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View Full Version : D&D 5e/Next Homebrew class - Transmutation Naturist (Name is a work in progress)



Lavish_clack
2018-09-12, 12:22 PM
So I had an idea for a tanky, simple minded spellsword like character that is attuned to natural materials and can manipulate inanimate natural materials at will. I have a few concerns:

1. Balance: How do I make sure that this class is balanced enough to not be OP or under-powered?
2. Necessity: Is this something that could be done by using another class and being creative?
3. The name: I have bounced around from Matter Manipulator to Transmutation Naturist and a number of other things in between, but nothing quite seems right. Any ideas?

I know it is a lot to read, but here is what I have so far:

Description: The Transmutation Naturist changes the size/shape of inanimate natural material, creating impassable obstacles or precariously placed pillars that topple down on top of passers by. Over time, they become attuned to a preferred type of natural material (Stone, wood, ore, etc.) but they are able to manipulate any materials that are found in nature. (Fire, water, air, stone, plants, etc.)

Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + Con mod
Hit Points at Higher levels: 1d8 + Con mod per level above 1st.
With the ability to shape existing natural material to their will, Transmutation Naturists tend to have a hearty size and shape. Although their magic comes from wisdom they tend to be lacking in book smarts. Intelligence gets -4 but Con and Wis get +2. (This is more of a racial thing than a class thing, but I just like the idea of the character being street smart and hearty, but dumb as bricks when it comes to INT based things.)
Proficiencies
Armor: Medium armor, heavy armor, shields
Weapons: Simple Weapons, short swords
Tools: Smith's tools or artisan's tools,
Saving Throws: Constitution, Wisdom.
Skills: Choose two: Animal Handling, Insight, Perception, Medicine, Survival.
Equipment
• Choose: a shortsword or a simple weapon
• Choose: Smith's tools or artisan's tools.
• Simple Magic Item(Ex. Ring of +1 AC or equivalent)
Alternatively, buy gear using gold (5d4; avg. 12.5 gp)
Proficiency
1st - 4th: +2
5th - 8th: +3
9th - 12th: +4
13th - 16th: +5
17th - 20th: +6
At first level, you can know 3 cantrips from the transmutation Naturist spell list. You learn an additional cantrip at 4th, 10th, and 16th level. Spells per level is the same as the Druid Spells list.

Spells
Preparing and Casting Spells

The transmutation naturist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of transmutation Naturist Spells that are available for you to cast, choosing from the transmutation spell list. (Any spell that targets something changes that target to inanimate natural materials.) When you do so, choose a number of transmutation Spells equal to your Wisdom modifier + your transmutation naturist level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level transmutation naturist, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Create or destroy water, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of transmutation naturist Spells requires time spent in meditation reflecting on nature: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting ability for your transmutation naturist Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a transmutation spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a special piece of your preferred natural material as a Spellcasting focus for your transmutation naturist Spells. This can be a trinket or piece of jewelry made from your preferred material that is on your person, or a small locket of that material that is worn around the neck. Be creative, but confirm with the DM that it is ok.

Transmutation Naturist Spell list:
Cantrips: Control Flames, Druidcraft, Gust, Magic Stone, Mending, Message, Mold earth, Prestidigitation, Shape water, Thaumaturgy, Thorn Whip.
1st level spells: Absorb Elements, Catapult, create or destroy water, Earth tremor, Entangle, Expeditious retreat, Feather fall, Fog Cloud, Goodberry, Ice Knife, Jump, Longstrider, Purify food and drink, Zephyr Strike.
2nd level spells: Barkskin, Earthbind, Enlarge/reduce(Self only), Heat metal, Knock, {Maximilian's} Earthen grasp, Pyrotechnics, Shatter, Skywrite, Spider climb, Spike Growth, Gust of wind, Warding wind.
3rd level spells: Call lightning, Erupting Earth, Plant growth, Tidal Wave, Water breathing, Water Walk, Wall of water, Wall of sand, Wind wall.
4th level spells: Control Water, Fabricate, Ice storm, Stoneskin, Wall of fire, Watery Sphere
5th level spells: Animate Objects, Awaken, Control Winds, Commune with nature, Conjure Elemental, Maelstrom, Passwall, Transmute Rock, Tree stride, wall of stone
6th level spells: Bones of the earth, Chain Lightning, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move earth, Wall of Thorns, Wall of Ice
7th level spells: Regenerate (Wounds are sealed with your preferred natural material, limbs that grow back behave normally, but are made of your preferred natural material.), Fire Storm, Whirlwind, Sequester, natural material Simulacrum (same as simulacrum but the natural material of your choice)
8th level spells: Control Weather, Earthquake, Tsunami, Avalanche (effects similar to earthquake or tsunami TBD by DM).
9th level spells: Storm of Vengeance, Meteor Swarm, Imprisonment.


Table: Transmutation Naturist (Same as Druid spell list)

Preferred material
At 1st level, select a preferred material. A piece of this material will act as your spell casting focus, and you will become more and more attuned to it over time.

Shape natural materials
At 1st level, Transmutation Naturist's gain the ability to alter natural materials at will (this can be done as a bonus action). Similar to Stone shape, you get the ability to alter any naturally occuring materials (Stone, wood, thick foliage, ore, etc) in a 5 ft by 5 ft range. If an object is larger than this, a specific portion can be changed as specified by the player.
Weapons can be created this way once per short rest, and Wisdom can be added to attack and damage rolls instead of Str or Dex, as if your innate know-how and connection to the natural materials allows instinct to know where an opponents weak points are located.
You can create up to 2 weapons this way, 1 per short rest. Upon creating another (3rd) weapon, you can choose which weapon breaks down into its component materials (2 weapon fighting rules still apply).
Roll Wisdom check DC 8 + Wisdom Modifier to see if the weapon looks as intended. If failed, the type of damage is random (Bludgeoning, piercing, slashing) and the damage die is reduced by 1 dice category (d8 to d6, d6 to d4 etc.).
Weapons created this way turn back into their component parts at dawn.

Empowered mending
At 3rd level, gain mending as a bonus cantrip.
Also at 3rd level, Transmutation Naturists start to develop a hide made up of their preferred natural material. This 'hide' can be healed with the Mending cantrip for 1d4 + spellcasting ability modifier. Add 1d4 at 7th, 11th, 16th, and 19th level.
Stone hide
Wooden hide
Metal* hide. (*This can be any ore substance that is abundant in the area that the transmutation naturist is from or they have encountered on their travels)
Other hide (Up to the DM)

Ability Score Improvement:
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.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on your turn.

Natural material weapon attunement
Starting at 5th level, a weapon created with the Shape natural materials ability is especially deadly. Treat this weapon as a +1 version of the weapon that was created. You no longer have to roll to create a weapon.

Natures Hide
At 8th level, the hide of preferred natural material that has formed on your body has become thicker and resists damage based on the table below.
Stone hide - Piercing and slashing damage from non-magical sources.
Wooden hide - Slashing and bludgeoning damage from non-magical sources
Metal* hide - Bludgeoning, piercing, and slashing damage from non-magical sources. Take disadvantage on stealth checks due to light reflecting off of your hide. (*This can be any ore substance that is abundant in the area that the transmutation naturist is from or they have encountered on their travels)
Other hide - (2 damage types Up to the DM)

Natural Heartiness
At 11th level, your body becomes more attuned to your natural material of choice resulting in immunity to blinding or deafening effects and you cannot be stunned. (The material places itself where it needs to in order to prevent these things from happening).

Natural material walking
At 13th level, as an action, you can enter into any natural material and emerge from the same type of material, as long as it is connected, at half your movement speed. You can maintain yourself inside this material for as long as you are able to hold your breath before suffocating. *A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds)

Improved Natures Hide
At 14th level, your preferred natural material hide is improved providing you resistance to magical sources of piercing, slashing, and/or bludgeoning damage, and resistance to elemental damage based on the chart below.
Stone hide - Resistance to cold damage.
Wooden hide - Resistance to lightning damage.
Metal* hide - Resistance to fire damage. (*This can be any ore substance that is abundant in the area that the transmutation naturist is from or they have encountered on their travels)
Other hide - Come up with something that makes sense at the DM's discretion.

Improved natural material weapon attunement
At 18th level, you gain proficiency with any weapon that you forge from the natural material of your choice. The weapon is treated as a +2 version of the weapon that was created. Weapons created this way no longer breakdown into their component materials. You can create up to 2 weapons this way, 1 per short rest. Upon creating another weapon, you can choose which weapon breaks down into its component materials (2 weapon fighting rules still apply).

Master of Matter
At 20th level, your natural material hide is perfected providing you resistance to all elemental damage, poison damage, and force damage.
You also gain the ability to shift terrain to your will (similar to the Move earth transmutation spell).
Move earth ability - Choose an area of terrain no larger than 40 feet on a side within range (120 ft). You can reshape natural materials in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on.
You can choose how quickly the change in terrain takes place, the change happening quickly over the next few seconds (1 round) or over an extended period of time. You are not limited to only reshaping dirt, sand, or clay. Any natural material you choose is altered.
When this ability is used, there is a cooldown of 1 minute (10 rounds) before it can be activated again.
3 uses per day, replenishing at dawn.


Looking forward to reading what people think.