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MoleMage
2018-11-15, 06:48 PM
It's time for our next subclass contest! Subclass Contest V: Five Stars


The class must fit the theme of the contest. For our fifth contest, the theme is Five Stars. Whether that means excellence or opulence or some other creative interpretation is up to you. Want to make a cleric of the Greed Domain who hoards endless treasures? What about a bardic college that allows the player to become a five-star chef? Or even a monk that specializes in throwing stars? Do it!
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
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. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. 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). Privately sharing your work is acceptable.
Your subclass must be complete by 11:59 PM Central Standard Time on Sunday December 16 December 30. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid.
Have fun, be respectful.

theVoidWatches
2018-11-15, 09:31 PM
Fighter Archetype: Warlord



One-Star Private
Beginning at 3rd level, you have joined a military and learned to work in formation. When you are within five feet of an ally, you make weapon attacks at advantage.
Additionally, when an ally within five feet of you is targeted by an attack, you can spend your reaction to become the target of the attack.

Two-Star Corporal
Beginning at 7th level, you have been placed in command of lesser warriors beneath you. Whenever you take the Attack Action, you can give up one of your attacks to allow a single ally within 30 feet to make a single weapon attack as a reaction.
Additionally, you gain proficiency in the Persuasion and Intimidation skills.

Three-Star Sergeant
Beginning at 10th level, you have assumed responsibility for those in your party, and have great skill at leading them. When you use Second Wind, allied creatures within 30 feet of you gain the same amount of health as Temporary Health.
Additionally, you may spend a bonus action to allow a creature within 5 feet of you to spend hit dice to restore health as though they had just finished a short rest.

Four-Star Captain
Beginning at 15th level, your leadership skills grow. When you use Two-Star Corporal to allow allies to attack, they attack at advantage.
Additionally, you gain expertise in the Persuasion and Intimidation skills.

Five-Star General
Beginning at 18th level, you are a masterful leader of men. When you are within five feet of an ally, they make attacks at advantage.
Additionally, when you use Three-Star Sergeant to allow creatures to spend hit dice to heal, they heal by an additional amount equal to your fighter level as long as they spend at least one hit die.

pygmybatrider
2018-11-16, 04:01 AM
2nd draft of the Estate Agent roguish archetype: https://homebrewery.naturalcrit.com/share/BJ6WNxvTp7

Changed Negative Gearing to 3rd level to give the archetype some oomph from the start. Added an auto sneak attack modifier to It's Not Cramped It's Cosy to beef it up for a 13th level feature.


Roguish Archetype: Estate Agent
https://vignette.wikia.nocookie.net/assassinscreed/images/d/df/ACU_Germain_-_Concept_Art.jpg/revision/latest/scale-to-width-down/195?cb=20141213061618

Contrary to popular belief, estate agents are not simply buyers and sellers of land and property. They are arbiters of taste, purveyors of hard-gained wisdom, and perhaps most importantly, proud providers of five star service. It is not uncommon to find estate agents on the road, snooping out potential investments, or making sure nothing happens to a buyer or seller before the contract is settled.

Negative Gearing
At 3rd level, you become adept at negative gearing. Though nobody really understands how it works, you know exactly how to use it to your advantage.

Whenever you would normally apply your sneak attack damage bonus, you can instead attempt a Dexterity (Sleight of Hand) check contested by the target's choice of a Strength (Athletics) or Dexterity (Acrobatics) check.

On a success, you can force the target to drop one weapon or shield they are currently holding, which falls to the floor in a space you choose within 5 feet of the target. If you succeed on the check by 5 or more, you can also remove one piece of light armor worn by the target. If you succeed on the check by 10 or more, you can also remove one piece of medium or heavy armor worn by the target.

Eye For Detail
Also at 3rd level, you have mastered your ability to scan an area and point out any potential perks or pitfalls. If you spend at least ten minutes searching in the process of making an Intelligence (Investigation) or Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10.

At 11th level, you can treat a d20 roll of 11 or lower as a 12 whenever you follow the above process.

Full Turn-Key Package
Beginning at 9th level, your experience with locking and unlocking homes has honed your skills with the pick and key. You gain advantage on all checks made with your thieves tools, and you gain the ability to cast the arcane lock spell at will. Intelligence is your spellcasting modifier for the spell.

It's Not Cramped, It's Cosy
Starting at 13th level, you understand the difference between a space that is over-crowded and one that is simply under-utilised. Other creatures' space does not count as difficult terrain for you, and you gain a crawling speed equal to your walking speed.

In addition, whenever you are within 5 feet of both a wall and a creature you are attacking, you gain advantage on attack rolls made against that creature.

Force Majeure
Beginning at 17th level, you have mastered the ability to weasel your way out of uncomfortable situations. As long as you are conscious, you gain the following benefits:


You can spend 5 feet of your normal movement to gain the benefits of the disengage action.
You have advantage on all checks and saving throws made to resist the grappled, and paralysed and restrained conditions.
Whenever you successfully resist one of the above conditions, you can immediately use your reaction to make one weapon attack against the creature that forced you to make the check or saving throw, as long as it is within range of a weapon you are holding. This attack is made with advantage.

SunderedWorldDM
2018-11-16, 09:36 AM
Paladin: Oath of Hearth and Home
You have sworn to protect the comfort, peace and safety of the general populous. Your favorite things in life are the small comforts- a mug of ale in a five-star inn, a hug from an aging grandmother, returning home after difficult travels and having a long and dreamless sleep in your childhood bed- and you have sworn to protect these little moments and give them to your companions.

Extra Spells
3: Sanctuary, Unseen Servant
5: Prayer of Healing, Spiritual Weapon
9: Beacon of Hope, Spirit Guardians
13: Private Sanctum, Dimension Door
17: Creation, Legend Lore

Gourmand
At 3rd level, you can prepare meals or medicinal poultices for your compatriots. You gain proficiency in two of the following: the brewer's kit, cook's tools, herbalist's kit, medical supplies, or the alchemist's kit.

Channel Divinity
Also at 3rd level, you have learned to spread your light and use it to help your allies and disadvantage your enemies.
Rally Comfort
You encourage your allies, reminding them of their favorite places and calling them to defend what they hold dear. A number of allies that you can see equal to your Charisma bonus gain a +1 to AC until the end of your next turn.
Might of the Hearth
You empower your strikes with fire from your favorite mantle-place from the best inn in town. When you make a melee attack, you can also produce a halo of heat around you (this is part of the attack action, you can still take a bonus action). Every hostile creature within 10 feet of you makes a Dexterity saving throw, taking 2d6 fire damage on a failed save and half on a success. This increases to 3d6 at 18th level and 4d6 at 20th level.

Warden of the Rest
At 7th level, you can guard your companions while they slumber, keeping watch for elongated periods of time. When you take watch when your allies take a rest, you have advantage on any Perception checks to spot ambushes and hostile creatures. In addition, when your party concludes a long rest, everyone you watched over gains a number of temporary hit points equal to your Charisma modifier.

You can do it!
You can remind your friends of the comforts of home and push them forwards in spite of adversity. At 15th level, if an ally you can see misses with an attack roll or fails a saving throw, you can use your reaction to expend a spell slot. That ally rerolls the attack roll or save and adds the level of the spell slot used on top of any other bonuses they may have.

Aura of Comfort
At 20th level, you can channel your inner light and warmth and expel it in a radius around you. As an action, you can warm the air slightly around you in a 30 foot radius, giving it an aura of comfort. Allies within the aura do not suffer negative effects from exhaustion (although they retain any levels of exhaustion they may have) and have advantage on saving throws. In addition, you can make the air smell comfortably, like the pleasant smoke of a fire or the warm smell of baking bread.

nickl_2000
2018-11-16, 11:38 AM
Fighter Martial Archetype - Destined Warrior
You are a warrior of legend, your birth was preordained by the stars millennia ago.


Homebrewery Link (http://homebrewery.naturalcrit.com/share/B1ZjVgO2T7)
Google Drive Link (https://docs.google.com/document/d/1LDtEPQ5ogQq5PPBHdkCVVf8QB77zJsxUr8OI8A-CgGE/edit?usp=sharing)


Fighter Martial Archetype - Destined Warrior
You are a warrior of legend, your birth was preordained by the stars millennia ago. From the day of your birth you looked upon those stars for guidance and strength, and you have noticed an extra twinkle from them that no one else seemed to be able to see. In times of trouble they always lent you strength and support.

Marks of the Destined Warrior
At 3rd level, you gain visible astral marks on your body denoting the constellations. These marks can be anywhere on your body, but are clearly noticeable. Each of these marks allows you to call upon the stars support in your daily life. You gain three astral abilities granted from the stars. You can switch these abilities when you level up as a fighter as long as you meet all prerequisites. At level 7, 10, and 15 you gain an additional astral ability.

Weapon of the Chosen One
At level 7, you gain an the ability to transform a weapon through your astral abilities. After a 10 minute ritual, the weapon begins to sparkle and glow as if in starlight. The weapon provides 20 feet bright light and 20 feet dim light and it has the ability to hit creatures on the astral or spectral plane. The chosen one may summon this weapon into their hands as part of an object interaction, and once per long rest they can sheath the blade in astral energy causing it to do an extra 1d8 radiant energy for 1 minute.

Astral Assistance
At level 10, you have learned to draw upon the lifeblood of the stars. You may spend one minute in quiet meditation as starlight slowly gathers around you. After completion of the meditation, you regain 1d10 * proficiency mod in hit points. This ability can be used again after you have completed a long rest.

Resilience of the Fated One
You are the fated one, and the fated one continues fighting against all odds. Once per day, at level 15, when you receive damage causing you to fall below 0 HP, you may choose to remain conscious and continue fighting. During this time, you can act normally, but you continue to make death saving throws. If you fail three death saves you immediately fall over dead. If you succeed in three death saving throws, you regain 1 HP.

Astral Transformation
At level 18, once per day, you can absorbs the essences of the stars into yourself as a bonus action. For one minute, you glow with an astral light. During that time you gain Truesight to 120 feet and resistance to piercing, slashing, bludgeoning, and radiant damage.
Astral Abilities


Capricorn, the Goat You have advantage on Strength and Dexterity checks and saving throws made against effects that would knock you prone.
Aquarius, the Water bearer You may cast the spell Create/Destroy Water 5 times per long rest.
Pisces, the Fish You gain a swimming speed equal to your walking speed and the ability to breath underwater
Astral When you use a dash action and move at least 20 feet straight towards a target, you can make melee ramming attack with your shoulder. This attack does 1d6+strength bludgeoning damage and the target must make a strength saving throw or be knocked prone (DC 8+Prof Mod+Str Mod).
Gemini, the Twins Requirement: Level 5. Once per short rest you may cast the Mirror Image spell.
Cancer, the Crab You gain a carapace of natural armor surrounding you. This carapace grants you an armor class of 17 and can be used with a shield. This is not affected by Dex bonuses.
Leo, the Lion You gain the lions natural stalking and leaping abilities. You gain advantage on all stealth checks and can make a long jump of 25 feet with a 10 foot running start without a skill check.
Virgo, the Virgin You gain the purity of the celestial virgin, you learn the ability to cast the spell Purify Food and Drink at will.
Scorpius, the Scorpion Requirement: Level 7. You have embraced the scorpions, you gain resistance to poison damage and are not affected by the poisoned condition
Ophiuchus, the Snake Bearer A spectral snake wraps itself around your weapon, biting as you hit with an attack. Once per round when you hit, your attack does an extra 1d6 poison damage.
Sagittarius, the Archer Your near and far range with all ranged and thrown weapons is doubled.
Aquila, the Eagle You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you
Cassiopeia, the Queen You embrace the force of will of the queen, granting you proficiency with all charisma saving throws.
Cygnus, the Swan You gain the blessings of the grace of a swan. Once per day, as a reaction, when you fail a dexterity check or save, you may call upon the swans to grant you an automatic success.
Lyra, the Harp You gain proficiency in performance, if you do not already have it. Additionally, you gain double your proficiency bonus when making performance checks.
Orion, the Hunter You embrace the way of the hunter, granting you the ability to cast the spell hunter’s mark as a level 1 spell once per long rest.
Ursa Major, the Great Bear Prerequisite: Ursa Minor. The greater bear enhances your natural claws and sharpened teeth. Your claws and teeth now do 1d10+strength damage each and are considered magical +1 weapons (adding an additional +1 to your attack and damage).
Ursa Minor, the Lesser Bear You gain a blessing of the lesser bear granting you claws and and sharpened teeth. The claws do 1d8+strength slashing damage and the bite 1d8+strength piercing damage.
Canis Major, the Greater Dog Prerequisite: Canis Minor. Your loyalty to your allies shows no bounds. Even when you are under the effects of a spell or ability that would cause you to harm your allies you retain some semblance of yourself. You may use an action to dismiss the spell or effect on you.
Canis Minor, the Lesser Dog You have the loyalty of the dog. You have advantage on a save against any spell or ability that would cause you to harm your allies.
Vulpecula, the Little Fox You gain proficiency in deception if you do not already have it. Additionally, you gain double your proficiency bonus when making deception checks.

SleeplessWriter
2018-11-17, 02:24 AM
Warlock Patron: The Elder Drake
Not all dragon slayers survive, but even fewer find themselves sentenced to serve the elder drake they so foolishly challenged, their souls taken as payment for the trespass and becoming one of thousands collected by the drake in its hoard, taken from the victims of its long-past rampages, or by its foolish emissaries in vain attempts to reclaim their own stolen souls through bribery.

Expanded Spell List
The following spells are added to the warlock spell list for you.

1st — Burning Hands, Chromatic Orb
2nd — Dragon’s Breath, Scorching Ray
3rd — Fireball, Lightning Bolt
4th — Fabricate, Fire Shield
5th — Flame Strike, Immolation

Draconic Patron
At 1st level you choose one type of dragon that matches that of your patron. The chosen damage type also affects some of the other features you gain from this class.

Black/Copper - Acid
Blue/Bronze - Lightning
Brass/Gold/Red - Fire
Green - Poison
Silver/White - Cold

Draconic Resistance
You gain resistance to your patron’s associated damage type.

Well of Power
At 1st level you gain a well of draconic power represented by a number of d6s equal to your warlock levels.
When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your warlock level or less to a minimum of 1. Roll the spent dice and add them to the damage as the damage type associated with your draconic patron. If the spell would have already dealt damage of the associated type before using this ability the spent dice instead turn into d8s.
You regain all dice expended by this ability at the end of a long rest.

Draconic Secrets
At 6th level, when you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can substitute only one of those damage types with the damage type associated with your patron. You may use this feature a number of times equal to your charisma modifier, and you regain any expended uses at the end of a long rest.

Enchanted Hoard
At 10th level, you gain the ability to magically lay claim to your possessions. During a short or long rest you may bond with any number of items in your possession whose combined cost is equal to or less than 25gp per hour spent with those items during the rest. You must be in contact with the items in question for the duration of the rest (e.g. counting coins, sleeping on a mound of treasure, etc.). If you willingly cede the item to another creature in payment or as a gift you lose your bond to that item, and you must make a wisdom saving throw to do relinquish an item. The DC for this saving throw is equal to your warlock level, or if the total value of the items being relinquished is equal to or more than your warlock level x 100 gp then the DC is equal to double your warlock level +5. However, if the gp value of the ceded items is less than half your warlock level then you may forgo the saving throw for items you deem insignificant. You may also, however, willingly lend or loan items from your hoard as long as you feel assured that they will be returned to you, but if an item given in such a way is not returned when expected or if an item has been stolen until the item is back in your possession or you are reassured of its prompt return you must make the same wisdom saving throw as before every 24 hours or be compelled to seek the lent or stolen item for the next 24 hours. You or your DM may rule that you have advantage or disadvantage depending on the significance of the item to you or the circumstances surrounding its loss (e.g. if a lich has stolen a scroll you have bonded to you may have advantage on the saving throw). After a number of days equal to your warlock level if the item is not returned you lose your bond to it.
You may cast locate object at will without expending a spell slot if you are bonded with the item described.

Collector of Souls
At 14th level you gain the ability to capture the souls of creatures slain by your patron’s power. When a creature is killed by a damage roll modified by your Well of Power feature you may use your reaction to capture that soul in an item you are bonded with that is worth at least 1000gp, you may only bind one soul into an item at a time, and the number of souls you may have bound at a time is equal to your charisma modifier. While a soul is bound the dead creature it came from cannot be revived. If the item is destroyed the creatures soul is released from your grasp.
Once per short rest you may perform a one hour ritual to pledge the captured souls to your patron. When you do so make a charisma check against a DC equal to five times the number of souls you spend on this feature. If you fail this check but would succeed on a DC for fewer souls you may gain the benefits of succeeding on the highest DC you could beat with that roll, but the other souls you attempted to use are released. The remaining souls are removed from the items you bound them to and taken into your patron’s hoard.
For each soul given to your patron you gain dice that may be used to modify spells as with your Well of Power feature. These dice are d8s and turn into d10s if the spell would have already dealt damage of your patron’s associated type. They count towards the maximum number of dice from your Well of Power feature you may use to modify a spell, but they are not considered a part of your dice pool for that ability. These dice last 8 hours or until the end of your next short or long rest.
Also, as a bonus action, you may convert a number of these dice into a warlock spell slot as with the sorcerer’s Flexible Casting feature. Each die is equivalent to one sorcery point for this purpose. This spell slot vanishes at the end of a short or long rest.


Bonus Invocations

Dragon’s Ire
Prerequisite: Hex, The Elder Drake Patron.
When you cast hex from a warlock spell slot you may change its damage type to that associated with your patron.

Dragon’s Favor
Prerequisite: The Elder Drake Patron
Once per long rest you may either expend up to five dice from your Well of Power feature as an action to gain a number of coins equal in value to 1d10sp per die, or you may expend a warlock spell slot and entreat your patron for a single nonmagical, nonperishable item of your choice from their hoard for twenty four hours. This item’s total value is determined by the level of the slot expended: 10gp for a 1st level spell slot, 50gp for a 2nd level spell slot, 200gp for a 3rd level spell slot, 500gp for a 4th level spell slot, and 2000gp for a 5th level spell slot. If your DM determines that an item would be of particular value to your patron (e.g. a tome of knowledge from the hoard of an Elder Drake obsessed with secrets) you may double this value.
Despite not being magical itself the item is surrounded by a magical aura that grants the object resistance to all nonmagical damage and allows any creature that inspects it closely to determine that it is your patron’s property. After twenty four hours the item returns to your patron’s hoard, if this is somehow prevented or the item is damaged you will be unable to use this invocation again until you succeed on a DC15 charisma check that you may make once at the end of a long rest.
If you have the enchanted hoard feature any coins or items produced by this ability may be added to your hoard automatically. If an item is returned to your patron you lose your bond with it.

Hoardkeeper’s Call
Prerequisite: 11th level, The Elder Drake Patron.
You gain the ability to cast the spell Drawmij’s Instant Summons as a ritual on an item from your enchanted hoard once per long rest. Also, if you cast Drawmij’s Instant Summons in this way you may expend a number of dice from your Well of Power feature equal to at least half your warlock level when you use your action to summon the item to leave the sapphire intact but disenchanted instead of crushing it. A sapphire disenchanted by this ability may not be used to cast another instance of Drawmij’s Instant Summons.

Careful Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 die granted by your your well of power feature and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Distant Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 die granted by your your well of power feature to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 die granted by your your well of power feature to make the range of the spell 30 feet.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Empowered Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you roll damage for a spell, you can spend 1 die granted by your your well of power feature to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic Invocation during the casting of the spell.

Extended Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell with a duration of 1 minute or longer, you can spend 1die granted by your your well of power feature to double its duration, to a maximum duration of 24 hours.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Heightened Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 dice granted by your your well of power feature to give one target of the spell disadvantage on its first saving throw made against the spell.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Quickened Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell that has a casting time of 1 action, you can spend 2 dice granted by your your well of power feature to change the casting time to 1 bonus action for this casting.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Subtle Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell, you can spend 1 die granted by your your well of power feature to cast it without any somatic or verbal components.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Twinned Spell - Metamagic Invocation
Prerequisite: 3rd level, the elder drake patron, no more than one other metamagic invocation. This number increases to two at 10th level and to three at 17th level.
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of dice granted by your your well of power feature equal to the spell's level to target a second creature in range with the same spell (1 die granted by your well of power feature if the spell is a cantrip).
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
You can use only one Metamagic Invocation on a spell when you cast it, unless otherwise noted.

Blackflight
2018-11-17, 06:09 AM
Monastic tradition: Way of the raging star

I've had this lying around since the slapdash contest: "reach for the stars". Since we got a star theme going on here as well, I thought that litteraly turning yourself into a star and give molten high fives to your enemies might fit the ongoing theme :)

Link: http://homebrewery.naturalcrit.com/share/rJBOUGonam


The monks known as the raging stars, have learned to harness their ki energy as fuel for the fiery energy contained within them. On the battlefield they are seen as a roaring mass of fire that crashes through the ranks of their enemies, leaving nothing but ashes and embers.

Combustion
At 3rd level, as an action, you can spend 1 ki point to unleash the celestial energy contained within you, causing your body to temporarily enter a state of molten hot plasma.

Until the end of your turn, you do not provoke attacks of opportunity, you ignore difficult terrain and you are able to move through another creature's space without squeezing. You are immune to the grappled and restrained conditions as well as immune to fire damage. However, you become susceptible to water. For every 5 feet you move in water, or for every gallon of water splashed on you, you take 1 cold damage.

In addition, while this feature is active, whenever you move through another creature's space it must make a dexterity saving throw against your ki save DC or take fire damage equal to four rolls of your martial arts damage die or half as much damage on a successful save. A creature cannot be affected by this feature more than once per turn.

Finally, you shed bright red, orange or blue light in a 10 feet radius, and dim light for another 10 feet. While your combustion feature is active you cannot be invisible.

Ignite
At 6th level, whenever you deal fire damage with your combustion feature to a creature, it catches on fire. For 1 minute, or until a creature takes an action to douse the fire, the target takes fire damage equal to a roll of your martial arts die, at the start of each of its turns.

A creature cannot be affected by multiple instances of 'Ignite' at the same time.

Cauterize
At 11th level, you can spend 2 ki points to have your monk features ignore any fire resistances and fire immunities on enemy creatures until the end of your next turn.

Roaring flame
At 17th level, when you activate your combustion feature, you can choose to prolong its duration to 1 minute, being able to end its duration early as a reaction. Additionally, while your combustion feature is active, you gain a flying speed equal to your normal speed and all your unarmed strikes deal fire damage instead of bludgeoning damage.

Evil the Cat
2018-11-18, 12:09 PM
Druid: Circle of the Stars

I made the original version of this a while ago on my private wiki. I wanted to have a druid circle based somewhat off of historical druids who use a strange blend of astrology and astronomy to power their magic. I don't think I borrowed ideas from anyone else for this, but the original was created long enough ago that I'm not 100% certain.

Circle of the Stars
Druids of the Circle of the Stars look to the heavens for guidance. Their order builds great stone monuments to track the movements of the stars over years or even generations. They gather at these monuments at certain times of year to hold ceremonies, exchange knowledge, and feel the influence of the stars in their lives.

These druids design calendars that span generations, use the stars to predict the future, and always seek to increase their understanding of the universe they live in.

Bonus Proficiencies
When you choose this circle at 2nd level, you gain proficiency in Astronomer's tools, Astrologer's tools, and Navigator's tools.

Ceremonial Magic
When you choose this circle at 2nd level, you are able to use your understanding of the stars to write a book of rituals. You can add any druid spells that can be cast as rituals to this book with no cost. You also can add rituals to this book from any class, in much the same way a wizard adds spells to their book. You can automatically add Augury to your ritual book at level 4, and Divination at level 8, if you have not already done so.

While you have your book, you can cast any druid ritual spell in the book as a ritual, even if it is not currently prepared. You can perform any ritual in your book while outside at night and able to see at least one star.

You can also add star coordinates to your ritual book. Doing so requires spending a full night outside studying the stars in the area (weather conditions can extend the time it takes to record the coordinates). You double your proficiency bonus when using navigator's tools to head towards any location for which you have recorded the star coordinates. You can also learn star coordinates from other Circle of the Stars Druids.

You ritual book is unreadable by anyone who is not also a member of the Circle of Stars.

Circle Spells
Your mystical connection to the stars infuses you with the ability to cast certain spells, based on the time of year. At 3rd, 5th, 7th, and 9th level you gain access to circle spells listed at the current time of year. On the solstices and equinoxes, you gain access to the spells for both seasons.

While you have access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle Spells
Spring
3rd Goodberry, Lesser Restoration
5th Plant Growth
7th Storm Sphere
9th Greater Restoration

Summer
3rd Burning Hands, Flaming Sphere
5th Daylight
7th Sickening Radiance
9th Hallow

Autumn
3rd Feather Fall, Silence
5th Slow
7th Mordenkainen's Private Sanctum
9th Dream

Winter
3rd Ray of Sickness, Snilloc's Snowball Swarm
5th Sleet Storm
7th Blight
9th Cone of Cold

The Four Houses
When you reach 6th level, you are able to enhance the influence on the four houses on yourself. When you first reach 6th level, you are in the House of the Earth.

House of the Earth: The House of the Earth is tied to the land itself. While you are in the House of the Earth, you have a stronger connection the the ground beneath your feet. Your land speed increases by 10 feet and you gain tremorsense with a range of 30 feet. Once you complete a long rest, you enter the House of the Sun.

House of the Sun: The House of the Sun is tied to life. While you're in the House of the Sun, all spells you cast that heal hit points heal double the normal amount. Additionally, natural animals will not be hostile to you without outside influence or provocation. Once you complete a long rest, you enter the House of the Stars.

House of the Stars: The House of the Stars is tied to change and the future. While you are in the House of Stars, you can apply advantage or disadvantage to a roll made by yourself, or a creature you can see within 30 feet of you. You can apply each once per short rest. Once you complete a long rest, you enter the House of the Moon.

House of the Moon: The house of the moon is tied to thoughts and the mind. While in the House of the Moon, you apply double your proficiency bonus to insight checks, even if you are not normally proficient. As an action, you can also apply a bout of temporary insanity to a creature. They must succeed at a wisdom save (DC equal to your Druid spell DC) or immediately attack a creature within their reach (chosen randomly). If there are no creatures within their reach, they seek to harm themselves. They make an attack roll against themselves exactly as they would for any other target. You can use this ability once per short rest. Once you complete a long rest, you enter the House of the Earth.

Star Sigils
Once you reach 10th level, you learn to carve specialized Star sigils. These sigils can be carved into anything solid enough to hold the shape (stone, bone, and wood are common). You can store a spell you currently have prepared within the sigil. Activating these spells requires you to have the sigil in hand, but otherwise it casts as normal. You can have a total number of spell levels stored equal to your druid level, and no spell can be above 5th level. Carving a sigil takes 10 minutes per spell level to be stored, and you must provide any costly material components when storing the spell. The sigils last until used or destroyed. If you attempt to create a sigil that would go over your spell level limit, power will be lost from enough older sigils you have created (of your choice) to avoid going over your maximum.

Star Traveler
At 14th level, you learn to use the light of the stars to travel. At night you can use a ritual to cast a special kind of teleportation circle. Your ritual creates a temporary circle both where you cast the spell, and at any destination to which you have the star coordinates. The circle must appear on a solid surface. If there is no such surface at the destination, the ritual fails. Any creature or object that enters either circle is teleported to the other one. If the destination has not yet reached nightfall, you do not arrive at that location until that location reaches sunset. The portal lasts until sunrise at the location where the ritual was cast, at which time both ends of the portal close. If someone is still in transit in the portal when it closes, they will still arrive at the destination upon sunset. This cannot be made permanent.

Icecaster
2018-12-01, 02:10 PM
In the spirit of Five Stars, I made a warlock patron called the Innkeeper. He's in charge of a magical demiplane called the Twilight Inn that some people happen to end up, and they're his guests. The Inn is the epitome of opulence and luxury, and people don't age inside of the Inn, so there are a lot of guests from all manner of time periods and places. Most people are completely content to stay at the Inn, but some want to leave for whatever reason. The only way out of the Twilight Inn is simple: work for the Innkeeper.

Warlock Patron: The Innkeeper
The Twilight Inn (colloquially known among many of its inhabitants as The Inn-Between) is a place of magnificence and opulence; of luxury and lavishness; of elegance and splendor. Nary a worry comes to the Inn’s guests. Your food is brought to you both plentifully and often. Your drink is free and the places to obtain your drink are never far. Parties take place every night, and everything will be cleaned by morning. Silk dresses the beds. A hot bath is available whenever you please. Velvet lines every cushion, every curtain. The Inn has countless rooms to explore, and countless pleasures to be had.
How can such a place exist? you might ask. It sounds far too good to be true, sir, you might think. My friend, you must simply open your mind to the possibilities. The Twilight Inn exists apart from any world, and thus is not weighed down by finite resources, space, and time. The Twilight Inn lies in between any plane, hence why we call it the Inn-Between. A guest’s arrival can occur from a mix-up in planar travel, a soul ending up here when it dies, or even a portal briefly opening on another plane as the Inn passes by it. Worry not about expenses, for you are a guest. Worry not about your age, for time cannot harm you in the Twilight Inn. Yes, you.
No, you needn’t worry about your family or friends. Here at the Twilight Inn, we’re sure you’ll make the friends of a lifetime, and you’ll enjoy your stay. The Innkeeper will make sure of it. Besides, there’s no way back to other worlds. Sometimes, though, come to think of it, the Innkeeper takes on apprentices to expand business in other realms. Maybe you’ll be one, someday.

Expanded Spell List
The Innkeeper 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.

Innkeeper Expanded Spells

1st healing word, unseen servant
2nd phantasmal force, rope trick
3rd catnap, create food and water
4th freedom of movement, mordenkainen’s private sanctum
5th animate objects, mass cure wounds

Hospitality of the Inn
When you choose this patron at 1st level, you gain proficiency in the Persuasion skill if you don’t already have it. If you do, then choose another skill to gain proficiency in from list of skills warlocks get. Additionally, you learn the friends cantrip if you don’t already know it, and it doesn't count against your cantrips known. If you do know it, then choose another cantrip on the warlock spell list to learn. When you cast friends, you can lace it with subtle magic, causing the creature to be unaware that you used magic to influence its mood. You can cast friends in this way once, regaining the ability to do so upon completing a short or long rest.

Calming Visions
Starting at 6th level, whenever a creature targets you with an attack, you can use your reaction to show them the wonder of the Twilight Inn. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target must choose another target for their attack and cannot attack you again this turn. If the saving throw fails by 5 or more, the creature loses its attack against you and is incapacitated until the end of its turn.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses upon completing a long rest.

Luxurious Presence
Starting at 10th level, whenever a creature other than you ends a long rest in which they spent the majority of time within 60 feet of you, they gain temporary hit points equal to half your warlock level + your Charisma modifier.

Summon the Inn
At 14th level, the Innkeeper has great faith in you, and gifts you the ability to summon a very small portion of the Twilight Inn. You can cast mordenkainen’s magnificent mansion without requiring material components. Within the mansion might be guests, but they cannot leave the mansion. You can cast mordenkainen’s magnificent mansion in this way once, regaining the ability to do so upon completing a long rest. You can only have one mansion open at a time.
Additionally, when you cast mordenkainen’s magnificent mansion, you can choose for the banquet inside to confer the same benefits as the heroes’ feast spell. You can augment the banquet in this way once, regaining the ability do so 1 week after the casting of mordenkainen’s magnificent mansion.

Ivellius
2018-12-15, 01:16 AM
Paladin Oath: Oath of Feasting

While winter often becomes a time of hardship and lack, in many cultures it also heralds a brief period of sufficiency. The first notes of winter conclude the abundance of harvest, and no one wants to see it go to waste. Some knights have taken up this mindset year-round, ensuring that they work hard to divest food and other goods to all, indulging in the plenty of the day before life takes an ill-fated turn. Their highest goal is to make a quality meal for everyone they encounter, ensuring that no one goes hungry and all can enjoy a gourmet dinner.

Tenets of Feasting
Prepare
Spend time and labor to transform your resources into a blessing for all.
Share
While you have plenty, you have a responsibility to ensure others do, too.
Indulge
Eat and drink to the full—who knows what tomorrow will bring?

Oath Spells
You gain access to the following spells at the paladin levels listed.

3rd – goodberry, grease
5th – enhance ability, heat metal
9th – plant growth, tiny hut
13th – fabricate, private sanctum
17th – creation, hallow

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


A Feast Prepared
Empowered by holy energy, you can more forcefully extend your hospitality to nearby creatures. As an action, you show your holy symbol and offer nearby characters respite.. Each humanoid creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Work It Off
You can magically push full-feeling allies to use their newly devoured calories. As an action, you can emit a pulse of holy energy that affects any friendly creatures within 30 feet who have shared a meal with you in the last 24 hours. Each creature regains hit points equal to your Charisma modifier and gains an equal amount of temporary hit points. Additionally, an affected creature can use its reaction to immediately move up to its current walking speed without provoking attacks of opportunity.

Oath of the Chef
Also beginning at 3rd level, you gain proficiency with your choice of brewer’s supplies or cook’s utensils. You can also use your Charisma modifier instead of your Intelligence or Wisdom modifier when making checks with either tool.

Aura of Heartiness
Beginning at 7th level, your oath has made you an object of great affection and succor amongst your friends. You and friendly creatures within 10 feet of you advantage on saving throws to resist the charmed condition as well as avoid gaining levels of exhaustion. At 18th level, the range of this aura increases to 30 feet. This feature ceases to function if you fall unconscious.

Overeating
Beginning at 15th level, you can force the effects of overindulgence on your foes. As an action, choose a 10-ft. cube within 60 feet of you that you can see. Enemies within this cube must make a Constitution saving throw against your paladin spell save DC or be poisoned for 1 round and have their speed halved. You can use this feature a number of times equal to your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Provider
At 20th level, you become a font of vital energy. Using your action, you undergo a divine transformation. Warm light gleams from your eyes, and your hands give off a comforting heat. For 1 minute, you gain the following benefits:

You provide bright illumination within a 15-foot radius and dim illumination within a 30-foot radius.
You and all allies within your aura of heartiness feature gain resistance to cold damage.
You can use your action to give a target within your aura of heartiness feature (including you) hit points equal to your paladin level as well as resistance to all damage for 1 round.
You can use a bonus action to cause one creature (including you) within your aura of heartiness feature to regain 2d6 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.

Kingsluger
2018-12-20, 03:48 PM
Known for both their devastating striking techniques and the stars tattooed on each of their knuckles, students in the way of the 5 star fist are experts of empowering their strikes through signature ki features.

3rd level
1 star strike
For one ki point you may make a single unarmed melee attack as an action. If the attack hits then the target is pushed back up to 15 feet in a direction of your choice. Additionally at level 5 the attack deals extra damage equal to your unarmed damage die

2 star strike
For two ki points you may make an unarmed attack against any two creatures of your choice within a 15 foot line originating from your position.

6th level
3 star strike
For three ki points you may, as a reaction whenever a creature misses an attack against you, make an attack against the creature. If the attack hits and deals damage then the creature becomes frightened of you until the end of your next turn. Additionally any creatures of your choice within your reach must make wisdom saving throw against your Ki save DC or also become frightened of you until the end of your next turn

11th level
4 star strike
For four ki points you may make 4 unarmed attacks against a single creature within your reach. If all the attacks deal damage then the creature is incapacitated until the end of its next turn. You may use this feature a number of times equal to half your proficiency bonus, rounded down, recharging on a long rest.

17th level
5 star strike
For five ki points you may make five unarmed melee attacks against any creatures of your choice within your reach plus 5 feet. The attacks may be made against a single creature or multiple. If all the attacks deal damage then every creature which you targeted is paralyzed until the beginning of your next turn. You may use this feature once per long rest.

MoleMage
2018-12-27, 02:38 PM
This class is for my very own Alchemist (https://drive.google.com/open?id=1pq1BQCVBQtHCF34zYkgnMaQTNcsPM89s)

Alchemical House: House of Gastronomy
Eat up! I made sure it's good for you.

Most alchemists consider their knowledge to be for the betterment of themselves first and others only when convenient, but members of the House of Gastronomy adhere to a different school of thought. They believe that the purpose of alchemy is to improve everyone's lives, and they spend as much time concerned with the production of excellent food as they do with the production of alchemical oddities. One of the core tenets of the House of Gastronomy is that anything worth doing is worth taking your time on, and so they tend to be more methodical and easygoing than other Houses.

Bonus Proficiencies
When you join this House at 3rd level, you get proficiency in Chef's Tools and Shields.

Cornucopia
One of the first tricks the members of the House of Gastronomy learn is how to extract delicious and edible nutrients from just about anything. Beginning when you join this House at 3rd level, any time you complete a long rest, you can create enough edible food for up to 8 creatures. This food is sufficient to sustain those humanoids for the day, and the high quality of its flavor additionally grants them bonus hit points equal to half your Alchemist level upon completing the long rest.

Baker's Dozen
Members of the House of Gastronomy take lessons from the greatest chefs in the world on parallel production. Beginning at 7th level, whenever you create alchemical products with your Rapid Alchemy feature, you can create an additional copy of one of those products. Starting at 18th level, you can create an additional copy of two of those products instead.

Sommelier
No meal is complete without the perfect drink to go along with it, and the same is true of a fight. Beginning at 13th level, when you take the Attack action on your turn, you can produce any elixir you know of Apprentice tier and optionally drink that elixir as part of the same action. Formulae produced through this feature are treated as if you were an Apprentice alchemist instead of your actual tier. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature when you complete a long rest.

Perfect Meal
By combining all of their techniques together, the Master Gastronomer can create a meal so excellent that their allies feel perfect upon completing it. At 18th level, upon completing a short rest, you can grant up to 8 creatures the benefits of a long rest instead. Once you have used this feature, you cannot use it again for 7 days.

Journeyman Formula
Volcano Sauce (Bomb/Elixir, Gastronomy)
This hot sauce not only tastes good, it also reacts with organic and inorganic materials in different ways.

If it is drunk as an elixir, it grants its drinker the ability to spit balls of fire for up to a minute. As an action, they can spit a ball of flame at a creature up to 60 feet away by making a ranged spell attack using Constitution as their spellcasting ability score. On a hit, the target takes 3d6 fire damage. On a miss, the damage is reduced to 1d6.
If it is thrown as a bomb, it targets a space within 120 feet. Inorganic solid material in the space and adjacent spaces becomes molten and corrosive. A creature which begins their turn in an affected space or enters an affected space for the first time on their turn must make a Constitution saving throw. On a failed save, they take 2d8 fire and 2d8 acid damage and their armor class is lowered by 2 until the end of their next turn. On a successful save, the damage is halved and their armor class is unaffected. The affected spaces return to normal at the end of your next turn.



Produced at higher mastery: Volcano sauce produced by an Expert alchemist does 5d6 fire damage on a hit or 2d6 fire damage on a miss if drank as an elixir, and does 4d8 fire and 4d8 acid damage and lowers armor class by 3 if used as a bomb. Volcano sauce produced by a Master alchemist does 7d6 fire damage on a hit or 3d6 fire damage on a miss if drank as an elixir, and does 6d8 fire and 6d8 acid damage and lowers armor class by 4 if used as a bomb.


Salis Ignis: A pinch of salis ignis added to the volcano sauce makes it burn even hotter, to the point that it glows with cheery heat. For every die of fire or acid damage it would deal, it additionally does 2 radiant damage to affected creatures. If it is drank as an elixir, its duration is halved to 30 seconds.
Cinnabar Extract: A few drops of cinnabar extract added to the volcano sauce allows it to cling to targets. Targets who are hit by the elixir's breath attack take the damage of a miss at the start of their next turn, and targets who fail their saves against the bomb version must repeat the save at the start of their next turn, even if they are not standing in the area at that time.



Expert Formula
Fractalline Confection (Elixir/Device, Gastronomy)

This spun-sugar oddity seems to defy basic principles of matter and space, maintaining its fractalline nature even to a subatomic level. It can be used by consuming it or shattering it, with different benefits.


If it is consumed as an elixir, it causes the consumer to exist in an indetermined physical space until the start of their next turn. The creature which consumes it disappears, becoming unable to be affected by any new effects (existing effects continue to apply) and untargetable. At the start of their next turn, they appear in any open space up to 200 feet away from where they disappeared.
If shattered, the confection rapidly expands to create a pocket dimension with an opening 5 feet in diameter. Any creature can place objects into the opening for 1 minute, up to a maximum of 200 pounds worth of items. When the minute is up, the confection shrinks down to a simple sugar marble which has negligible weight. While this device retains potency, breaking the marble as an action causes all items stored in it to be dropped in a pile. A marble created in this way which has lost potency can be made potent again by giving up a formula produced during a rest.


Produced at higher mastery: Fractalline confection produced by a Master alchemist allows a consumer to teleport up to 500 feet per round, and they can repeat the effect as an action on the turn after they initially consume the confection. It also allows the confection to store up to 500 lbs of material and never lose potency once converted into a marble.

Vitriolic Tempens: A swirl of vitriolic tempens added to the confection causes it to disperse matter more loosely. A consumer of the confection gains resistance to all damage after reappearing until the start of their next turn, as they are still partially displaced in space. The opening created by shattering the confection doubles in size and objects placed into it can be retrieved as an action without rebreaking the marble until the next time the alchemist completes a long rest.
Argent Dust: A pinch of argent dust links the confection to other places in alchemical entanglement. The confection splits into two similar confections which retain potency for up to 7 days. While both confections retain potency, consuming one allows you to instead reappear within range of the location of the other. If one has been consumed, the other acts as a normal confection. If both are consumed simultaneously, the creatures may each choose whether to reappear next to their original location or the other creature's original location. If the confection is instead shattered, both confections open into a portal of the normal diameter through which items or creatures can pass for 1 minute. At the end of the minute, the confections dissolve away.

MoleMage
2019-01-01, 12:55 PM
Pencils down! No further edits may be made until voting is over.

Voting thread is up now, and you can find it here (http://www.giantitp.com/forums/showthread.php?577476-D-amp-D-Subclass-Contest-V-Voting-Thread&p=23606057)!

MoleMage
2019-01-14, 08:15 PM
Alright the voting period is over and the results are in.

In 3rd place, with 7 points is Ivellius's Oath of Feasting. I'm especially fond of the aura of fresh baked bread smell, myself.

In 2nd place, with 10 points is Icecaster's Innkeeper Patron. Not all Warlock patrons have sinister designs. Some of them just want to spread comfort and good food!

In 1st place, with an outstanding 24 points is Evil the Cat's Circle of Stars. Because nature doesn't stop at the sky, and the seasons are part of the cycle of life and druids really should acknowledge that.

Thanks everyone for playing, and I hope to see you making subclasses again in our next contest: Bunch of Fives! We're moving into the sixth contest, but the theme of five is with us forever now. Our runners up for theme was a tie between Keep it Simple, Stupid and Subsystems Online, so we will see both of those return in next month's voting thread alongside three other random themes. Look for Contest VI shortly once I get it formatted!

Results are in! New contest is up here (http://www.giantitp.com/forums/showthread.php?578579-D-amp-D-Subclass-Contest-VI-Bunch-of-Fives&p=23637385#post23637385)!

Evil the Cat
2019-01-24, 08:37 PM
Wow. Thanks everyone.

I got so distracted with holidays and such that I totally forgot to check in for quite a while. I'm just happy that people liked the subclass. There were definitely a lot of fun entries.

I don't know that I have anything in mind yet for the new contest, but I'll definitely try to come up with something.