View Full Version : Contest 5e Slapdash Subclass Challenge II - Reach for the Stars

2018-10-29, 02:50 PM
Long ago, there was a contest (http://www.giantitp.com/forums/showthread.php?398475-Slapdash-5e-Subclass-Challenge-I-Love-s-In-The-Air) where people were challenged to write a subclass in 48 hours. There were 3 entrants... but for some reason no one ever cast any votes. It seemed a shame, so I thought I'd revive the idea.

The class must fit the theme of the contest. For this contest, the theme is reach for the stars. How you interpret that is up to you.
Your class (and nothing else) must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I will follow MoleMage's lead and recommend sharing it as a PDF to ensure that it works on most computers - or just type it up in the forum post.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. For the slapdash contest, please restrict yourselves to the 12 base classes in the PHB. Ain't no one got time to read up on some crazy homebrew class in this here rapid-fire contest!
Until the contest is finished, do not post your subclass anywhere else. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason).
Your subclass must be complete by 11:59 PM Coordinated Universal Time on Wednesday, 31st of October, 2018. That's right: you have (just over) 2 days to throw something together. Quick! Pens to paper! Time's a-ticking!

2018-10-29, 02:56 PM

The Stars Cleric domain. Some gods, be it benevolent patrons of the moon or maddening and terrifying entities from the blackness of space, have command over the celestial bodies above. Their clerics always look up into the night sky and see their gods in the patterns of the stars above. The Star domain is for those prophets of the moon and the stars.

2018-10-29, 04:27 PM
Sorcerous Origin: Stellar Bloodline
The sun is a mass of incandescent gas...

Your innate magic comes from an exceptional connection to the sun, or another more distant star. Maybe your ancestor was exposed to stellar radiation and their magical nature was changed then passed down to you. Maybe you were born during a particularly important solar event. Or maybe you were chosen by a solar deity or other great intelligence connected to the sun. Whatever the specific cause, your body is a natural furnace of fusion, heat, and boundless energy.

Boundless energy infuses your very being. When you select this Sorcerous Origin at 1st level, you can use your bonus action to manifest a glowing halo of light around your person. While this feature persists, you shed bright light to a distance of 30 feet and dim light an additional 30 feet beyond that. This feature lasts as long as you are conscious or until you choose to end it on your turn (no action required).

Stellar Ray
Also at 1st level when you take this Sorcerous Origin, you learn to unleash a bolt of gathered fusion energy, blasting your foes with a fiery impact. As an action, make a ranged spell attack against a target within 90 feet. On a hit, the target takes 1d6 fire damage and 1d6 force damage. Stellar Ray counts as a cantrip you know for the purposes of gaining benefits from class features, equipment, or special effects.
The damage of your stellar ray improves at certain levels in this class. At 5th level, the damage of each of your stellar ray types improves to 2d6. At 11th level, both damage types increase to 3d6. At 17th level, both damage types increase to 4d6.

Plasma Dash
At 6th level, you learn how to convert your entire body into plasma and back safely. As a bonus action on your turn, you can spend 2 sorcery points to move up to your speed without provoking attacks of opportunity. This movement can be through any creature's space as long as you end in a space you could occupy. The first time you move through a creature's space during this movement, they take fire damage equal to your Charisma modifier.

Gravity Well
At 14th level, you gain magical control over your own gravity field. You have a fly speed equal to your ground speed, but must begin and end your movement on solid ground. Additionally, you gain the ability to walk on vertical surfaces, ceilings, liquids, or even vapor clouds as though they were solid ground.

At 18th level, you can unleash the energy of an star in one tremendous burst. As an action, you may spend 5 sorcery points to unleash a wave of fusion energy. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 6d6 fire damage and 6d6 force damage. On a successful save, they take half as much.
Once you have used this feature, you cannot use it again until you finish a short or a long rest.

2018-10-29, 07:52 PM
The Slapdash-iest roguish subclass of them all: Team rocket, extending their reach to the stars above!

Master of disguise.
At 3rd level, you can add half your proficiency bonus to one set of tools, instrument or skill. You may change this proficiency after a short or long rest.

Additionally you may improvise a disguise kit and while disguised you have advantage on any deception rolls on intelligent creatures that have never seen you before.

Incompetent Savant
At 3rd level, you can re-roll one skill or ability check at disadvantage after the dice has been rolled but before the outcome is known. You may use this feature twice per long rest. As you gain levels in this class you may use this feature more times. At 9th level you may use it three times and at 13th level you may use it four times.

Prepare for trouble.
Starting at 9th level, on the first round of a combat you and up to two allies within 5 feet of you may expend an action to preform a dastardly speech and pose. All participating creatures are moved to the top of the initiative order and may reroll a single attack roll or saving throw during the rest of the combat. You may only use this feature once per short rest

And make it double.
Beginning at 13th level, whenever you make a sucessful melee attack on a creature, an ally within 5 feet of that creature may expend a reaction to immediately make an attack of opportunity against that creature.

Blasting off Again!
Beginning at 17th level, if you take damage from a single attack that would immediately kill you without a save (such as massive damage) you are instead rocketed into the air from the force of the blow. You dissapear into the sky with a twinkle and are considered incapacitated but safe until the rest of the party finishes a long rest or after the end of the current session. When the party completes a long rest or when a new session begins you will somehow find your way back to them shortly thereafter.

2018-10-29, 09:56 PM
Hokay, I found some inspiration after fiddling about with non-celestial subclasses focusing on the 'reach' part. Didn't really like any of those, so here's my stab at this.

PDF: https://drive.google.com/file/d/1wOBo7XmrWVihB1TQov4W3w9_i9Jjl90g/view?usp=sharing

Paladin: Oath of the Eclipse


Paladins that follow the Oath of the Eclipse walk the line between night and day, and in their journeys and ministrations seek to find balance in all things - light and dark, evil and good, natural and industrial. Paladins who dedicate themselves to this oath believe that people, like both the sun and moon, live in a constant state of change, waxing and waning, rising and setting. They believe that people cannot be judged for a moment in time, and that a person's deeds must balance out over the course of their life if they are truly to be considered good.

Sometimes called lunar knights or solar templars, paladins of the Oath of the Eclipse reject these names as they ignore the true nature of their oath. Only by embracing both sun and moon, and everything they encompass, can they truly show their devotion to the eclipse.

Tenets of the Eclipse
The tenets of the Oath of the Eclipse guide the way a devotee behaves in all aspects of their life.

Balance. Balance must be achieved in all things. Plurality of thought and being is necessary for a healthy society - when hearts and minds converge on one focus, only evil can result.

Change. It is the nature of things to change. Change is healthy, and shows growth and development. Resistance to change is a dangerous path, as you cannot know the future.

Renewal. After periods of hardship or violence, it is important that life is given the opportunity to renew. Spending time and effort to help communities flourish after suffering through adversity.

Oath Spells

You gain access to oath spells at the paladin levels listed below.

Oath of the Eclipse Spells
3rd - burning hands, fog cloud
5th - darkness, moonbeam
9th - blink, daylight
13th - dimension door, fire shield
17th - flame strike, mislead

Channel Divinity
When you choose this oath at 3rd level, you gain the following two Channel Divinity options.

Minor Eclipse. You can use your Channel Divinity to summon a minor manifestation of the eclipse. As an action, you can choose a point within 30 feet that you can see. For 1 minute, the area within 100 feet of the point you choose is covered in dim light. In addition, all fire damage taken within the area is increased by an amount equal to your Charisma modifier (minimum of 1).

Restore Balance. You can use your Channel Divinity to forcibly maintain balance in the world. Whenever a creature within 30 feet of you makes an attack roll or a saving throw with advantage or disadvantage, you can use your reaction to cancel the advantage or disadvantage.

Aura of Twilight
Beginning at 7th level, you emanate an aura of ethereal radiance. All friendly creatures within 10 feet of you gain 10 feet of blindsight and 60 feet of darkvision.

At 18th level, the range of this aura increases to 30 feet.

Between Two Worlds
Starting at 15th level, your connection to the twilight realm has strengthened. When you are the target of an attack, you can use your reaction to fade partly into the twilight realm, reducing the damage by an amount equal to your Charisma modifier (minimum of 1).

Avatar of the Eclipse
At 20th level, you gain the ability to transform into an avatar of the eclipse. You can activate this feature using an action. For 1 minute, you gain the following benefits:

All fire damage you cause is maximised
You gain the benefits of the *blur* spell, without requiring concentration
You can use an action to cast darkness or daylight without expending a spell slot

Once you use this feature, you can't use it again until you have finished a long rest.

2018-10-30, 07:38 AM
Honestly didn't think I'd have any ideas for this, but, I did. Hope you really reach for the stars with this monastic tradition!

GMbinder Link (https://www.gmbinder.com/share/-LQ3jGZOqmptGcfmc_gF)

Monastic Tradition
At 3rd level, a monk gains the Monastic Tradition feature. The following option is available to a monk, in addition to the options offered in the Players Handbook.
Way of the Reaching Grasp
Through manipulating your bones to stretch and bend like rubber, your monastery has mastered the art of combat making use of extremely long limbs. Some members of your monastery might have consumed some kind of ancient fruit to master this power, while others simply use ki to stretch themselves.

Stretched Limbs
When you choose this tradition, at 3rd level, you gain the ability to stretch your limbs. When you make an unarmed strike or grapple check on your turn, your reach for it is 5 feet greater than normal.

Alternatively, you can spend 1 ki point as part of the Attack action to elongate your limbs even further, making your reach for your unarmed strikes and grapple checks until the end of your current turn be an amount of feet greater than normal equal to your Unarmored Movement bonus.

If you grapple a creature further than 5 feet away from you, you can use your bonus action to either pull the creature to be within 5 feet of yourself, or pull yourself to be within 5 feet of the creature.

Elastic Grappler
Also, at 3rd level, whenever you make a check made to grapple a creature, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

Flesh Slingshot
Starting at 6th level, you can manipulate your limbs in ways a slingshot could. As an action while grappling a creature, you can spend 2 ki points to stretch out your limbs to fire it like a catapult, sending it flying in a straight line up to 30 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If it would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the creature strikes the target and stops moving. When the creature strikes something, the creature and what it strikes each take 3d8 bludgeoning damage.

Uncanny Dodge
Beginning at 11th level, you can contort and stretch your body in ways that allow you to dodge any attack. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Improved Stretched Limbs
At 17th level, your Stretched Limbs feature's reach is doubled, meaning your reach with unarmed strikes and grapple checks on your turn be 10 feet greater than normal, and if you spend 1 ki point to elongate your limbs, they have a reach 60 feet greater than normal.

2018-10-30, 11:12 AM

Path of the Lunari

The sun-worshipping Solari have ruled over Mount Targon and surrounding areas for what seems like all of history. Solari elders taught that all life came from the sun, and that the light of the moon was false, a mere reflection. However, a small faction of heretics still exist. These all-but-extinct devotees see the moon as a source of balance, an eternal cycle that is essential for universal harmony. These "Lunari" channel their oppression into rage to fight against the Solari, and anyone else who upset the balance of the universe for their own gain.

Pale Cascade
When you choose this path at 3rd level, you begin shielding yourself with moonlight when you rage. When you rage, you gain temporary hit points equal to your proficiency modifier, and produce a soft white glow that provides dim light for 30 feet. 3 Pale Spheres of moonlight circle you for the duration of your rage.

When a hostile creature moves into or outside of a 10 foot area around you, you can use your reaction to detonate one of the Pale Spheres. That creature takes 1d6 radiant damage. The damage increases when you reach certain levels in this class, increasing to 2d6 at 8, 3d6 at 13th and 4d6 at 18th Level

Crescent Strike
At 6th level, you can strike creatures within 60 feet that you can see with a javelin of moonlight. As an attack, the target must succeed on a Dexterity saving throw or takes radiant damage equal to 2d8 + your Strength modifier. The target gains no benefit from cover for this saving throw. That target is marked until the end of your next turn. The DC on the throw is 8 + your proficiency bonus + Your Dexterity modifier.

The marked creature canít benefit from being Invisible and sheds a dim light in a 10 foot radius.

The damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8).

At 10th level, you can replace the metal of a melee weapon of your choice with moonsilver. You can silver one weapon in this way over a rest. You can only have a single weapon silvered in this way, and it counts as magical if it isn't already. While wielding the silvered weapon, you donít need to sleep. You can instead meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is ďtranceĒ, as the elven racial feature) After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Lunar Rush
Starting at 14th level, while raging, you have a flying speed equal to your current walking speed. When your rage ends, you float gently to the ground if still aloft.

In addition, once on each of your turns when you make a weapon attack against a marked target, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

EDIT: Streamlined and adjusted level 10 & 14 features, added a DC for Crescent Strike

2018-10-30, 03:34 PM
Way of the Moon Walker:

The Moon Walk was an ancient traditional pilgrimage that rewarded the successful few with knowledge of several worldly secrets. This pilgrimage often required teachings from several teachers, tests of mobile and physical strengths, and traveling strictly by moonlight. This has little to do with the secrets themselves, but it was served as a means to reflect the worth and honor of the pilgrim for undergoing such a challenge. As such, those who follow these traditions are trustworthy, quick and hardy. They are often used as couriers for gods and other powerful beings, as their faithfulness to their original mission lends them respect that greater beings rarely find in mortals. In addition, their training has allowed them to utilize the power of moonlight inside of their body, allowing them to enhance their movements with the minor alteration of gravity. In combat, they rely on intense mobility and strike down enemies quickly in a flash. Out of combat, they are apt to reacting quickly without pause, and they recognize the true intents of others.

Level 3: Star Step: You may jump using your Dexterity attribute, rather than your Strength. In addition, your jump distance is doubled, and your jump distance can be doubled again from your Step of the Wind feature. If you jump 20 feet in a single direction, you may make an unarmed strike against a target you were adjacent to during any part of the jump.

You may also choose to gain Proficiency in either the Acrobatics, Athletics, or Insight skill.

Level 6: Starfall: When you use your Slowfall feature, and you land adjacent to an enemy, you may spend a ki point as part of your reaction to have it take half the damage that you mitigated with your Slowfall feature.

Level 11: Shooting Star Strike: When you use your Stunning Strike feature, if the creature is Large or smaller, you may spend 2 ki points to knock the target prone and launch it in the air if it fails a Dexterity Save. While in the air, it is lifted 20 feet, and it lands at a space of your choosing within 15 feet of where the attack was initiated. It lands at the start of its next turn.
As a part of this maneuver, you may follow the same trajectory as the creature, landing adjacent to the target at the start of its next turn. This costs all of your remaining speed, you are considered adjacent to the target during this movement, and you do not benefit from your Star Step feature until the start of the target's turn.

You do not have to succeed on the Stunning Strike to perform this special maneuver. (Note: Falling 10+ feet means a creature takes 1d6 damage for every 10 feet it falls when it lands.)

Level 17: Mastery of Moonlight: While in the air or jumping, you are considered to have temporary hitpoints equal to your monk level, and these cease when you touch the ground, but not before mitigating fall damage. In addition, your Starfall feature now deals damage to all enemies adjacent to you.

(NOTE: Stunning Strike causes all Dexterity saving throws to fail. As such, the level 11 feature intentionally is designed to let you move your Stunned target where you want him to go without any risk of failure after a successful Stunning Strike)

2018-10-30, 05:50 PM
Shooting Star Conclave

This ranger conclave is designed for use with the revised ranger from Unearthed Arcana. If it is being used with the standard ranger, ignore the fifth-level class feature, Shooting Star Strike. Alternatively, a standard ranger can take Shooting Star Strike instead of their

Restriction: Followers of Mystra Only
The ranger must be a follower of Mystra. Your DM chooses another deity if Mystra does not exist in their campaign setting: in this case, replace all references to Mystra with equivalent references to that deity.

Sword of the Arcane Order
From 3rd level, you gain a superior talent for magic. This has certain benefits:

You learn two wizard cantrips of your choice.
You learn one spell of your choice of each level you can cast from the wizard spell list, as soon as you can cast spells of that level. These spells are considered ranger spells for you, but do not count against your spells known limit.
You gain an additional first-level spell slot. You gain an additional second-level spell slot at 7th level, an additional third-level spell slot at 11th level, and an additional fourth-level spell slot at 15th level.

Also from 3rd level, you can communicate with other members of your faith. You can, as an action, send a message of up to 25 words, which reaches the nearest cleric, paladin or ranger who is a follower of Mystra (other than yourself). You do not need to know anything about the recipient. Once you use this ability, you cannot do so again until you complete a short or long rest.

Shooting Star Strike
From 5th level, if you hit an enemy with a damaging spell (including a cantrip), you can use your bonus action that turn to make a weapon attack or unarmed strike against that enemy. If you are wielding two weapons which you can use for two-weapon fighting, you may make an off-hand attack as part of the same action.

Spell Shatter
From 7th level, if you hit an enemy with a weapon attack, you may cast dispel magic on that enemy without using an action or a spell slot. Once you do so, you must complete a short or long rest before you do so again.

Starlight Vision
From 11th level, you can see perfectly in darkness - stronger than normal darkvision, this ability lets you see in darkness just as well as in light.

From 15th level, whenever a spell you cast would deal damage, you may have it deal half its damage (rounding up) as radiant damage, and the other half as damage of its original type. If you cast a spell that would normally deal radiant damage, it deals additional radiant damage equal to half your ranger level. Finally, you gain resistance to radiant and necrotic damage.

2018-10-30, 06:21 PM
Please keep chat in the chat thread (http://www.giantitp.com/forums/showthread.php?559110-D-amp-D-5e-Subclass-Contest-Chat-Thread), people. Thank you.

2018-10-30, 08:13 PM
College of Stars
Some bards find their inspiration from ancient lore, others from tales of valor. Some look to the Feywild, some to the greatest masters of swordsmanship, and still others chase after whispers. But you... you looked to the stars, and found impossibilities there.

Maddened Insight
Beginning at level 3, you have found inspiration in the farthest reaches of the universe, despite the pain it causes you. You may spend your Hit Dice as though they were Bardic Inspiration dice. Each time you do so, take 1d8 Psychic damage.

Eldritch Augmentation
Beginning at level 6, the eldritch knowledge you have been inspired with changes you physically. Choose one of the following bonuses now. You choose a second bonus at level 14:

Eyes of the Void
Your eyes become inky black holes within which faint stars can be seen. You no longer have normal vision, and instead have 60 feet of Blindsight.

Planetary Skin
Your skin becomes tough and marked with craters and other stellar scars. When you are not wearing armor, your AC is equal to 13+Dexterity.

Unleashed Mind
You can communicate telepathically with any creature you can see within 30 feet of you. You donít need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Inner Starlight
Beginning at level 14, you have spent so long contemplating the stars that you have become aligned to the forces which dance between them. You gain resistance to Psychic damage, and when you deal Psychic damage you may deal additional Psychic damage equal to your Charisma modifier.

2018-10-30, 10:36 PM
The King of Mars from Adventure Time as a Warlock Patron.
I can't post links, apparently so ill have to reformat it real quick...
Here's a broken link you can fix: gmbinder.com/share/-LQ6rHvYC9A4U21faC3-

Otherworldly Patron: The King of Mars
Far across the stars lies a small planet with a humble, yet incredibly powerful, king. You have made a pact with the King of Mars, whose aims are benevolent, just, and kind. The King of Mars will wish you to do good unto yourself and others, but is a friend of Death.

Expanded Spell List
The King of Mars lets you choose from an expanded list of Spells when you learn a warlock spell. The following Spells are added to the warlock spell list for you.

Expanded Spells
| 1st | False Life, Command |
| 2nd | Blindness/Deafness, Detect Thoughts |
| 3rd | Bestow Curse, Speak With Dead |
| 4th | Divination, Guardian of Faith |
| 5th | Dream, Wall of Force |

Favor of Benevolence
At first level, when you kill a creature that has harmed one of your allies in the last ten minutes, you gain advantage on your next attach against a creature of the same type.

The King's Coin
At sixth level, you have a small penny in your pocket engraved with the face of The King of Mars on either side. After you make an attack roll, ability check, or saving throw you may drop your coin. The face on the coin winks, and allows you to roll an additional d20. You must do this after you make your check, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You may give the coin to another creature for them to use.

Your coin vanishes, and a new one appears in your pocket after you finish a long rest.

Mars's Resilience
At tenth level, you are as fearless as Mars itself. You can no longer be frightened, and you have advantage on saves against being charmed.

The Wand of Dispersement
At fourteenth level, you have learned to how to summon The Wand of Dispersement. As an action on your turn you may summon the wand and make a melee weapon attack with it using your spell modifier. The target must make a Charisma Save against your spell DC. The creature takes 8d10 psychic damage on a failure, or half as much on a success. A creature reduced to 0 HP by this damage is converted into living stardust, and sent through the cosmos on an endless journey of wonder and discovery instead of making death saves. Incorporeal creatures are reduced to 0 HP as normal. Once you use this feature you can't use it again until you finish a long rest.

2018-10-31, 08:22 AM
Starfire Conclave: Ranger Subclass
Born under aligned stars, rangers from the starfire conclave are gifted with celestial magic. Given the nature of their powers to illuminate and purge their enemies with radiant fire they are often seen hunting creatures of the night. With adept marksmanship and celestial powers they are truly a force to be reckoned with.

Starfire arrows
When you take this feature at 3rd level, you can choose to imbue your arrows with radiant fire. When you hit a creature with an arrow, you can expend one spell slot to deal radiant damage to the target, in addition to the weaponís damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell-level higher than 1st, to a maximum of 5d6.

Lunar flare
Starting at 3rd level, whenever you deal radiant damage to a creature, a glowing magical bright light lingers at the target; the creature has disadvantage on stealth (dexterity) checks and it cannot be invisible until the end of your next turn.

Starfire conclave magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesnít count against the number of ranger spells you know.

Ranger Level / Spell
3rd Faerie Fire
5th Moonbeam
9th Spirit guardians
13th Sickening Radiance
17th Dawn

At 7th level, you can turn invisible as a bonus action. This effect lasts until the end of your next turn or until you make an attack roll or cast a spell.
When you use this feature you must complete a short or long rest before you can use it again.

Improved starfire arrows
By 11th level, whenever you hit a creature with an arrow, the creature takes an extra d6 radiant damage.

At 15th level, as a bonus action you can choose a point you can see within with 60 feet. A radiant bolt flashes vertically down to the point. Each creature in a 5-foot radius circle around the point must make a dexterity saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much on a successful one. The damage is increased to 4d10 radiant damage if you are outdoors during a starry night. On each of your following turns within the next minute, you can use your bonus action to create a new radiant bolt at a point you can see within 60 feet.
If you are incapacitated this effect immediately ends. Whenever you use this ability you must complete a short or long rest before you can use it again.

2018-10-31, 07:03 PM
That's it, people! This contest is now closed.

Please proceed to voting here (http://www.giantitp.com/forums/showthread.php?572703-5e-Slapdash-Subclass-Challenge-II-Voting-Thread).