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MoleMage
2019-01-14, 08:13 PM
It's time for our next subclass contest! Subclass Contest VI: Bunch of Fives


The class must fit the theme of the contest. For our sixth contest, the theme is Bunch of Fives. While originally the theme referred to five fingers, feel free to interpret it however you like. Want to make a slap-happy bard who always asks what the five fingers say to the face? What about a Rogue who specializes in taking advantage of the five-finger discount, or a paladin who named their fists Honor and Justice? 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 Time on Sunday February 10. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid.
Have fun, be respectful.

MoleMage
2019-01-16, 04:12 PM
For my inspiration, I have chosen none other than that most creepy of questgivers, the Happy Mask Salesman, especially the version from Majora's Mask (with assorted other mask effects thrown in for effect). Enjoy!

Paladin: Oath of the Sacred Fist
My touch is bane to the unholy.

Some paladins devote their energies to more than just training in armed combat. Adherents who swear to the Oath of the Sacred Fist learn to use their very bodies as weapons against evil forces. In this way, they meet their foes armed only with the powers given them by divine forces. Because unarmed arts also lend themselves to submission holds instead of lethal wounds, the paladins of the Sacred Fist often devote themselves to capturing the redeemable instead of destroying the irredeemable/

Tenets of the Sacred Fist

Fairness: A combat should be met on equal terms. If a fiend has only their natural weapons to bring to bear, so should you, or the struggle is meaningless.
Leniency: Not all evildoers need to be outright destroyed. If a foe has a chance at redemption, you should fight only until they are defeated and not a moment longer.
Charity: Wealth and power are only as useful as the good they do in the world. Use your station to help those below it, and encourage others to do the same.
Prudence: Take only as much as you expect to need in any situation. Preparation is fine, but excess is wasteful.

Oath of the Sacred Fist Spells


Paladin Level
Spells


3rd
Feather Fall, Jump


5th
Hold Person, Enlarge/Reduce


9th
Haste, Protection From Energy


13th
Fire Shield, Freedom of Movement


17th
Hold Monster, Flame Strike



Channel Divinity
When you take this Oath at 3rd level, you gain the following Channel Divinity options.

Inner Armor As a reaction when you make a saving throw or are targeted by an attack you can give yourself a +5 bonus to AC and saving throws until the start of your next turn.
Sacred Flames As an action, you perform a holy gesture and your fists become wreathed in sacred fire. For one minute, your unarmed attacks and successful grapple or shove attempts deal an additional 1 fire and 1 radiant damage and are counted as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmed Combat
Also at 3rd level, you have mastered the unarmed fighting style of the Sacred Fists. You gain the following benefits.


You are considered proficient in Strength(Athletics) checks.
While you are not using a shield or wielding a weapon, your armor class is increased by 1. You do not gain this benefit if you are using an Unarmored Defense feature granted by another class.
You may have your unarmed strikes deal 1d8 damage plus your Strength modifier instead of any other calculation they would use.
You can use holy gestures in place of artifacts of worship. As long as you have a hand free, you do not need a spellcasting focus for your paladin spells or a holy symbol for Channel Divinity.


Divine Grasp
Also at 3rd level, you learn to follow up your own attacks with divinely powered locks and holds. When you take the Attack action on your turn, you can use a bonus action to make a grapple attempt. In addition, whenever you successfully grapple an enemy, you may use Divine Smite on the them as though you had struck them with a melee weapon attack.

Inner Sight
At 7th level, you project an aura of awareness around you while you remain conscious. You have blindsense within 10 feet of you. At level 18, the range of this blindsense improves to 30 feet.

Improved Divine Grasp
At 15th level, you can release a surge of energy into creatures which you are holding. Whenever you succeed on an attempt to grapple another creature, you deal 1d8 radiant damage to the target, in addition to potentially using Divine Smite on that creature.
Additionally, you can attempt to use your Divine Grasp without actually taking hold of the target. Whenever you make a grapple attempt, you may choose to resolve your Strength(Athletics) check against the target's AC instead of by an opposing ability check. If you do so, you do not impose the grappled condition on the target, but any other additional effects of grappling, such as the bonus damage from this ability or choosing to use Divine Smite still apply. You may make this special grapple attempt even on creatures too large for you to grapple normally.

Radiant Form
At 20th level, as an action, you can flood your body with radiant energy, transforming into a being of purifying radiance for 1 minute, with the following effects:


You shed bright light to a radius of 30 feet and dim light for an additional 30 feet beyond that.
Your unarmed strikes and successful grapples deal an additional 1d8 fire damage.
Whenever a creature strikes you with a melee attack or begins their turn grappled by you, they take radiant damage equal to your Charisma modifier.


Once you use this feature, you cannot use it again until you finish a long rest.

01/16/19: Created
01/17/19: Removed Divine Fist. Divine Grasp adjusted and moved to 3rd level. The old Divine Grasp changed to Improved Divine Grasp. Radiant Form now boosts grapples.
01/17/19 pt 2: Improved Divine Grasp now allows for a variant grapple against any size of creature to apply Divine Grasp/Improved Divine Smite without actually grabbing them. The Armor Class bonus from Unarmed Combat no longer applies if the Sacred Fist wields a weapon.
01/17/19 pt 3: Tentative Oath Spells added
01/18/19: Unarmed Combat now gives proficiency in Athletics straight up. Wording on Improved Divine Grasp improved (function unchanged).
01/23/19: Oath Spells changed based on suggestions from Ivellius. (Cut: Bless, Guiding Bolt, Clairvoyance, Death Ward, Dispel Evil and Good. Added: Feather Fall, Jump, Haste, Fire Shield, Flame Strike). Divine Grasp adjusted to now allow use of Divine Smite on any grapple instead of only the bonus action grapple granted by Divine Grasp.

The Cats
2019-01-16, 09:55 PM
Monk Tradition: Way of the Ghost Punch
First, I’m going to punch you. Then, I’m going to punch him. Then, I’m going to punch that guy waaaaaay over there.

Monks who follow the Way of the Ghost Punch do not, as the name might suggest, spend all their time beating on incorporeal undead, though that is probably a fun hobby for a few of them. Ghost punch, in this instance, does not refer to the act of punching a ghost, but instead of a ghost doing the punching. Monks of this tradition create a bond with a spirit from the ethereal plane that manifests in the material in the form of a pair of ghostly hands. The monk can control these hands, letting them perform a number of actions at a distance. Mostly punching.

Spectral Hands
When you choose this tradition at 3rd level you gain the service of a pair of ghostly hands. You determine their appearance when you gain this feature. You can dismiss or re-summon your spectral hands as an action. If they are dismissed, or you fall unconscious, they vanish until they are re-summoned.

Your spectral hands can move with lightning-fast speed, granting you the following abilities:

Helping Hands You can use an action to make the hands manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Anything the hands touch must be within 30 feet of you. At 11th level you can use this ability as a bonus action.

Striking Hands When you make an unarmed strike attack you can choose to target any creature within 30 feet of you that is not behind total cover.

Snatching Hands Starting at 6th level, when a creature you can see within 30 feet of you is hit with a ranged weapon attack you can spend 1 ki point and use your reaction to use your Deflect Missiles ability, treating that creature as if it were you. If you make a ranged attack as part of this reaction the point of origin for the attack is a point adjacent to that creature that is also within 30 feet of you. At 11th level you no longer have to spend ki to use this ability, but you must still spend 1 ki point if you make a ranged attack as part of the reaction.

Deflecting Hands Also starting at 6th level you can spend 1 ki point whenever you are targeted with an attack to increase your armour class by 2. This lasts until the next time you use a Spectral Hands ability. You can choose to use this feature after the attack roll is made but before the DM determines whether it hits.

Ghost Gloves
By 11th level your spectral hands have spent so much time on the material plane they are now permanently corporeal. You can equip your spectral hands with a pair of gloves or hand-wraps. If the equipped items are magical, you benefit from them as though you are wearing them. If they allow you to cast a spell or use a similar activable effect, the point of origin is any point of your choice within 30 feet of you, and using that ability ends the effects of Deflecting Hands. If the equipped items require attunement you must spend a short rest attuning them to your spectral hands and you benefit from them as though they are attuned to you, though they don't count towards your limit for attuned items. The equipped items, and any benefits they grant you, disappear whenever the hands vanish, and reappear, still attuned to the hands, when the hands are re-summoned.

One Big Punch
At 17th level you can spend 6 ki points to cast Bigby's Hand as a 5th level spell without requiring material components. When you cast it this way you summon two large hands, and can command them both simultaneously to move and cause the spell's effects when you cast the spell and as a bonus action on your subsequent turns. They can move independently of each other and can each cause a different effect, or both cause the same effect. Casting the spell ends the effect of Deflecting Hands and you cannot use any of your Spectral Hands abilities until the spell ends.

nickl_2000
2019-01-17, 10:10 AM
Homebrewery Link - https://homebrewery.naturalcrit.com/share/HkbhwvuJQV



Bard - College of the Luchador
Bards from the college of the luchador are wrestlers first and entertainers second. Their identities are known to each other, but jealousy hidden from others outside of the college. To protect that identity, Luchadors don a mask of their own creation before entering into the ring. These masks define who they are as a person and as a wrestler and give mystical strength and power. Some travel in with other luchadors to put on shows for adoring crowds, gaining renown and the love of the people.


Masked Wrestler
At Level 3 you learn to make a luchador mask expressing your masked personality. With 5gp worth of materials and focusing your bardic energies in a 10 minute ritual, you can create a mask that will act as a bardic focus for you.
Additionally, you learn to channel your magical energies into unarmed combat. You gain proficiency and expertise in athletics and when you are not wearing armor, wielding a weapon, or holding a shield you gain a new armor class calculation of 13 + your charisma modifier.



Mocking Rebuke
Also at third level, you learn to make a mocking rebuke, scorning your opponents abilities and reducing their concentration on casting to make their spell less potent. As a reaction to a spell being cast, you can expend one of your uses of Bardic Inspiration to reduce the DC for the save of the spell by the number rolled on your bardic inspiration die. If the spell doesn’t require a save, the use bardic inspiration has no effect and is lost.
This is somewhat similar to cutting words at initial view. However, in practice it has a different effect. Since it reduces the DC save on a spell, it is very effective against AoE spells and very helpful to teammates. Additionally this effect could and should be used out of combat as well (or against your allies who you hate and want them to get into awkward situations). However, that power is offset in that the use could be lost if the spell cast doesn't use a DC save or is a ally buff. It does encourage teamwork in that you want the spell identified prior to trying to use it.


Expert Wrestler
At 6th level, your abilities as a wrestler have gone beyond that of a normal human. Your unarmed strikes are considered magical for the sake of overcoming damage resistance and do 1d4+strength damage and you grapple as if you are one size larger.
Finally, you learn the pinning move. If you are grappling someone at the start of your turn you may spend one of your attacks to make an additional grapple check to attempt to pin them. Doing so gives them giving them disadvantage on attacks and prevents spellcasters from casting spells with somatic components.


Mythical Wrestler
At level 14, your trash talk takes on a magical property. When you succeed on a athletics grapple check to grapple, you may cast vicious mockery as a bonus action. Additionally, if you successfully resist someone attempting to breaking free of a grapple, you may cast vicious mockery as a reaction.
While you are wearing your mask, you may activate a new special ability to modify your physique. When you activate this ability as a bonus action, you are enlarged per the enlarge/reduce spell. Activating this ability does not require concentration. You may use this ability once per long rest.

Unavenger
2019-01-17, 10:56 AM
Variant Multiclass: Monk
I'm not unarmed. I'm wielding my fists!

The monk variant multiclass is an archetype that can be used for most classes other than monk. In particular, the rules here can be used to variant multiclass with monk with no alteration if you are a barbarian, bard, cleric, druid, fighter, paladin, ranger, rogue, sorcerer, warlock or wizard. Rather than actually taking multiclass levels in monk, it replaces - or, rather, is - your primal path, bard college, divine domain, druidic circle, martial archetype, sacred oath, ranger archetype, rogue archetype, sorcerous origin, otherworldly patron or arcane tradition. The restrictions are as follows:

- You cannot become a variant multiclass monk if you have any monk levels.
- You cannot take monk levels if you are already a variant multiclass monk.
- You cannot be a variant multiclass monk in two separate classes.

Essentially, you can only multiclass as a monk once, irrespective of the type of multiclassing or order of operations. In general, it's probably inadvisable to mix standard and variant multiclassing.

All classes get similar benefits from becoming a variant multiclass monk - it's for the player to decide, as with regular multiclassing, whether or not a particular combination is worth it - but there are slight differences in who gets what, and they get them at different times in accordance with the usual timings for their abilities.

The following variant multiclass monk abilities are gained by the various classes at the given levels:




Brb
Brd
Clr
Drd
Fgt
Pal
Rgr
Rog
Sor
Wlk
Wiz


Soul of Magic
-
-
1
-
-
3
-
-
-
1
-


Unarmoured Defence
-

3
1
2
3
3
3
3
1
1
2


Martial Arts
3
3
1
2
3
3
3
3
1
1
2


Channel Divinity: Ki Meditation
-
-
2
-
-
3
-
-
-
-
-


Ki
6
6
6
6
7
7
7
3
6
6
6


Ki-Empowered Strikes
6
6
6
6
7
7
7
9
6
6
6


Unarmoured Movement
6
6
-
-
7
-
7
9
-
-
-


Deflect Missiles
6
6
8
6
7
7
7
9
-
10
-


Stunning Strike
10
-
-
-
10
-
-
-
-
-
-


Slow Fall
14
-
-
-
18
-
11
9
-
-
-


Unarmoured Movement+
-
-
-
-
-
-
11
13
-
-
-


Stillness of Mind
10
14
17
10
10
15
11
13
14
10
10


Purity of Body
14
14
17
-
15
15
15
17
14
14
14


Tongue of the Sun and Moon
-
-
-
14
-
-
-
17
-
14
-


Empty Body
-
-
-
-
-
-
-
-
18
-
-


Diamond Soul
-
-
-
-
18
-
-
-
-
-
-


Perfect Self
-
-
-
-
-
20
-
-
-
-
-



Soul of Magic

If you are a cleric, paladin or warlock, the following spells are treated as domain, oath or pact spells for you, gained at the normal levels you gain spells of that level:



Spell level
Spells


1st
Feather Fall, Jump


2nd
Enlarge/Reduce, See Invisibility


3rd
Blink, Haste


4th
Greater Invisibility, Staggering Smite


5th
Bigby's Hand, Telekinesis



Unarmoured Defence
You learn some of the monks' secrets of self-defence. So long as you are not wearing armour or using a shield, your AC equals 10+your dexterity modifier+your wisdom modifier.

Martial Arts
your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:


You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. If you are a rogue, you can make sneak attacks with those weapons, just as though they were finesse weapons.
Starting from 5th level, you can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain variant monk levels, as shown in the Variant Monk Martial Arts Table below.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
If you have a class feature which would normally require you to use a weapon or a melee weapon (but not a specific type of weapon such as a greatsword), you can use your unarmed strike instead. You cannot uses this to benefit from the duelling fighting style with your unarmed strike. If you have a class feature that would normally require you to use your strength (such as a barbarian's rage), you can use your dexterity and still get that benefit.


Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.



Level
Martial Arts Die


5-10
1d4


11-16
1d6


17-20
1d8



Channel Divinity: Ki Meditation
As an action, you can channel divinity to gain a number of temporary ki points equal to 1, plus one fifth of your level (rounding down). These ki points last up to 1 minute and can be used for any of the standard ki powers (see "Ki" below") even if you do not actually have a standard ki pool yet, as well as any other ki powers you have.

If you are a paladin, you also get the ability to channel divinity as an action to add your charisma and wisdom modifiers together for 1 minute, allowing you to use the combined total in place of either of them.

Ki
Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You gain a number of ki points equal to half your Variant Monk level, rounding down. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Ki-Empowered Strikes
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmoured Movement
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. At ranger level 11 or rogue level 13, this increases to 15 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity modifier + half your variant monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Stunning Strike
Starting at 10th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your variant monk level.

Stillness of Mind
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body
Your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon
You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Empty Body
Beginning at sorcerer level 18th, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Diamond Soul
Beginning at fighter level 18th, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fall, you can spend 1 ki point to reroll it and take the second result.

Perfect Self
At paladin level 20th, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

theVoidWatches
2019-01-17, 01:23 PM
Bardic College of the Fist

All bards seek beauty - to find it, to create it, and to inspire it in others. Most bards find beauty in music, producing wonders to delight the ears, or in stories, ancient lore and lost knowledge. Some bards find beauty in battle, dancing in and out of combat with swords flashing or telling tales of their companions' glory. Some bards find beauty in the enchantments woven by the fae, or in the subtle art of manipulation. And some bards find beauty in the physical form, in muscles and sweat and a clenched fist.

Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Force of Personality
Beginning at 3rd level, whenever you deal damage with an unarmed strike, you can roll a d4 and add your Strength modifier for the damage. At level 9 in this class, you can roll a d6 and add your Strength modifier for the damage. At level 15 in this class, you can roll a d8 and add your Strength modifier for the damage.
Additionally, when you deal damage with an unarmed strike, you may expend a use of Bardic Inspiration to roll a Bardic Inspiration die and deal the result to the damaged creature as psychic damage. When you do so, the damaged creature has disadvantage on the next attack roll it makes before the beginning of your next turn.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, when you take the attack action on your turn.

Inspired Blow
Beginning at 14th level, when you use your action to cast a bard spell or to take the attack action, you may make an unarmed strike as a bonus action.

sengmeng
2019-01-17, 01:30 PM
Rogue Archetype: Pilferer

The pilferer is a rogue who is very good with his hands, focusing mainly on picking pockets and otherwise stealing items directly from enemies (and sometimes friends). At the highest levels, some of the the things you can steal aren't strictly physical.

Frisk
At third level when you choose this archetype, you gain the ability to frisk someone, making a Sleight of Hand check as a bonus action which will tell you exactly what one creature within your reach has in their possession, by shape only (you do not know the value, composition, magical properties, or color of their possessions). You do not actually take anything (though you still can attempt to with your action) and the target has disadvantage on Perception checks to notice you doing this.


Sticky Fingers
At third level when you choose this archetype, you have advantage when you use Sleight of Hand to take an object from another person, and when you use the Disarm action if your own hands are empty.

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

However your DM chooses to resolve disarm attempts, if it involves a d20 roll, you have advantage.


"Borrow" Weapon
At 9th level, if you acquire a weapon by using your sticky fingers ability, you may make an attack with it as a bonus action against the creature it was taken from or another creature within your reach at the time you take it. You gain your sneak attack damage on this attack, even if it is not a finesse weapon.

Hijack Attunement
At 13th level, you can instantly attune to a magic item once per long rest if it is currently in your hands and attuned to someone else. This breaks the other person's attunement.

Steal Life
At 17th level, you may make a sneak attack with an unarmed strike, but the sneak attack damage becomes necrotic. If the target is brought to zero or lower hitpoints, you heal for half the necrotic damage dealt, gaining any excess as temporary hitpoints. You cannot gain more hitpoints than the target had before the attack.

Vogie
2019-01-17, 03:30 PM
Master Hand Patron
http://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=&url=http%3A%2F%2Fsupersmashbrosfanon.wikia.com%2Fw iki%2FFile%3ACrazy_hand.png&psig=AOvVaw01Nx_1Cv9W_2tM1UeHZU2W&ust=1547841288099923

While many clerics and priests ruminate on the actions of greater beings, but there are those who believe that their whole existence is at the behest of eldritch beings, determining their universe as one would roll dice. In a desire to become the trophies of these otherworldly beings, some warlocks try to connect with them, expanding their minds into another limb to roll with the punches.



Spell Level
Spells


1st
Catapult, Shield


2nd
Cordon of Arrows, Knock


3rd
Phantom Steed, Erupting Earth



4th
Arcane Eye, Faithful Hound


5th
Wall of Force, Destructive Wave


Spectral Hand
At 1st level, you learn the Mage Hand cantrip. It doesn't count against your number of cantrips known. When you cast this spell, it becomes a Spectral Hand that lasts for 1 hour, and you can use it as though it was a free hand, reload weapons, activate magic items, and carry non-weapon items. In addition, your mage hand acts as an arcane focus.

Interposing Hand
At 1st level, you can use your reaction to interpose your Spectral Hand between you and a creature you can see within range to provide you with half cover from that creature's attacks. If the hand was holding anything, those items would be dropped.

Flying Fist
Starting at 6th level, your ability to connect with the otherworldly limb becomes more controlled. Your Spectral Hand can be used as part of an attack, although it cannot hold any weapons with the two-handed property, and it gains the following abilities:

When you use the Attack action or cast a cantrip, you can make one attack with your spectral hand as a bonus action. Use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls
If the Spectral Hand is unarmed, you are proficient with it, and it deals 1d6 bludgeoning damage.
You can use the Spectral Hand to grapple a target. If you do, you can use your Charisma instead of Strength for the grapple check.
As a reaction, you can catch yourself or another creature within range of your spectral hand to prevent falling damage equal to 4 times your Warlock Level.

Master Core
At 10th level, you gain resistance to force damage and cannot be forced to move.
In addition, you learn the Bigby's Hand Spell. You can also cast it once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.

Phantom Limb
At 14th level, your familiarity with the spectral hands reaches mastery level, and your spectral hand doubles in size. Once per short or long rest, whenever you cast Bigby's Hand or use your Spectral Hand feature, you can choose one of the following:

The summoned hand is invisible for the duration, or 1 hour, whichever is shorter.
Your Interposing Hand feature provides three-quarters cover, instead of half cover.
You also create a second Hand of the same type for one minute. You can direct the second hand with the same actions, reactions, or bonus actions, having it mimic the first hand, or act independently of the first, mimicking the movements of your off-hand.
In addition, all damage dealt by your Spectral Hand becomes force damage, and its unarmed damage die increases to 1d8.

New Pact Boon:
Pact of the Glove
You learn the Mage Hand cantrip. If you already know this cantrip, you learn a different warlock cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast this spell, it has a range of 60 feet, you can both cast and direct it as a bonus action, and the spell lasts until dispelled. This summoned hand can be used as part of an attack, although it cannot hold any weapons with the two-handed property. When you use the Attack action, you can make one attack with your spectral hand as a bonus action. If the spectral hand is unarmed, you are proficient with it, and it deals 1d4 bludgeoning damage.

New Invocations:
Telekinetic Brawler
Prerequisite: Pact of the Glove OR Master Hand Patron.
Immediately after you take the Attack action on your turn, you can make two unarmed strikes with your spectral hand as a bonus action. You can use this ability a number of times equal to your Charisma Modifier, and regain all uses when you complete a short or long rest.

Icecaster
2019-01-18, 05:03 PM
School of Telemancy
Gauntleteer is a nickname for wizards who have undertaken the art of telemancy - or the magic of extension. This extension generally is shown by the wizard projecting an area of force onto enemies from one’s hands or arcane focus, and arcane foci in the form of ornate gloves or even gauntlets are often found among the ranks of gauntleteers. Often referred to in academic writings as a marriage of the schools of evocation and conjuration, telemancy blends the raw magical energy of the former with the spatial displacement of the latter in order to deliver devastating blows and punches from afar.

A glove or gauntlet arcane focus weighs 1 pound and fits snugly. It does not offer any sort of protection, and although you can hold things in that hand while wearing the glove, while you are holding something in that hand, you cannot use the glove or gauntlet to provide material components for your spells. The price of such an arcane focus is at the discretion of your DM.

Novice Telemancy
When you choose this school at 2nd level, you learn the mage hand and extended strike cantrips. If you already know mage hand, you learn a different wizard cantrip of your choice. These cantrips don't count against your number of cantrips known. You can move the hand created by mage hand as a bonus action, instead of an action, on your turn.

Strengthened Telemancy
Starting at 6th level, whenever you command your mage hand, you can command your mage hand to attempt to shove or grapple a creature it is adjacent to. The hand makes an Intelligence (Athletics) check for the attempt and is considered proficient with checks made using this feature

Sweeping Strikes
Beginning at 10th level, when you cast extended strike, you can choose a creature within 5 feet of one of the targets. You make another attack against that creature as though using extended strike, which does not count against your number of attacks.
You can use this feature a number of times equal to your Intelligence modifier, but a maximum of once per turn. You regain all expended uses upon finishing a short or long rest.

Spacial Mastery
At 14th level, you've unlocked the secret of displacing yourself instinctively as you strike. Immediately before making an attack from extended strike, you can teleport up to 10 feet away from your current position. You can use this feature multiple times on your turn, but if you teleport using this feature then your movement speed is reduced to 0 until the beginning of your next turn.

Extended Strike
Conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Make a melee spell attack against a creature within range as you displace a punch or swing and magically empower it. On a hit, the target takes 1d6 + your spellcasting ability modifier force damage. This cantrip can only be taken by wizards of the School of Telemancy.

You can make additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack.

SleeplessWriter
2019-01-19, 03:40 AM
Rogue: Bar Brawler

Bar Brawling

“Most thieves go after coinpurses or cook up grand schemes to sneak into castles and such, but I enjoy the simple pleasures. I see a hunk of cheese, I want the hunk of cheese, but some goliath is about to eat it. So I walk up to him, insult his sister’s stepbrother’s aunt’s mace collection, and he’ll take a swing at me and hit the lumberjack’s boy, who’ll naturally return the favor. Then in the chaos I’ll make off with his hunk of cheese AND his mug of ale… It’s the perfect plan.”

At 3rd level when you choose this subclass you are proficient with improvised weapons and your unarmed strikes deal 1d4 damage + your dexterity modifier. You may also use your sneak attack with unarmed strikes or improvised weapons that lack the heavy or two-handed properties. In addition, you gain a number of ki points equal to half your level (rounded up) that you may spend to use one of the abilities below. You regain all expended ki points at the end of a short or long rest. You use your charisma modifier when determining the saving throw DC for Bar Brawler abilities, and it is calculated as follows:

Bar Brawler Save DC = 8 + your proficiency bonus + your Charisma modifier

Escape the Chaos: as a bonus action you may expend a ki point to move up to half your speed without provoking opportunity attacks. Until the beginning of your next turn other creatures’ spaces do not count as difficult terrain for you.

Provoke the Patrons: as an action you may expend a ki point to taunt a creature within 5 feet of you that can see and hear you and attempt to anger it. It must make a wisdom saving throw or use its reaction to attempt to make a melee attack against you with disadvantage. If it misses, you may instead make it attack another creature or object within 5 feet of you.

Take a swipe at ‘em: you may expend a ki point as a bonus action to make an attack with an unarmed strike. In addition, you may make a slight of hand check and attempt to swipe an item within 5 feet of you that is not being worn or carried without anyone's notice.

Punch and Run

“Craig is sad ‘cause a mean man made fun of Craig’s friend and Craig’s friend punched Craig and made Craig drop sandwich. Then mean man punched Craig too. Now Craig and Craig’s friend can’t find mean man or sandwich, and Craig’s jaw hurts.”

At 9th level you don’t need advantage to make a sneak attack against a creature if it is within 5 feet of a creature that is hostile to it or has attacked it since the beginning of your last turn. You must still meet all other requirements for Sneak Attack. Additionally, when you make a sneak attack against a creature it has disadvantage on wisdom (perception) checks to see you until the the end of your next turn.

Blatant Theft

“Sorry ‘bout the state of the place, there was another brawl in here last night. Everyone’s gotta eat at the bar ‘cause some bloke stole the bloody tables. Worst part is nobody even saw ‘em do it”.
“…I have no idea who would do such a thing… So shocking.”

Also starting at 9th level your carrying capacity is doubled and you have advantage on any ability check made to lift or carry medium or smaller items, and you do not have disadvantage on dexterity checks as a result of carrying any such item. At 13th level you gain this benefit for large objects as well, and you may carry items that are medium or smaller with one arm. At 17th level you may also carry large items with one arm.

Knockout

“Good work, Mr. Brown. You’ve assisted in the capture of a dangerous fugitive.”
“Just doing my civic duty, sir.”*

At 13th level you gain the ability to attempt to knockout an enemy when you hit a creature with a sneak attack using an improvised weapon. When you do so you must expend a ki point and the target of the attack must succeed on a Constitution saving throw or be stunned until the end of your next turn. If the attack was a critical hit then the target is instead knocked unconscious, and the improvised weapon is broken on a critical hit whether or not the target made its save.

One More Drink First

“No I’m not gonna just leave it on the table while I fight!”
“Why not?”
“‘Cause I wanna hit someone with the table, that’s why!”

Beginning at 17th level when you roll initiative you may spend your reaction to consume a nonmagical drink or piece of food to gain 5d10 temporary hitpoints for one minute. You may only do so once per long rest.


*Pirates of the Caribbean, Curse of the Black Pearl

Kingsluger
2019-01-19, 10:59 AM
College of Fraternity
While many Bards have already left and forgot much of whichever college they trained at, you never quite let go of those wild days of learning.

Bonus Proficiencies
At 3rd level, you gain proficiency with Brewer's Supplies. You also gain proficiency in one other skill of your choice. If you are already proficient with Brewer's Supplies, choose any other tool or skill proficiency. Additionally, you gain advantage on saving throws to avoid being poisoned.

High Five
At 3rd level, as a reaction whenever you cast a spell with the range of touch on an ally, you may gain the effects of the spell for its duration. You may use this ability once per long rest.

Bottoms Up
Beginning at 6th level, you may drink from a potion twice before it is consumed.

Bromancer
At 14th level, whenever you use your action to cast a bard spell, you may take the help action as a bonus action.

Ivellius
2019-02-09, 01:31 AM
Strength Domain
Prayers and solemn oaths just aren't for you, but you still feel a spiritual calling. Why not dedicate yourself to a god who calls cage fights "sacred assemblies"? Remember, holy days aren't over until someone pins the officiant.

Strength Domain Spells
1st – heroism, thunderous smite
3rd – enhance ability (Bear’s Endurance or Bull’s Strength only) enlarge/reduce (enlarge only)
5th – blinding smite, crusader’s mantle
7th – black tentacles, staggering smite
9th – banishing smite, Bigby’s hand


Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.

Holy Brawler
Also at 1st level, you can channel divine power into your body to use as a weapon. When making an unarmed strike, you can use your Wisdom modifier as the base damage of your unarmed strikes (instead of the normal 1). Additionally, you can add your Wisdom modifier to the result of an Athletics check made to initiate or escape a grapple.

Channel Divinity: Wrestler’s Retribution
At 2nd level, your deity blesses you with the opportunity to strike back at nearby foes. When an adjacent creature makes a successful attack against you or a creature grappled by you attempts to escape, you can use your Channel Divinity as a reaction to make an unarmed strike against that creature. If you successfully deal damage, that creature’s speed drops to 0 feet for the remainder of its turn.

Sanctified Pugilist
At 6th level, when you make a melee attack, you can make an unarmed strike attempt as a bonus action. You can use
this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Divine Strike
At 8th level, once on each of your turns you can infuse your strikes with impressive strength, causing a melee weapon attack or unarmed strike to deal an extra 1d8 damage. When you reach 14th level, the extra damage increases to 2d8.

Deva’s Strength
At 17th level, you gain a blessing of increased might. Your Strength score increases by 4. Your maximum for that score is now 24.

MoleMage
2019-02-11, 02:54 PM
Pencils down, it's time to vote!

http://www.giantitp.com/forums/showthread.php?580730-D-amp-D-Subclass-Contest-VI-Voting-Thread&p=23700219#post23700219

Two weeks on the voting clock, so make sure to get your votes in!

MoleMage
2019-02-25, 05:02 PM
Alright everyone, our voting period has ended and it is time to tally the results!

In 3rd place, with 7 voting points, we have SleeplessWriter's Bar Brawler Rogue. For when you really need to hit someone with, then run off with, a table.

In 2nd place, with 8 voting points, we have Vogie's Master Hand Patron. For when your eldritch master is a giant floating hand with a propensity for playing with Nintendo figurines, and they taught you to do the same.

In 1st place, also with 8 voting points, we have nickl_2000's Bardic College of the Luchador! Wear a mask and wrestle some baddies in style, all while talking the best trash ever seen in DnD, because you're a bard!

The tie for 1st place was broken because Vogie did not submit a vote before the tallying of results. If he had, the next tiebreaker is number of 1st place votes. There is no third tiebreaker, the tie would have just stood in that case.

In the voting for theme, we have a clear winner in Well, That's Fortunate and for the third consecutive contest we have a tie for runner up. Subsystems Online will pass automatically into the next voting pool yet again, while Keep it Simple, Stupid was upstaged by It Is Written for the runner-up and so look for Subsystems Online and It Is Written in the next contest's voting pool!

Thanks everyone for playing, and the new thread should be up shortly!

Voting has concluded. The next contest can be found here (http://www.giantitp.com/forums/showthread.php?581983-D-amp-D-Subclass-Contest-VII-Well-That-s-Fortunate&p=23733775#post23733775). Good luck!