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Cappinscrunch
2017-10-31, 05:39 PM
Warpriest

As a Warpriest of Asgard, you are a warrior who worships one of the pantheon deities of your spiritual homeland, and their godly gifts aid you in your quest for glory.
Creating a Warpriest of Asgard

Choose one Path. You may only choose one.
Class Features

As a you gain the following class features.


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

Armor: Medium & Heavy armors and shields(counting Tower Shields)

Weapons: Simple and Martial

Tools: None

Saving Throws: Strength and Wisdom

Skills: Choose three from Athletics, Religion, Acrobatics, Insight, Persuasion, and Intimidation

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:

(a) spear or sword, and shield (b) warhammer, mace, or maul

(a) dungeoneer's pack or (b) priests pack

(a) scale mail or (b) half plate







Table: The
Level Proficiency Bonus Features

1st +2 Divine Empowerment, Path Progression
2nd +2 —
3rd +2 Path Progression
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 —
7th +3 Path Progression
8th +3 Ability Score Improvement
9th +4 —
10th +4 Path Progression
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Path Progression
14th +5 —
15th +5 —
16th +5 Ability Score Improvement
17th +6 Path Progression
18th +6 —
19th +6 Ability Score Improvement
20th +6 Path Progression


Divine Empowerment- For each progression in your chosen path, you gain one point in Damage Reduction.

Paths and Progressions

Path of Thor

At level 1, your starting melee weapon, if it has bludgeoning, is a +1 masterwork with Shock, doing an extra 1d6 lightning damage per successful hit. This weapon is indestructible, and it is your beacon to your deity. If lost or destroyed, you must make a Wisdom save of 15 to conjure it whole to your hand. You may give your magic weapon a special name if you choose.

At level 3, 1+your wisdom modifier per day, you may discharge one natural bolt of lightning from your weapon. It costs one action, and does 3d10+WIS for damage.

At level 7, 1+ half of your wisdom modifier rounded down per day, you may conjure a Cone of Cold from your magic weapon, as if you are casting the spell Cone of Cold. A Creature takes 8d8 damage on a failed save, half damage on successful save.

At Level 10, Your magic weapon becomes unbearably heavy to anyone but you.

At Level 13, Your weapon now has Impact, and acts as if it is one size-level higher, and now has Returning.

At level 17, Using your magic weapon, you can now fly at your fastest sprinting speed.

Path of Tyr

At level 1, You unleash a Battle Cry. Roll for intimidation, everyone in your party gains a +2 proficiency, every enemy must make an intimidation check or suffer a -2 in proficiency.

At Level 3, You gain an Extra Attack, Improved Critical (critical hits now range from 19-20), and Two Weapon Fighting. As a devotee of Tyr, you have honed your focus, and you are unable to be paralyzed or charmed.

At Level 7, your Battle Cry now does +4 proficiency to your allies, -4 to your foes. You gain Second Wind, you may use your bonus action to regain hit points equal to 1d10+your class level.

At Level 10, You gain Brutal Critical, you may roll one extra damage die when determining the extra damage for a critical. When using Battle Cry, enemies who fail the intimidation check are stunned for 1d4 rounds.

At Level 13, Brutal Critical Increases to two additional dice. You gain Deflect Missiles, as your reaction you may deflect or catch a ranged attack. When you do so, the damage from the attack is reduced by 1d10+Dexterity Modifier + your level.

At Level 17, Brutal Critical increases to three additional damage dice. When health is 50% or lower, add +6 to your damage on top of your STR modifier.

Path of Odin

At level 1, At the sacrifice of one eye, you gain an Ethereal Raven as a familiar. It cannot be touched by enemies via physical or magical means. The raven can scout ahead to look for traps, enemies, or surprise ambushes, you immediately learn what it learns, and see exactly what it sees.

At Level 3, Your Raven gains Darkvision. Any weapon you hold in your hand is empowered with Frost, 1d6 cold damage per successful hit. You can Parry Magic. When you are targeted by a magical spell, you may make an Attack of Opportunity as a reaction. If your attack roll against a DC is equal or greater than the spell's DC effect, you are not affected by that spell.

At Level 7, Your Raven gains True Seeing.

At level 9, You gain Improved Critical (critical hits now range from 19-20)

At Level 10, You gain a second Raven that, with a successful Insight roll against DC10+Target's Wisdom modifier, can psychically learn secrets about individuals they are within a 20-foot radius of weather they are NPC's, foes, or party members. Everything the Raven learns, you learn. Your frost damage increases to 1d8.

At Level 13, Reflect Magic. any magic you can successfully Parry is now reflected back at the caster.

At Level 17,You gain a deep crystal gem eye in place of your sacrificed eye. This magical eye has as many charges of Limited Wish equal to your Wisdom modifier, and is recharged each long rest. Limited Wish can undo any harmful effects of any spell, or duplicate any sorcerer or wizard spell 6th level or lower.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.





Odin All Father is Supreme Ruler of the Gods. This chaotic good greater god is worshipped by all who are not evil. He cannot raise the dead, and will not heal mortals, but is a potent warrior god who sends his Valkyries to bring the souls of the valiant dead to his council hall, Valhalla.

Aegir is God of Storms and the Sea. This lesser god and his worshippers are chaotic neutral. He swamps ships that have not sacrificed to him, but calms storms for his friends. His wife is Ran.

Balder is the God of Beauty, known to some as "Charisma". This lesser god may grant a two-point increase to the charisma of select mortals, and sometimes invites females of charisma 15 or more to serve him in his home. He and his followers are neutral good.

Bragi is a lesser god, God of Poetry, Eloquence, and Song. He and his worshippers are neutral good, but many bards of other alignments also worship him. He sometimes rewards bards with knowledge of a legendary treasure.

Forseti, the Peacemaker, is God of Justice. A greater god, he and his worshippers are lawful good. He is the son of Balder. He never lies.

Frey is God of Sunshine and the Elves. This greater god also controls all storms and calms as a weather god. He and his followers are neutral good.

Freya is the twin sister of Freyr, Goddess of Love and Fertility and leader of the Valkyries. A greater goddess, she and her followers are neutral good, and she is also worshipped by lovers.

Frigga is the wife of Odin, Goddess of the Atmosphere, and a greater goddess. She is worshipped by housewives and those seeking marriage in addition to those who share her lawful neutral alignment. She also controls the weather. On rare occasions she saves worshippers who call on her when in mortal danger.

Heimdall the Bright God is Guardian of the Bifrost Bridge. This greater god is lawful good, and is worshipped by magic-users in addition to those who share his alignment. He is sworn enemy of Loki.

Hel, a greater goddess, is the Goddess of Death. Although neutral evil herself, she is worshipped by all alignments. She causes diseases of all sorts.

Idun is Goddess of Spring and Eternal Youth. This lesser goddess is chaotic good, but is worshipped by farmers in addition to those who share her alignment. She is the wife of Bragi.

Loki is the God of Mischief, Strife, and Fire. This chaotic evil greater god is worshipped by those who share his alignment. He is tolerated by the other gods because he is Odin's brother and has saved the gods in the distant past, but is considered most likely to betray the gods to the giants.

Magni, God of Strength, is a chaotic good lesser god. He is the son of Thor, worshipped by those who share his alignment.

Modi, a lesser god, is God of Courage and Berserk Rage. This son of Thor and his worshippers are chaotic good.

Sif is Goddess of Excellence and Skill in Battle, a lesser goddess. She occasionally blesses young warriors dedicated to her when they enter battle. Wife of Thor, she and her worshippers are chaotic good.

Thor is God of Thunder, a greater god. Chaotic good himself, he is worshipped by all alignments, especially warriors, those wishing specific weather, and those wanting fair play. His clerics always fight with hammers.

Tyr is a greater god, God of War and Law. Worshipped by warriors of all alignments, he is lawful good himself.

Uller is the God of Hunting, Archery, and Winter. This chaotic neutral is worshipped by those of like alignment as a lesser god, but he was once greater, and is still respected by the others, reigning in Odin's stead when needed. He has been known to help some to survive the winter.

Vidar, a lesser god, is the chaotic good God of Strength and Silence. This son of Odin is worshipped by those sharing his alignment, and is known for his silence and his opposition to evil.




Warpriest Spells


Level 0 (Cantrips)



Bleed - Cause a stabilized creature to resume dying

Create or Destroy Water - create or destroy 2 gallons of water

Detect Magic - Can detect spells and Magic items up to 60 feet away

Detect Poison - Detects poison in a creature or object

Enhanced Diplomacy - Touched creature gains +2 on Diplomacy or Intimidate check

Guidance - Willing touched creature gains +1 on one attack roll, saving throw, or skill check.

Light - Objects shine bright like a torch

Mending - Makes minor repairs on objects

Spark - ignites flammable objects

Stabilize - causes a dying creature to stabilize

Virtue - Touched creature gains +1 temporary HP


1st level spells

Bane - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Command - You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is Undead, if it doesn't understand your Language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Divine Favor - Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Guiding Bolt - A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Healing Word - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st.


Inflict Wound - Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Searing Smite - The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.


Shield of Faith - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration

Thunderous Smite - The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Wrathful Smite - The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1D6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.

Magic Weapon - You touch a non magical weapon. Until the spell ends that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th or higher, the bonus increases to +3.


If anyone could help me with what is made any and all ideas or constructive criticism is welcome!

Lalliman
2017-11-01, 02:26 AM
For the love of god, don't post the complete descriptions of already-existing spells. That's unnecessary bloat at its purest.

Also, put the system that this is for in the title next time.

I don't have a lot of time right now, but here's some quick thoughts.

1. I'm assuming you've recently come from 3rd edition, because you're throwing around a ton of terms that don't exist or don't have a predefined meaning in 5e. Tower shields and masterwork weapons don't exist. There are no predefined weapon properties (like shock, impact and returning). Weapon size categories do exist, but probably not in the way you think (every step above medium deals an extra damage die of the same type). Sprinting isn't a mechanical term. Two Weapon Fighting isn't a thing you can get. (Did you mean the fighting style?)

2. The idea that almost all features are tied to the archetype is interesting, but the execution is sloppy. Many of the levels have several benefits listed in succession: you should clear these up by giving the features names and splitting unrelated benefits into different features. That improves usability because it allows the player to say "I use my somethingsomething feature to..."

Additionally, there's a number of dead levels, which 5e avoids like the plague. You could probably get rid of those by spreading out some of the clustered features.

3. I don't need to look very deeply to see that at least parts of this are overpowered. Tyr, for one, has three attacks at level 5. Fighter takes until level 11 to get that. Thor can cast Cone of Cold several times per day (should be rest btw) at level 7. Full casters don't even get 5th level spells until 9th. I can give you a more comprehensive rundown of the balance later, but for now I suggest you:
- Try comparing the damage per round of this class with that of the fighter at various levels, to see if it's reasonable.
- Make sure that whatever spells the class get don't come online before a caster could possibly get them (so 3rd level for 2nd level spells, 5th level for 3rd level spells, etc.). Also note that if you can cast them way more often than a wizard of the same level, something is probably wrong.

I'll come back to you later.

Lalliman
2017-11-01, 05:09 AM
Some further pointers now that I have a bit of time.

- Getting medium armour proficiency without light doesn't make sense.

- Damage Reduction isn't an existing term in 5e. You'll have to explain what it means.

- Thor's ability to summon his hammer to his hand is worded confusingly. For one, it doesn't say whether it's repeatable or how often. Can you only do it once, and if you fail the hammer is gone forever? Can you do it an arbitrary number of times per turn until you succeed? Both are ridiculous, but both are interpretable based on the description. It also doesn't say that you can choose whether or when to do it. It says you MUST do it when it gets lost, but there's nothing that says you can choose to do it if it's just a certain distance away from you. After all, even if it's 60 feet away, it's not lost as long as you know where it is. Lastly, why attach a Wisdom save at all? Eldritch Knight can do this without the restriction.

- Thor's 3rd and 7th level features don't state a spellcasting ability score. We can extrapolate that it's Wisdom, but you should say that. The lightning bolt also doesn't seem to require an attack roll.

- Tyr's 1st level feature: The enemy must make an intimidation check... against what? Does the simple act of making an intimidation check save them from the penalty? What you meant is that they must beat the DC of your intimidation check to resist it. Also, do the bonuses and penalties last forever? Does the battle cry take any sort of action? Currently it says "At level 1, You unleash a Battle Cry" which hilariously implies that you do it once and never again. There is also no range and no hearing requirement, so it seems to work on every enemy everywhere.

- Odin's 10th level feature: The raven's mind reading has no action requirement and no restriction on repetition. Enemies can't kill or escape the raven in any way, so he can do the check over and over again until he knows everything about everyone. It also doesn't say what kind of information you should get from it, so the DM could easily and arbitrarily shut it down. See Detect Thoughts as a better way of doing it. Finally, does the Insight check use your bonus or the raven's?

- Lastly, you provided a list of spells, but nothing in the class description says that you get spellcasting.

I don't want to spam you with too much commentary at once, so I'll let you consider and fix all these pointers before getting into the more subtle aspects of balance and style. Don't be discouraged by the wall of text though: homebrewing is hard and requires practice. You'll get the hang of it.

Edit: One more thing, the class table says Path Progression at 20th level, but there is no such feature.