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justduelist
2017-09-19, 11:20 PM
Concept: this class is being made with the idea of a brawler/martial artist discovering magic in their selves like a sorcerer but who instead of seeking magical expertise they use the magic to improve their physical selves. I'm also trying to avoid the use of Spells Slots or Spell per Day mechanics. basically i've used the monk/warlock as the base with some re-flavoring.
anyways here it is so i hope you can help me figure out where it stands as is and what i need to change.

Hit Points
Hit Dice: 1d8 per Elderitch Brawler level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Elderitch Brawler level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Stealth




Level
Martial Arts
Unarmored Movement
Features
Invocations


1
1D4

Martial Arts / Unarmored Defense



2
1D4
+10 Ft.
Elderitch Invocations / Spellcasting / Unarmored Movement
2


3
1D4
+10 Ft.
Deflect Missiles / Martial Archtype
2


4
1D4
+10 Ft.
Ability Score Improvement / Slow Fall
2


5
1D6
+10 Ft
Extra Attack
3


6
1D6
+15 Ft.
Magic-Empowered Strikes
3


7
1D6
+15 Ft.
Evasion / Martial Archtype
3


8
1D6
+15 Ft.
Ability Score Improvement
3


9
1D6
+15 Ft.
Unarmored Movement Improvement
4


10
1D6
+20 Ft.
Enchanted Body / Martial Archtype
4


11
1D8
+20 Ft.

4


12
1D8
+20 Ft.
Ability Score Improvement
4


13
1D8
+20 Ft.

5


14
1D8
+25 Ft.
Enchanted Soul / Martial Archtype
5


15
1D8
+25 Ft.
Timeless Body
5


16
1D8
+25 Ft.
Ability Score Improvement
5


17
1D10
+25 Ft.

6


18
1D10
+30 Ft.
Martial Archtype
6


19
1D10
+30 Ft.
Ability Score Improvement
6


20
1D10
+30 Ft.
Extra Attack(2)
6




Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and your unarmed strikes count as a weapon for the purpose of your Martial Archtype.
• You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Elderitch Brawler levels, as shown in the Martial Arts column of the Elderitch Brawler table.
• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Eldritch Invocations
As you develop the magic in your body it becomes enchanted granting you various supernatural abilities. At 2nd level, you gain two invocation of your choice. Your Invocation options are detailed below. When you gain certain Elderitch Brawler levels, you gain additional invocations of your choice, as shown in the Invocations column of the Elderitch Brawler table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Elderitch Brawler levels, as shown in the Elderitch Brawler table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.


Spellcasting
You have learned to tap into the magic of your own soul granting you access various magics and supernatural abilities.

Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spells
At 2nd level, you know the Elderitch Blast cantrip and may cast the Hex spell at will as a first level spell without expending a spell slot or material component.

Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Elderitch Brawler level.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Elderitch Brawler level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number o f attacks increases to three when you reach 20th level in this class

Magic - Empowered Strikes(Ki-Empowered Strikes)
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Enchanted Body(Purity of Body)
At 10th level, your body becomes permanently imbued with magic that makes you immune to disease and poison.

Enchanted Soul(Diamond Soul)
Beginning at 14th level, your soul becomes permanently imbued with magic granting you proficiency in all saving throws.

Timeless Body
At 15th level, your magic sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
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Invocation Options:

Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest.


Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance o f 120 feet.

Eldritch Sight
You can cast detect magic at will, without expending a spell slot.

Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.

Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Frost Lance
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.

Grasp of Hadar
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.

Maddening Hex
Prerequisite: 5th level
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).

One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.

Relentless Hex
Prerequisite: 7th level
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

clash
2017-09-22, 10:01 PM
One question. Why isn't this a subclass for the monk

justduelist
2017-09-22, 10:48 PM
simple answer: wanted to remove the ki point aspect from the equation. less resource management and it thematically didn't fit.
though i am currently refining the concept with a player to get a better idea of what is really needed.

Christopher K.
2017-09-22, 11:27 PM
I'm guessing you're still working on what you'd use as an alternative, but since you said you don't want to use a spells per day mechanic, I think that you might be better served using Ki Points as a casting resource and working it into a Monk subclass, since so much of it heavily relies on Monk features currently.