:
When you use your Spellstrike feature you can make a second weapon attack. Either attack can deliver the spell effect, though it can only occur once.
Level 15: Potent Spellstrike:
When you hit with an attack using your Spellstrike ability the target has disadvantage on any saving throws made against the spell delivered.
Level 3: Magus Bladework:
While you aren't wearing heavy armor your speed increases by 10 feet and you can use your Intelligence instead of your Strength or Dexterity for the attack and damage rolls of melee weapon attacks.
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Longstrider, Levitate, Gaseous Form, Freedom of Movement, Passwall
Level 7: Evasive Jaunt:
When you take damage from a melee attack you can use your reaction to teleport to a location you can see up to 15 feet away from your attacker.
Level 11: Improved Spellstrike:
When you use your Spellstrike feature you can make a second weapon attack. Either attack can deliver the spell effect, though it can only occur once.
Level 15: Ethereal Stride:
Once per turn you can teleport to a location you can see as part of your movement as if you had walked.
Level 3: Esoteric Rituals:
You gain a ritual book that you can use to inscribe and cast ritual spells. Choose any three first level spells with the ritual tag from any class list to add to your ritual book. You can add other rituals to this ritual book if they are of a spell level equal to half your level (rounded up), otherwise following the rules for spellbooks as per the wizard abililty.
Level 3: Potent Cantrips:
You add your Intelligence bonus to the damage you deal with cantrips
Level 3: Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Bane, Spiritual Weapon, Dispel Magic, Arcane Eye, Planar Binding
Level 7: Disrupt Magic:
As an action you can disrupt the effects of a spell within 30 feet that you are aware of. If the effect is from a spell of a spell level higher than half your Invoker level (rounded down) you must succeed on an Intelligence check against DC 10 + the spell’s level. For up to one minute (requiring concentration) the effects of the spell are suppressed, though a suppressed spell is not halted and thus may still expire at the end of its duration. You can only disrupt any given spell or effect once per 24 hours.
Level 11: Favored Spell:
Choose one Invoker spell you know. You can cast this spell twice without expending a spell slot. You regain all uses of this ability at the end of a long rest.
Level 15: Consume Magic:
When you successfully use your Disrupt Magic ability you also regain one expended Invoker spell slot.
Esoteric Spells:
You add the following spells to your spells known for free at levels 3, 5, 9, 13 and 17: Dissonant Whispers, Invisibility, Phantom Steed, Phantasmal Killer, Mislead
Level 3: Shadestep
You become proficient in the Stealth skill, and add twice your proficiency bonus when making checks using the stealth skill. If you are already proficient in stealth you may choose another skill from the Invoker list to become proficient in.
In addition, you may take the Hide action as a bonus action.
Level 7: Shadow Hound:
You gain control over a wispy shadow that you can direct to latch onto your targets. As a bonus action one creature you can see within 30 feet suffers disadvantage on saving throws against spells you cast. This effect lasts until you select a new creature or the creature moves beyond 30 feet from you.
Level 11: Sudden Strike:
When you use your Spellstrike feature you deal an extra +3d6 damage if you have advantage on the attack roll or if another enemy of the target is within reach of it.
Level 15: Steal Spell:
When you hit a creature capable of casting spells using your Spellstrike feature you can use your bonus action to drain the magic from them. The target must succeed on a Charisma saving throw against your Spell DC or lose one of their highest level spell slots (or equivalent) they have available. If a spell slot is successfully drained you recover one spent Invoker spell slot.
Once you use this ability you cannot do so again until you finish a short or long rest.
Null Arcana:
When you take damage from a spell cast by a creature you can see you can use your reaction to halve the damage taken.
Induce Weakness:
As a bonus action you can weaken a creature you can see within 30 feet. The creature must make a Wisdom saving throw. On a failure the creature gains vulnerability against one damage type of your choice for 1 minute. Once you use this ability you cannot do so again until you finish a short or long rest.
Reinforce Arcana:
If you would lose concentration on a spell or a spell you cast is dispelled before its duration ends you may use your reaction to maintain concentration or prevent it from being dispelled. Once you use this ability you cannot do so again until you finish a short or long rest.
Incorruptible:
You gain proficiency in your choice of (Strength and Wisdom) or (Dexterity and Charisma) saving throws.
Nexus Arcana:
You can spend an action to gain 2 temporary spell slots which fade after 1 hour if not used. Once you use this ability you may not do so again until you complete a long rest.
Please let me know what you think!