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View Full Version : Contest D&D 5e Base Class Contest VI: The Monster Mash



Requilac
2019-02-15, 05:44 PM
Welcome to the 5th competition between playgrounders to create a homebrewed base class for Dungeons and Dragons Fifth Edition. This concept was heavily based around the Base Class Contests for 3.5e on this forum, but they are by no means officially related and this competition runs on slightly a slightly different ruleset. Please only place the your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

1) The class you homebrew should be based on the concept of it being a monster represented as a Player Character class. All monsters are allowed, but monsters with humanoid shapes (such as vampires, illithids or sahuagin) may fit better in the scope of D&D 5e rules for players. So long as you believe your class fits the theme, it is perfectly valid, although you may be unlikely to be voted for if your class loosely fits the theme.
Formerly I claimed that the theme would be time, but it was changed because it was agreed upon in the previous competition that monsters, rather than time, would be the them. The theme shouldn’t have been based on time.
2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread then one on the homebrew design sub-forum, you will be disqualified. If you do make a specific thread for you class, please mention its involvement to the competition in that thread.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features which you have created elsewhere to supplement your class, but these must be written at least partially by you. Taking a concept from someone else’s homebrew is acceptable, but the exact mechanics cannot be the same. Failure to comply to either of the previous two rules will result in disqualification.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due at 11:59 pm on April 23rd Eastern Standard Time. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Chat Thread: http://www.giantitp.com/forums/showthread.php?581139-D-amp-D-5e-Base-Class-Contest-VI-Chat-Thread
Voting Thread: http://www.giantitp.com/forums/showthread.php?586639-D-amp-D-5e-Base-Class-Contest-VI-Voting-Thread&p=23869557#post23869557

Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

MoleMage
2019-02-16, 11:20 PM
The Golem
A cleric works in his lab, carefully treating the clay he gathered earlier so that it will act as a suitable vessel for a spirit. Every den of knowledge needs a guardian.
A wizard carefully etches runes into an iron form in the likeness of her lost love. When it is finished, she will return his soul into it.
A vengeful alchemist collects a series of cadavers, stitching them together in a mad fever. When he awakens his creation with a bolt of electricity, he finds that it has vengeance of its own in mind.
A town calls for aide from a nearby demigod. He answers their plea in the form of a man made from stone, who guards them against all threats.

Sturdy Bodies
Whatever they are crafted from and by whichever means they are animated, all golems share one thing in common, and that is sturdiness. Even a golem crafted from otherwise flimsy materials such as unfired clay or wood or even cloth finds itself imbued with a strength born only by the fusion of spirit and matter.
For the most part, golems find service, whether willingly or through compulsion, as guardians. They guard people, places, objects of power, or simply themselves, but they almost always work as guardians, putting their supernatural durability to its greatest effect.
At other times, they might work as laborers, drawing on impossible strength, or as soldiers who make up for increased cost to hire with the ability to go without food or drink indefinitely.

Crafted, not Born
Golems are crafted from a variety of materials using a variety of methods, but the end result is always the same: a humanoid figure inhabited by a spirit, whether the spirit of a fallen comrade, a hated enemy, or as is most common, the spirit of an elemental being of earth or fire.
Many golems, when initially created, are bound magically to their builder, forced to obey their commands and serve them to the best of their ability. Golems created from elemental spirits know little else, at first, while golems created from deceased retain their memories of their former life.
However, though all golems are spirits inhabiting artificial bodies, they are not without individuality. Indeed, many of them adopt the characteristics of their body's apparent shape, such that a golem crafted in the likeness of a halfling will embrace the halfling culture and language, within the limits of their creator's commands. And if eventually they find freedom, whether granted deliberately or through circumstance, golems will choose most often to make their own way, finding work in whatever skills they may possess, including combat.

Creating a Golem
Golems can have myriad reasons for adventuring. Maybe they are in the service of a wizard who is already adventuring, and are compelled to follow his or her orders to some degree. Maybe they earned their freedom but found that the jobs they were qualified to work were too restricting after their former servitude. Some are the spirits of former adventurers, while others find themselves unwelcome in cities as their intimidating and unnatural appearance causes unjustified fear.
Consider how your golem came to be built. Often, this will give a justification for why they travel into unknown wilds and fight monsters. If that is not enough, consider your golems aspirations, which they held so dearly in their servitude. Did they wish fame? Perhaps money? Did they want to see exciting places?
The golem class is not for all campaigns. Work with your DM and the other players of your group to determine whether a golem can find welcome in an adventuring party, and under what terms.

It is possible for characters who did not start their careers as golems to become one later on. For the purposes of multiclassing, a character must possess a Strength and Constitution of at least 13 in order to multiclass into or out of golem, and if they are not already a golem, they must willingly undergo the transfer of their spirit, whether living or dead, into a golem's body.

Treat the process of transferring into a golem body as a *reincarnate* spell with the following changes: The material component's cost is increased to 2500 gp. The actual process must be done by any spellcaster possessing 5th level or higher spell slots and takes one hour, but does not consume spell slots (as if it were a ritual). The body must be created any time before the ritual starts, rather than being created by the ritual (its cost is included in the material component cost of the ritual). The creation of the body takes 24 hours. Finally, the race of the target always matches the apparent race of the constructed body.

Quick Build
You can make a Golem quickly by following these suggestions. First, put your highest ability scores in Strength and Constitution. Second, choose the Soldier background.

For the purposes of playability, this class is designed as though the Golem were a humanoid instead of a construct. Healing or resurrection magic works on them in the same fashion as it would other party members, and they still need to consume sustenance, breathe, sleep, and age (until noted otherwise). If you wish to have your players use this class to represent golems as constructs, you may add the conversion to the Construct type to level one. If you do so, it is recommended that you also improve their defensive abilities to compensate for the fact that healing magic no longer works on them or introduce healing spells specifically for constructs.

GMBinder Link (https://www.gmbinder.com/share/-LWS3fn6x0w5a0T2RE5E)
PDF Link (https://drive.google.com/open?id=1bvpy_0coL3e8uXEWStv5RvIGKiYRMg-Z)

2-16-19: Class table formatted on GMBinder. Unarmored Defense, Golem Resilience, Slam, Artificial, Hardened Flesh, Immutable Form, Magic Weapons, and Golem Resistance written.
2-20-19: All existing features adjusted. Artificial moved to level 3 (improved still at 15). Unarmored Defense now starts at 11+Con and improves up to 15+Con (weaker at level 1, stronger above level 15). Slam now gives improvements at 5, 11, and 18. Magic Weapons moved to 7. Colossus added at level 11, Hardened Form improvement added at level 17. Tempers now written (Clay, Iron, Flesh, Stone). First complete draft of the class features.
3-8-19: Golem Resilience (lvl 2) moved to level 1. Slam (lvl 18) now only allows replacing all dice with Str mod, instead of also allowing the use of Str score in place of mod. Artificial (15) moved to 3, except for the agelessness. Face of Clay buffed, it now requires a check to see you're made of clay. Haste nerfed, no longer refreshing on berserk, though the defensive benefits last while you continue berserking. Divine Berserk now allows a second attempt at a missed Slam while berserking to compensate. Steel Edge wording clarified to match intent: you still only get slam damage once per round. Supercharged adjusted to short rest to match other class features. Narrative sections added, along with "Becoming a Golem" and "GM Notes: Golems in play" sidebars.

Golem


Level
Proficiency
Bonus
Unarmored
Defense
Slam
Features



1
+2
11
--
Unarmored Defense, Temper, Golem Resilience



2
+2
11
2d6
Slam



3
+2
11
2d6
Artificial



4
+2
11
2d6
Ability Score Improvement



5
+3
12
3d6
Hardened Form, Slam Improvement



6
+3
12
3d6
Temper Feature



7
+3
12
3d6
Immutable Form, Magic Weapons



8
+3
12
3d8
Ability Score Improvement



9
+4
12
3d8
Golem Resilience Improvement



10
+4
12
3d8
Temper Feature



11
+4
13
4d8
Colossus, Slam Improvement



12
+4
13
4d8
Ability Score Improvement



13
+5
13
4d8
Golem Absorption



14
+5
13
4d10
Temper Feature



15
+5
14
4d10
Artificial Improvement



16
+5
14
4d10
Ability Score Improvement



17
+6
14
5d10
Hardened Form Improvement



18
+6
14
5d10
Slam Improvement



19
+6
14
5d10
Ability Score Improvement




20
+6
15
5d12
Temper Feature



As a Golem, you gain the following features

Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Golem level after 1st.

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple and martial weapons
Tools: One type of artisan's tools
Saving Throws: Strength and Constitution
Skills: 2 chosen from Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Survival

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


(a) a martial weapon and a shield or (b) two martial weapons
(a) scale mail or (b) leather armor and a heavy crossbow with 20 bolts
(a) a dungeoneer's pack or (b) an explorer's pack
One set of artisan's tools


Unarmored Defense
Regardless of what material your body is formed of, you are more difficult to wound than normal creatures. While you are not wearing any armor, your Armor Class equals 11 + your Constitution modifier. You can use a shield and still gain this benefit.

This ability improves as you gain levels, as indicated in table: The Golem.

Temper
At first level, your body is forged from a specific material which is known as your Temper. Four Tempers are described at the end of this class description: the Temper of Clay, the Temper of Flesh, the Temper of Iron, and the Temper of Stone. Your choice gives you features when you choose it and again at your 6th, 10th, 14th, and 20th level in this class.

Golem Resilience
Also at 1st level, your spirit bonds more fully with the material of your artificial body, taking on some of its characteristics. You gain resistance to poison damage and immunity to the poisoned condition. You also get an additional resistance based on your Temper.


Clay: Acid damage
Flesh: Lightning damage
Iron: Fire damage
Stone: Psychic damage


At 9th level, this feature improves. The damage resistances become damage immunities. Additionally, you have resistance to damage dealt by any spell whose level is equal to or less than one fourth your Golem level (rounded down). Spells cast at a higher level count as the level they are cast at for the purposes of this feature.

Slam
At 2nd level, your learn to use the heavy material of your arms as deadly bludgeoning weapons. Once on your turn, when you could make a melee weapon attack, you can replace it with a slam attack. This attack deals bludgeoning damage as indicated in table: The Golem, plus your Strength modifier. You must have at least one hand free to make a slam attack.

At 5th level, your slam attack improves. After rolling your damage dice, you may choose to replace the value of one of your dice with your Strength modifier. At 11th level, you may replace up to two dice in this way. At 18th level, you may replace any number of dice in this way.

Artificial
Though crafted in the likeness of a person, you are made of non-living matter and can sustain yourself through just about any source energy. Beginning at 3rd level, you do not need to eat, drink, or breathe, and if you choose to do so you do not suffer any ill effects for consuming spoiled food or drink. Your body continues to decay in a fashion consistent with your Temper, which has equivalent effects to aging.

At 15th level, this ability improves. Your body ceases decaying as it is now supported fully by your spirit. You no longer age and any consequences which you had already accumulated related to age are lost.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Hardened Flesh
Beginning at 5th level, when you take bludgeoning, slashing, or piercing damage, you can use your Reaction to give yourself resistance to that damage type until the start of your next turn. Hardened Flesh has no effect on damage dealt by adamantine weapons.

At 17th level, this feature improves. You now have resistance to any non-magical bludgeoning, slashing, or piercing damage at all times, and when you use your Reaction in response to taking one of those damage types, you give yourself immunity to that damage type until the start of your next turn (including magical damage of that type). Neither the passive resistance nor the active immunity has any effect on damage dealt by adamantine weapons.

Immutable Form
Beginning at 7th level, your artificial body resists attempts to change its shape. You have advantage on any saving throw made against an effect which would alter your form. As an action on your turn, you can reattempt a saving throw against one effect which is currently altering your form. If your save succeeds, that effect ends.

Magic Weapons
Also at 7th level, your weapon attacks and Slam attacks are treated as magical for the purposes of overcoming resistance and immunity.

Colossus
At 11th level, you have improved your artificial body's construction to the point that it seems larger than life. You are treated as one size category larger whenever doing so would be convenient for you, and you have advantage on Strength checks made to grapple and shove and on Strength saving throws against effects which would move or knock you prone. Finally, your melee attacks gain a 10 foot reach if they did not already possess a greater reach.

Golem Absorption
At 13th level, you learn to convert damage you would normally resist into improved vitality. When your Golem Resilience feature prevents damage of the type associated with your Temper, you may use your Reaction to gain temporary hit points equal to half of the damage prevented. Once you have used this feature, you cannot use it again until you have completed a short rest.

If the source of that damage allows a saving throw to reduce the damage, you can choose to fail that saving throw.



In order to craft a golem, a combination of alchemy, name magic, and transmutation is applied to a body crafted of a specific material, which becomes known as that golem's Temper. This allows the body, though not made of living flesh, to host the spirit of an elemental or even of a person. The material determines many properties of the resultant golem. Described here are four possible Tempers: Clay, Iron, Flesh, and Stone.


Clay golems are formed of unfired clay, then allowed to sun-harden into solid earthenware bodies. Of all Tempers, clay is considered the least lucky, as their attacks carry the ability to curse the wounded, an ability believed to be a form of divine retribution passed down from the original clay golem who was crafted by the world's first priest.

Face of Clay
At 1st level, your body is formed of semi-hardened clay, and you learn how to readily reshape yourself as needs must. You can sculpt your facial features into any form you see fit, allowing you to hide your identity. Casual observers do not notice anything unusual about you, but your body is still made of clay, and a creature can discern that by using their action to make an Intelligence (Investigation) check with a DC of 8 + your Proficiency Bonus + your Constitution modifier.

Berserk
Also at 1st level, you sometimes fly into a berserk fury when struck in combat. When you take damage from a melee attack or spell that reduces you to half of your maximum hit points or fewer, you can choose to become berserk. If you do, you must spend your next turn attempting to strike the nearest creature with a melee weapon attack. You have advantage on that attack if the target is the creature which triggered this ability, and if it hits, you may add your Constitution bonus to the damage dealt.

Cursed Blows
At 6th level, the cursed nature of your body manifests. Whenever you deal damage with a melee weapon attack or with a slam attack, those wounds become cursed, making them more difficult to heal. The next source of healing or regeneration your target receives within one minute is reduced by half of the damage dealt by your attack, to a minimum of zero.

Mutable
Your body may resist changes to its shape from outside forces, but you can draw on the flexibility of clay to become more flexible. Starting at 10th level, you can now fit through any space small enough to admit your hand, though doing so takes one minute for every five feet of travel. While you are moving through narrow spaces in this fashion, you are considered restrained, with the exception that you can move five feet each minute.

Haste
At 14th level, you learn to accelerate your body in combat. As a bonus action on your turn, you make a single slam attack and grant yourself a +2 bonus to AC and Dexterity saving throws until you start your turn and are not berserk, up to a maximum of 1 minute. Once you have used this feature, you cannot use it again until you have completed a short or a long rest.

Divine Berserk
At 20th level, you have mastered the berserker spirit within. You may behave normally whenever you are berserk, but you retain any benefits of the berserk. Additionally, you can trigger your berserk state regardless of how much health you have, and you may reattempt a Slam attack (using the same modifiers such as advantage, disadvantage, or cover) if it misses while you are berserk.

Iron golems are considered the epitome of the golemcrafter's art, though in truth the quality of the spirit bound to the body has more to do with the worth of the resultant golem than the materials needed. More than any other Temper, the Iron Temper is suited for combat. Many Iron Golems are created to serve as guards, and free-thinking golems often choose mercenary work in order to best use their talents.

Iron Body
At 1st level, your flesh is even more resistant to blows than other golems. Your HP maximum increases by 1 when you choose this Temper and again each time you gain a level in this class.

Steel Edge
At 6th level, your weapon attacks improve. When you would be eligible to make a slam attack, you can instead make a melee weapon attack using the slam's damage dice instead of the weapon's normal damage dice (but the weapon's damage type and any special properties). Additionally, you deal +2 damage with any melee weapon or slam attack.

Sentinel
At 10th level, you no longer need to sleep. You must still limit yourself to light activity in order to gain the benefits of a rest.

Poison Breath
At 14th level, you can expel a toxic blast of corroded iron. As an action on your turn, you can force all creatures in a 20-foot cone centered on you to make a Constitution saving throw (DC = 8 + your Proficiency modifier + your Constitution bonus). On a failed save, creatures take poison damage equal to your slam dice plus your Constitution bonus. On a successful save, they only take damage equal to your Constitution bonus. Once you have used this feature, you must wait one minute before using it again.

Adamantine Golem
Through a combination of alchemical processes and transmutation magic, you have replaced all of the iron in your body with adamantine. At 20th level, your Hardened Form feature now functions even against adamantine weapons, and your melee weapon and slam attacks now ignore any resistance to bludgeoning, piercing, or slashing damage. Finally, whenever you roll initiative, you gain 20 temporary hit points.


Few things are as horrific to the casual observer as a newly-crafted flesh golem, the only Temper formed of once-living matter. In order to craft such a body, the creator stitches together the body parts of several deceased humanoids, which need not even be of the same race. Eventually, the spirit bonded to this horror causes the parts to heal as though they were all one body, and the flesh golem is the most adept at hiding their true nature, but they still remember and can draw on their macabre origins.

Diverse Background
The clever stitching together of body parts from multiple donors gives you greater flexibility than others. When you choose this Temper at level 1, choose an ability score to which your race does not give a bonus (if your race gives a bonus to all ability scores as with human, you may choose any one ability score, so long as the racial bonus for that score is less than 2). You gain a +1 in that ability score. You also speak an additional language of your choice (typically the language of a race which gives a bonus to your chosen score).

Berserk
Also at 1st level, you sometimes fly into a berserk fury when struck in combat. Whenever you take damage from a melee attack or spell that reduces you to half of your maximum hit points or fewer, you can choose to become berserk. If you do, you must spend your next turn attempting to strike the nearest creature with a melee weapon attack. You have advantage on that attack if the target is the creature which triggered this ability, and if it hits, you may add your Constitution bonus to the damage dealt.

Fire Averse
At 6th level, your body becomes more flammable as it continues to dry out and you replace more of its fluids with flammable preservatives. You may always trigger your berserk whenever you take fire damage, even if that fire damage is not from a spell or if it does not reduce you to half of your maximum hit points or fewer. Further, if you strike the source of the fire damage with the berserk attack, you deal additional damage to them equal to half of the fire damage you took. If you choose to trigger your berserk due fire damage, you forgo any benefit for succeeding on a saving throw against that effect and you cannot apply any resistance or immunity to fire damage to that effect.

Fleshy Guise
At 10th level, your unliving body has been restored by the spirit bonded to it. You now appear to any outside observer as a member of whatever race your body was primarily crafted from.

Supercharged
At 14th level, you are not only restored but enhanced by electric attacks. When you use your Golem Absorption ability to convert lightning damage into temporary hit points, you may also move up to your speed and make a single slam attack as part of the same Reaction. This movement does not provoke opportunity attacks. You can also choose to supercharge yourself deliberately, but doing so is draining. As a bonus action on your turn, you can move up to your speed without provoking opportunity attacks and make a single slam attack. After you do so, you cannot do so again until you have completed a short or a long rest.

Regenerative Form
At 20th level, your spirit can restore your body so rapidly that even the most grievous of wounds can't incapacitate you for long. You have advantage on death saving throws. Whenever you succeed on three death saving throws in order to stabilize, you return to consciousness with one hit point. Finally, you gain 5 temporary hit points at the start of each of your turns.

Stone is a durable and stoic material, and that nature passes down on to golems crafted from it. Stone golems are among the hardest to persuade, the hardest to move, and the hardest to harm. They carry with them a weight that lends strength, even if they sometimes lack grace.

Heavy Construction
At 1st level when you select this temper, your carrying capacity is doubled and you gain proficiency in Athletics. You may add twice your proficiency bonus to Strength checks made to shove and Strength saving throws made to resist effects which would move you or knock you prone.

Mighty Blow
At level 6, your slam attacks are so powerful that you can attempt to knock foes back when you strike them. When you strike an enemy with a slam attack, you may use a bonus action to shove that enemy. If your shove attempt succeeds, the creature is knocked back an additional 5 feet (if you chose to knock them prone, they are knocked back 5 feet in addition to being knocked prone).

Immutable Mind
At level 10, your mind is as resolute as your body. You have advantage on any saving throw made against an effect which would alter your mind, and you may use your action on your turn to remove the charmed and frightened conditions from yourself.

Slow
At level 14, you can draw on your metaphysical weight to slow enemies around you. You can cast the spell slow without expending a spell slot. Once you have done so, you cannot do so again until you have completed a short or a long rest.

Unstoppable
At level 20, you are immune to the restrained, grappled, and stunned conditions.

theVoidWatches
2019-02-17, 01:05 PM
​The Lycanthrope




Level
Proficiency Modifier
Features
Moon Dice


1
+2
Moon Dice, Curse of the Moon, Lycanthropic Form
2 + Constitution Modifier


2
+2
Lycanthropic Form Feature
2 + Constitution Modifier


3
+2
Animal Instinct
2 + Constitution Modifier


4
+2
Ability Score Increase
2 + Constitution Modifier


5
+3
Extra Attack
3 + Constitution Modifier


6
+3
Lycanthropic Form Feature
3 + Constitution Modifier


7
+3
Tracker
3 + Constitution Modifier


8
+3
Ability Score Increase
3 + Constitution Modifier


9
+4
Improved Lunar Transformation
4 + Constitution Modifier


10
+4
Ability Score Increase
4 + Constitution Modifier


11
+4
Lycanthropic Form Feature
4 + Constitution Modifier


12
+4
Ability Score Increase
4 + Constitution Modifier


13
+5
Lunar Resilience
5 + Constitution Modifier


14
+5
Improved Tracker
5 + Constitution Modifier


15
+5
Regeneration
5 + Constitution Modifier


16
+5
Ability Score Increase
5 + Constitution Modifier


17
+6
Lycanthropic Form Feature
6 + Constitution Modifier


18
+6
Pack Leader
6 + Constitution Modifier


19
+6
Ability Score Increase
6 + Constitution Modifier


20
+6
Love of the Moon
6 + Constitution Modifier




Class Features
As a Lycanthrope, you gain the following class features:


Hit Points
Hit Dice: 1d8 per Lycanthrope level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier


Proficiencies
Armor: Light and Medium armor, Shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth, or Survival.


Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) a heavy crossbow and 20 bolts or (b) a longbow and 20 arrows
(a) a dungeoneer's pack or (b) and explorer's pack


Moon Dice
As a lycanthrope, you have access to a well of lunar power conveyed to you by the moon. This power allows you to tap into your animalistic form, its instincts, and its powers, in a variety of ways. The store of your lunar power is represented by a number of Moon Dice, which are d6s. You have a number of Moon Dice which increases based on your level in this class, as shown by the Moon Dice column of the Lycanthrope table.
You regain all expended Moon Dice when you finish a long or short rest.
If you take a long or short rest on the night of a new moon, you do not regain any expended Moon Dice.

Some of your features require your target to make a saving throw to resist the effects of the feature.

Lunar Save DC = 8 + Your Constitution Modifier + Your Proficiency Modifier




Curse of the Moon
While the moon grants you power, that power comes at a cost. When the moon is full, your power overflows and you may become uncontrollable. When a full moon rises, you must make a Wisdom Save against your Lunar Save DC. If you fail this save, you must use your Lunar Transformation feature to transform into your hybrid form and attempt to kill all creatures which you can perceive until sunrise, or until you are knocked unconscious or killed. During this time, you may use all features which require spending Moon Dice without spending Moon Dice - if you do so, any numerical value based on the Moon Die counts as a 2. Additionally, you gain temporary health equal to your maximum number of Moon Dice each turn.
If you pass this save you are still forcibly transformed into your hybrid form until sunrise, but you are not required to attempt to kill all creatures which you can perceive. During this time, whenever your expend a Moon Die on a feature, you may treat any numerical result of a 1 on the Moon Die as a 2.
On the night of a new moon, however, you are cut off from the moon and your power cannot refill. During this time, you cannot use your Lunar Transformation ability, and whenever you expend a Moon Die on a feature, all numerical results based on the die are divided by two (rounding down).

Additionally, you are vulnerable to damage dealt by silvered weapons, and you count as a shapeshifter.

Lycanthropic Form
As a lycanthrope, your soul is spiritually bound to an animalistic spirit - the Bear, the Eagle, the Rat, the Tiger, or the Wolf. This spirit gives you bonuses at level 1 and again at levels 2, 6, 11, and 17.

Animal Instinct
Beginning at level 3, the animal spirit that you are bound to has grown strong enough that its instincts bleed into your daily life. These instincts help you interact easily with other animals. When you make a check to interact with an animal, such as Wisdom (Animal Handling), you can spend a Moon Die to gain advantage on the check.

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

Extra Attack
Beginning at level 5, you can attack twice instead of once when you take the Attack action.

Tracker
Beginning at level 7, your animal instincts allow you to track your enemies via scent. Your passive perception is increased by 4 against creatures that you can smell, and when you make an ability check to track an enemy you may add your Constitution modifier to the check.

Improved Lunar Transformation
Beginning at level 9, your ability to maintain your hybrid form improves. When you take on your hybrid form, if the result of the Moon Dice you expend to transform is less than your Proficiency modifier, you may treat it as your Proficiency modifier.

Lunar Resilience
Beginning at level 13, the lunar power flowing through you can strengthen your body in times of need. When you make a Strength, Dexterity, or Constitution saving throw, you may spend a Moon Die as a reaction to roll that die and add it to your saving throw. If the result of your roll on the Moon Die is less than your Proficiency modifier, you may spent a second Moon Die as part of the same reaction to treat the result as your Proficiency modifier. You may do so after the saving throw is made, but before the DM tells you the result.

Improved Tracker
Beginning at level 14, your tracking skills improve further. Your bonus to passive perception granted by Tracker improves to +8, and your have advantage on ability checks made to track an enemy.

Regeneration
Beginning at level 15, the lunar power flowing through your body repairs your injuries to an extent. If your current health is less than or equal to half your maximum health at the beginning of your turn, you regain an amount of health equal to 1d6 + your Constitution modifier (minimum 1).

Pack Leader
Beginning at level 18, the power of your animalistic spirit is such that it can dominate lesser animals. You may spend a Moon Die as a bonus action to issue a simple order to a beast of CR 2 or below. When you do so, roll the expended Moon Die - the result is the number of hours that the beast will follow your order. You may only command a number of animals equal to or less than your Constitution modifier (minimum 1), and you may only issue 1 simple order to each individual beast.
Simple orders may include directives such as "fight beside me", "protect this person", "track this person", or "flee".

Love of the Moon
Beginning at level 20, your connection with the moon is strong enough that you can meditate to renew your connection to it. You may spend one minute in concentration to regain all expended Moon Dice. After you have used this feature, you cannot use it again until after a long rest.



The Bear


Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class plus your Constitution Modifier. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain claws, with which you can attack using your Strength, dealing 1d10 + your Strength Modifier slashing damage. You are proficient with your claws.
You gain a bite attack, with which you can attack using your Strength, dealing 1d12 + your Strength Modifier piercing damage. You are proficient with your bite.
You gain resistance to non-magical slashing, piercing, and bludgeoning damage.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which is a black bear. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a black bear with the exception of multiattack, which you do not posses. If your health is reduced to 0 as a black bear, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and Parry feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Tough as a Bear
Beginning at level 1, your maximum health is increased by 1. It increases by 1 again every time you gain a level in this class.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Ursine Endurance: You can muster your lunar power to survive attacks. When you take damage, you may spend any number of Moon Dice as a reaction to roll those Moon Dice and reduce the damage by an amount equal to the result + your Constitution Modifier
Mother Bear: Your animalistic instincts drive you to protect others. When an attack roll is made by an enemy adjacent to you or against an ally adjacent to you, you can spend a Moon Die as a reaction to attempt to make yourself the target of that attack. If you do so, the attacker must make an attack check against your Lunar Save DC. If they succeed, their attack strikes their original target. If they fail, their attack strikes you.
Lunar Fortification: Your lunar power can enhance your constitution. You may spend a Moon Dice as a bonus action to roll the Moon Die and grant yourself Temporary Health equal to the result + your Constitution Modifier.


Parry
Beginning at level 6, your animal instinct helps you defend yourself as well as others. Once per turn when you are the target of an attack roll, you may use your reaction to increase your AC against that attack by your Constitution modifier.

Improved Parry
Beginning at level 11, your defensive instincts come under your conscious control. You may use your Parry feature without spending a reaction.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you use the Ursine Endurance option of your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


The Eagle

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain a claw attack, with which you can attack using your Strength or Dexterity, dealing 1d6 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Light Finesse weapon.
You can use the Dash action as a Bonus Action.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
You have advantage on Wisdom (Perception) checks based on sight.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which uses the stats of a giant owl. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a giant owl with the exception of flyby, which you do not possess. If your health is reduced to 0 as a giant owl, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and your Skirmisher feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Aerodynamic
Your movement speed is increased by 10 feet. Additionally, the damage you take from falling is reduced by 5 per level in this class.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Charging Slash: The instincts of the eagle spirit within you teach you to dive and strike. Once on your turn when you make a weapon attack roll after moving at least 20 feet, you may spend one or two Moon Dice to gain advantage on the attack roll. If the attack hits, roll the Moon Dice you spent and add them to the damage of the attack.
Flight Feathers: The eagle spirit is only able to lift you for brief moments without a transformation, but those moments can still be useful. As a bonus action on your turn, you may gain a flight speed equal to your normal movement speed until the beginning of your next turn. If you already have a fly speed, it is increased by your normal movement speed and you no longer provoke attacks of opportunity until the beginning of your next turn.
Eagle-Eyed: The eyes of an eagle are incredibly sharp, but a brief and partial transformation is a strain. When you make a Wisdom (Perception) check based on sight, you may spend two Moon Dice to automatically pass the check. If you do so, you take 2d6 Radiant damage.


Flight
Beginning at level 6, the moon's power has seeped into you to such a degree that you can manifest wings at any time. Your movement speed is further increased by 10 feet. Additionally, you gain a fly speed equal to your normal movement speed as long as you are not wearing heavy armor. Your flight is granted by wings, and if your wings are bound you cannot fly.

Skirmisher
Beginning at level 11, your skill at striking and retreating helps you to deal more damage as long as you move while doing so. The damage on your melee weapon attacks is increased by 1d6 as long as you have used at least 10 feet of movement on your turn.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you use the Charging Slash option of your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


The Rat

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain a bite attack, with which you can attack using your Strength or Dexterity, dealing 1d6 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Light Finesse weapon.
You can use the Dash or Disengage actions as a bonus action.
You can use a bonus action to attempt to sniff out hidden enemies within 30 feet of you. May a Wisdom Perception check against their passive Stealth score. If you succeed, you know their location and you do not suffer disadvantage from being unable to see them.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which is a giant rat. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a giant rat with the exception of pack tactics, which you do not possess. If your health is reduced to 0 as a giant rat, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and Poison Tongue feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Bonus Proficiency
You may choose an additional skill proficiency from the class list.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Precision Scent: Your lunar power enhances your senses in combat. When you make an attack roll for a weapon attack, you may spend a Moon Die to roll the die and add the result to your attack roll. You may do so after you have seen the roll, but before the DM tells you the result.
Dirty Fighting: Your instincts have taught you to fight dirty. When you hit someone with a weapon attack, you may spend a Moon Die to attempt to sweep them to the ground. They must make a Dexterity save against your Lunar Save DC. If they fail, they are knocked prone.
Rodent Plague: Your lunar power is connected to dark, disease-ridden places. When you hit someone with a weapon attack, you may spend a Moon Die to attempt to infect them with a disease channeled by your lunar power. They must make a Constitution save against your Lunar Save DC. If they fail, they are poisoned for a number of rounds equal to your Constitution Modifier (minimum 1).


Crouching Rat, Hidden Lycan
Beginning at level 6, your animal instinct helps you when you attempt stealth. You can take the Hide action as a bonus action, and you can expend a Moon Die when you make a Dexterity (Stealth) check to roll that die and add the result to your check. You can do so after you have rolled the check, but before the DM tells you the result.

Poison Tongue
Beginning at level 11, you are connected to the decrepit places of the world to such an extent that you pass on disease with all of your strikes. Whenever you deal damage with a weapon attack, you deal an additional 1d6 poison damage.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you use the Precision Scent option of your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


The Tiger

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain claws, with which you can attack using your Strength or Dexterity, dealing 1d8 + your Strength or Dexterity Modifier slashing damage. You are proficient with your claws, and they count as Finesse weapons.
You gain a bite attack, with which you can attack using your Strength or Dexterity, dealing 1d10 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Finesse weapon.
When you use your action to cast a spell, you may use a Bonus Action to make a bite or claw attack.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which uses the stats of a panther. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a panther. If your health is reduced to 0 as a panther, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and your Lunar Mysticism feature when you transform into your animal form. You may cast spells that require somatic or verbal components in your animal form, but not spells that require material components. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Lunar Mysticism
The tiger spirit within you connects you to the mystic power of the moon. You learn two cantrips from the Lycanthrope spell list at the end of this subclass. Additionally, you learn two 1st level spells of your choice from the same spell list. Wisdom is your casting modifier for these spells.
When you level up in this class, you may exchange one non-cantrip spell learned from this feature for a different 1st level spell from the Lycanthrope spell list. Beginning at level 5, you may exchange spells for 2nd level spells. Beginning at level 9, you may exchange them for 3rd level spells. Beginning at level 13, you may exchange them for 4th level spells. Beginning at level 17, you may exchange them for 5th level spells.
To cast a non-cantrip spell you learn from this feature, you must spend a number of Moon Dice equal to its spell level.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Lunar Fortification: When the moons power flows through you, your body is strengthened by it. At the beginning of each turn that you are concentrating on a spell cast using your Lunar Mysticism feature, you can gain a +1 bonus to attack rolls and damage rolls with weapon attacks and melee spell attacks, and your weapon attacks count as magical.
Additionally, when you reduce a hostile creature with a CR greater than 0 to 0 HP, you can regain 1 expended Moon Die. If you do so, you cannot use this feature until the next time that you beginning concentrating on a spell.
Magical Resilience: The power flowing through you helps you resist the magic of others. When you make a saving throw against a spell, you may expend 1 Moon Die to roll the die and increase your saving throw by an amount equal to the Moon Die.
Moon Madness: The mixture of magic with lunar power creates an aura which can drive others to temporary insanity. When you cast a spell, you may expend a Moon Die to force all creatures within 5 feet of you to make a Wisdom Save against your Lunar Save DC. If they fail, they are Stunned until the end of your turn and are Frightened of you until the end of your next turn.


Secrets of the Moon
Beginning at 6th level, your understanding of the magical powers unlock within you continues to expand. You learn an additional cantrip from the Lycanthrope spell list and two additional spells of 2nd level or lower from the Lycanthrope spell list. These spells follow the rules of your Lunar Mysticism feature.
Additionally, you gain proficiency in Wisdom saving throws.

Potent Spellcasting
Beginning at 11th level, you have continued to plumb the depths of the moon's gifts. You learn an additional cantrip from the Lycanthrope spell list and two additional spells of 3rd level or lower from the Lycanthrope spell list. These spells follow the rules of your Lunar Mysticism feature.
Additionally, you may add your Wisdom modifier to the damage of cantrips you cast using your Lunar Mysticism feature.

Friend of the Moon
Beginning at 17th level, your connection to the moon becomes more stable. The Lunar Fortification option of your Fueled by Moonlight feature gives your a +2 bonus to attack rolls and damage rolls instead of +1, and when you use it to regain expended Moon Dice you regain 2 Moon Dice instead of 1d2 expended Moon Dice.
Additionally, you learn one additional cantrip from the Lycanthrope spell list and one additional spell of 5th level or lower from the Lycanthrope spell list. These spells follow the rules of your Lunar Mysticism feature.


Cantrips
Dancing Lights
Druidcraft
Guidance
Light
Mage Hand
Message
Minor Illusion
Primal Savagery (XGTE)
Resistance
Sacred Flame
Thaumaturgy
Word of Radiance (XGTE)

1st Level
Animal Friendship
Bane
Beast Bond (XGTE)
Disguise Self
Faerie Fire
Find Familiar
Guiding Bolt
Heroism
Hunter's Mark
Illusory Script
Jump
Longstrider
Sanctuary
Silent Image
Sleep
Speak with Animals

2nd Level
Alter Self
Animal Messenger
Beast Sense
Blur
Calm Emotions
Crown of Madness
Darkness
Darkvision
Enthrall
Find Steed
Invisibility
Locate Animals or Plants
Mirror Image
Moonbeam
See Invisibility
Silence
Suggestion

3rd Level
Bestow Curse
Catnap (XGTE)
Conjure Animals
Enemies Abound (XGTE)
Fear
Feign Death
Hypnotic Pattern
Major Image
Nondetection
Phantom Steed
Sending

4th Level
Compulsion
Confusion
Conjure Woodland Beings
Dominate Beast
Find Greater Steed (XGTE)
Giant Insect
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Mordenkainen's Faithful Hound
Phantasmal Killer
Polymorph
Primal Beast

5th Level
Awaken
Commune with Nature
Insect Plague
Mislead
Modify Memory
Seeming



The Wolf

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain claws, with which you can attack using your Strength or Dexterity, dealing 1d8 + your Strength or Dexterity Modifier slashing damage. You are proficient with your claws, and they count as Finesse weapons.
You gain a bite attack, with which you can attack using your Strength or Dexterity, dealing 1d10 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Finesse weapon.
When you use the attack action to make a bite or claw attack, you may use a Bonus Action to make a bite or claw attack.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which is a wolf. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a wolf with the exception of pack tactics, which you do not posses. If your health is reduced to 0 as a wolf, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and your Pack Instinct feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Lupine Constitution
Beginning at level 1, your maximum health is increased by 1. It increases by 1 again every time you gain a level in this class.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Lunar Smite: You can channel moonlight to damage your foes. When you hit with a weapon attack, you may spend up to 2 Moon Dice to roll those dice and add the results to your damage as Radiant damage
Lupine Lunge: Your animal instincts help you control the field in battle. When you take the attack action, you may spend a Moon Die to extend your reach by 5 feet until the end of your turn.
Moonbeam Cleave: Your lunar power allows you to strike at multiple foes at once. When you hit with a weapon attack, you may spend a Moon Dice to deal damage to a creature adjacent to your target. Roll the expended die and deal Radiant damage equal to the result + your Constitution modifier.


Pack Instinct
Beginning at level 6, your animal instincts help you coordinate with other members of your pack. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

Extra Attack (II)
Beginning at level 11, you can attack three times, instead of two, whenever you take the attack action on your turn.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you expend Moon Dice to add radiant damage using your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.

Carl
2019-02-18, 05:52 AM
Placeholder for the Lich.

EDIT: Partial Table and other bits, got to writeout class features and spell lists yet:

Lich
Hit Points
Hit dice: 1d10 per Lich level
Hit points at 1st level: 10 + your constitution modifier
Hit points at higher levels: 1d10 (or 6) + your constitution modifier per Lich level after 1st.

Proficiencies
Armor: light armor
Weapons: simple weapons
Tools:
Saving throws: Constitution, Intelligence, Wisdom
Skills: Choose two from Stealth, Arcana, History, Investigation, Perception

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

Lich


Level
Proficiency Bonus
Features
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th



1st
+2

2
2
—
—
—
—
—
—
—
—



2nd
+2

3
3
—
—
—
—
—
—
—
—



3rd
+2

3
4
2
—
—
—
—
—
—
—



4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—



5th
+3

4
4
3
2
—
—
—
—
—
—



6th
+3

4
4
3
3
—
—
—
—
—
—



7th
+3

4
4
3
3
1
—
—
—
—
—



8th
+3
Ability Score Improvement
5
4
3
3
2
—
—
—
—
—



9th
+4

5
4
3
3
3
1
—
—
—
—



10th
+4

5
4
3
3
3
2
—
—
—
—



11th
+4

5
4
3
3
3
2
1
—
—
—



12th
+4
Ability Score Improvement
6
4
3
3
3
2
1
—
—
—



13th
+5

6
4
3
3
3
2
1
1
—
—



14th
+5

6
4
3
3
3
2
1
1
—
—



15th
+5

6
4
3
3
3
2
1
1
1
—



16th
+5
Ability Score Improvement
7
4
3
3
3
2
1
1
1
—



17th
+6

7
4
3
3
3
2
1
1
1
1



18th
+6

7
4
3
3
3
3
1
1
1
1



19th
+6
Ability Score Improvement
7
4
3
3
3
3
2
1
1
1



20th
+6

8
4
3
3
3
3
2
2
1
1





Class Features
As a Lich, you gain the following class features:


Spellcasting:

As a Lich you have in some fashion the ability to cast spells. The sources of such power are many and varied and vary from Lich to Lich, but all posses such abilities. Lich’s are Arcane Spellcasters.


Spell Slots:
The Lich table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.


Cantrips Known: As a Lich you know all cantrips from the Lich Necromancy Spell List automatically.


Necromancy Spells Known of 1st Level and Higher: As a Lich you always know all Necromancy school spells on your Necromancy Spell List, (see below).


Other Spells Known: In addition at 1st level choose one other school from Evocation, Conjuration, or Abjuration. You know two 1st-level spells of your choice from the appropriate spell list, (see below). The spells known column of the Lich table shows when you learn more Lich spells of your choice from your chosen school. Each of these spells must be of a level for which you have spell slots, as shown on the table. Additionally, when you gain a level in this class, you can choose one of the Lich spells of your chosen school that you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Lich Necromancy Spell List (https://colinmarc.com/dndspells/gen.html?20000000000800000001500000000000000010000 00400001000000000084480000000000080080000025001420 0100400 )

Lich Abjuration Spell List (https://colinmarc.com/dndspells/gen.html?800000001010000020040803880002120040000a0 00001000000001804800000000000100000080000000000000 010062020)

Lich Enchantment Spell List (https://colinmarc.com/dndspells/gen.html?20000000000020800020000000000060000010002 00000000000700000008000002004001a20000200000014200 0000004004000)

Lich Evocation Spell List (https://colinmarc.com/dndspells/gen.html?1500170000808001000011080000040000c400220 02004200010020100000106d00200040000022000100008002 4400c00000000)


Spellcasting Ability:
Constitution is your spellcasting ability for your Lich spells, since the power of your magic relies on your altered physical form. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Constitution modifier

Spell Attack Modifier = your proficiency bonus + your Constitution modifier


Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Lich spells.


Functionally you’re a sorcerer with a much more restricted spell list and somewhat lower spells known, however your good hit die, Constitution based spellcasting, and ultimately various class features make you significantly more durable than is typically the case.

sleepyhead
2019-02-19, 11:03 AM
First OG class so probably not sure how balacnced this is gonna end up still in the works for the abilities but based on Hags

Devoured
Hit Points
Hit dice: 1d8 per Devoured level
Hit points at 1st level: 10 + your constitution modifier
Hit points at higher levels: 1d10 (or 6) + your constitution modifier per Devoured level after 1st.


Proficiencies
Armor: light armor
Weapons: simple melee weapons
Tools: Herbaslim kit or Alchemist’s Supplies
Saving throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Nature, Persuasion, Stealth

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


Choose from: (a)Dagger, (b)Club, or (c)Quarterstaff
Choose from (a) a scholar’s pack or (b) an explorer’s pack
(a) a component pouch or (b) an arcane focus
Leather armor and a dagger




Devoured


Level
Proficiency Bonus
Features
Weird magic
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th



1st
+2
Spell Casting, Unarmored Defense, Devoured
0
3
2
2
—
—
—
—
—
—
—
—



2nd
+2
Curses, Devoured Feature
0
3
3
3
—
—
—
—
—
—
—
—



3rd
+2
Weird magic
1
3
3
4
2
—
—
—
—
—
—
—



4th
+2
Ability Score Improvement
1
4
4
4
3
—
—
—
—
—
—
—



5th
+3
--
1
4
4
4
3
2
—
—
—
—
—
—



6th
+3
Devoured Feature
1
4
4
4
3
3
—
—
—
—
—
—



7th
+3

1
4
4
4
3
3
1
—
—
—
—
—



8th
+3
Ability Score Improvement, Devoured Feature, Curse
1
4
5
4
3
3
2
—
—
—
—
—



9th
+4

2
4
5
4
3
3
3
1
—
—
—
—



10th
+4

2
5
5
4
3
3
3
2
—
—
—
—



11th
+4
--
2
5
5
4
3
3
3
2
1
—
—
—



12th
+4
Ability Score Improvement
2
5
6
4
3
3
3
2
1
—
—
—



13th
+5

2
5
6
4
3
3
3
2
1
1
—
—



14th
+5
Curse
2
5
6
4
3
3
3
2
1
1
—
—



15th
+5

3
5
6
4
3
3
3
2
1
1
1
—



16th
+5
Ability Score Improvement
3
5
7
4
3
3
3
2
1
1
1
—



17th
+6
Devoured Feature
3
5
7
4
3
3
3
2
1
1
1
1



18th
+6

3
5
7
4
3
3
3
3
1
1
1
1



19th
+6
Ability Score Improvement
3
5
7
4
3
3
3
3
2
1
1
1



20th
+6
Curse
4
5
8
4
3
3
3
3
2
2
1
1





Class Features
As a Devoured, you gain the following class features:

Level 1

Spell Casting
Your relation to hags and the feywild empower you with potent magic.
Cantrips
You know three cantrips of your choice from the devoured spell list. You learn additional eatan of your choice at higher levels, as shown in the Cantrip Known column of the devoured table.
Spell Slots
The devoured table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or high. Your regain all expended spell slots when you finish a long rest.
Spells Know 1st Level and Higher
You know four 1st-level spells of your choice from the devoured spell list.
The Spells Known column of the Devoured table shows when you learn more devoured spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.
Additionally, when you gain a level in this class, you can choose one of the Devoured spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spell Casting Ability
Charisma is your spellcasting ability for your devoured spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a devoured spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any devoured spell you know as a ritual if that spell has the ritual tag.

Spell Casting Focus
You can use an arcane focus as a spellcasting focus for your devoured spells.


Level 3

Weird Magic
At level three you gain access to Weird Magic. The amount that you can have at one time of Weird Magic based off the column in the Devoured chart.
Weird Magic allows you to store magic in objects. For 10 minutes spent and whatever required cost you can store an item with a ritual spell under 5th level. After creating a Weird Object you can spend an action to cast the spell within the item without spending a spell slot.

SleeplessWriter
2019-02-25, 03:30 PM
The Revenant



Level
Proficiency Bonus
Features


1st
+2
Path of Vengeance, Risen from the Grave


2nd
+2
Vengeance Seeker


3rd
+2
Bound Soul


4th
+2
Ability Score Improvement


5th
+3
Path Feature


6th
+3
—


7th
+3
Returned from Death


8th
+3
Ability Score Improvement


9th
+4
Path Feature


10th
+4
Improved Return from Death


11th
+4
—


12th
+4
Ability Score Improvement


13th
+5
—


14th
+5
Path Feature


15th
+5
—


16th
+5
Ability Score Improvement


17th
+6
—


18th
+6
Path Feature


19th
+6
Ability Score Improvement


20th
+6
Undying Vengeance



Hit Points
Hit dice: 1d8 per Revenant level
Hit points at 1st level: 8 + your constitution modifier
Hit points at higher levels: 1d8 (or 5) + your constitution modifier per Revenant level after 1st.

Proficiencies
Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools:
Saving Throws: Constitution and Wisdom
Skills:

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

Features

Path of Vengeance
At 1st level when you choose this class you also choose the nature of your return from death, and the powers you will wield in pursuit of your vengeance. Your choice grants you features at 1st, 5th, 9th, 14th, and 18th levels.
Relentless Hunter (Slasher style melee fighter/hunter)
Grim Haunter (Corporeal, poltergeist-like warlock slot style caster)
Corpsethief (Bodyhopping enchanter type)

Risen from the Grave
Your need for vengeance has pulled you from the path to the afterlife and brought you back to the land of the living. Until you have completely satisfied your goal you have advantage on death saving throws. Once you have completed your goal you have disadvantage on death saving throws. While you are unconscious and making death saving throws you cannot be healed, and if targeted by an effect that would heal you it instead stabilizes you.
In addition, at 1st level you choose either a location, item, or weapon that is linked to your death. This choice will grant you a benefit at 3rd level. For example, the place where you died or were buried, your coffin or a family heirloom, or the blade in your hand when you swore you would slay your murderer, respectively.
If you are killed your body disintegrates 24 hours later unless it is under the effects of gentle repose or a similar effect. This ad any attempts at resurrection are also prevented if your body is restrained in a grave as by chains, has a stake through the heart, or is beheaded. If your body is released from its restraint, the stake removed, or the head placed back upon your body then it allows your body to disintegrate 24 hours later as normal.

Vengeance Seeker
At 2nd level you gain the ability to sense those on your path to vengeance (such as a lich and his phylactery, or someone who holds information on the defenses of the phylactery). You may spend 10 minutes of focused meditation as if concentrating on a spell to sense the presence of anyone within a number of miles equal to your level in this class who is an object of your vengeance, anyone who is actively and intentionally obstructing you from taking your vengeance, anyone who has information that could help you on your path, or anyone who is also seeking vengeance against your object of vengeance. You can distinguish an object of your vengeance from any other presence you sense, but you are otherwise unaware of the nature of the presence. You know the general direction and distance of each presence, but cannot pinpoint their location with accuracy.

Bound Soul
At 3rd level you gain a benefit based on your choice of location, item, or weapon bound to your death that you made at 1st level when you chose this class.

Location: While within a number of miles from the center of your chosen location equal to your level in this class, as a bonus action you may give a creature you can see disadvantage on attack rolls against you and saving throws you force that creature to make until the end of your next turn. Whenever you are resurrected by an effect that would normally resurrect you at a random location if this location is a possible location for your resurrection then you are resurrected at this location.

Item: If you spend a short or long rest with your item you may gain a number of temporary hit points equal to twice your level in this class. These hit points last until you finish another short or long rest. Whenever you are resurrected by an effect this item is summoned to your location.

Weapon: As a bonus action you may summon your chosen weapon to your hand as long as you can see or feel it. Additionally, while holding your weapon you gain advantage on charisma(intimidation) checks, and if you successfully intimidate a creature it is frightened of you for a number of rounds equal to your level in this class divided by three (rounded up). They may make a wisdom saving throw against your initial intimidation check at the end of each of their turns to end this effect. Whenever you are resurrected by an effect this weapon is summoned to your location.

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

Returned from Death
At 7th level you gain the ability to return to your body soon after being killed. Up to a minute after your death as long as your body has not been destroyed you may make a constitution saving throw, on a success you return to life with 1 hit point. The DC is equal to 10 + 2 x Your Level in this Class. For each round you wait to perform this saving throw and for each successful death saving throw before your death the DC is reduced by 2. You may only use this ability once per long rest.

Improved Return from Death
At 10th level you gain the ability to return to life when your body is destroyed by your risen from the grave feature. You may make a constitution saving throw, on a success you return to life with 1 hit point within a mile of where your body was when it was destroyed without any of the equipment you were bearing. The DC is equal to 10 + Your Level in this Class. You may choose to take levels of exhaustion upon your resurrection to reduce this DC by 5 for each level of exhaustion you take. You may not use this feature again until you have recovered from all the levels of exhaustion inflicted by this feature.

Undying Vengeance
At 20th level, if you have died and your goal remains unfinished, or if events transpire that undo your former success, then each night at midnight you may make a DC 25 constitution saving throw, on a success you return to life with 1 hit point within a mile of where your body was when it was destroyed without any of the equipment you were bearing. You may choose to take a level of exhaustion upon your resurrection to gain advantage on this saving throw, regardless of whether this particular saving throw succeeds.
For example, if the baron you swore to destroy is revived by his nephew then each midnight after you make this saving throw. You choose to make it with advantage the first two nights but fail, and the third night you succeed without advantage, but you still take 2 levels of exhaustion upon your resurrection.

Subclasses:
Marked for Vengeance
At 1st level when you choose this subclass you gain the ability to cast Hunter’s Mark once per short or long rest without expending a spell slot. It is cast as a 1st level spell, but improves at later levels. It is cast as a 3rd level spell at 5th level, and as a 5th level spell at 9th level. Additionally, once per target of this casting of Hunter’s Mark you may make an attack roll against the target with advantage.

Resilient Form
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Hunter’s Skill
At 1st level you gain proficiency with the Survival skill and your choice of either Stealth or the Poisoner’s Kit. Additionally, while you are bearing a melee weapon you gain a +1 bonus to your AC as long as you are not wearing heavy armor or bearing a shield and the weapon does not have the heavy or two handed properties.

Extra Attack
Beginning at level 5, you can attack twice instead of once when you take the Attack action.

Curse of Vengeance
At 9th level you gain the ability to curse the target of your Marked for Vengeance feature. You learn two of the curses below. When you cast Hunter’s Mark you may choose one of the curses you know to effect the first target. You learn additional curses at 14th and 18th levels. Some of your curses may require your target to make a saving throw to resist the effects of the feature. The save DC is calculated as follows:
Curse Save DC = 8 + Your Wisdom Modifier + Your Proficiency Modifier

Curse of Lethargy: Their speed is halved for the duration.
Curse of Catatonia: They must make a Wisdom saving throw our be stunned until the beginning of your next turn.
Curse of Carelessness: For the duration, opportunity attacks against them are made at advantage, and they may not take the Disengage action.
Curse of Decay: The next time you hit them with an attack before the beginning of your next turn the target has vulnerability to all of that attacks damage.
Curse of the Dying: They must make a constitution saving throw or be poisoned for the duration. If they fail the saving throw they are also unable to spend hit dice to heal themselves for the duration regardless of whether or not they are poisoned.

Renewed Curse
At 14th level you gain the ability to renew the curse of your mark of vengeance each time a new target is designated for your Hunter’s Mark. When you transfer Hunter’s Mark to a new target you may affect the new target with the same curse you chose when you cast the spell. The first time you do so each short or long rest you suffer no ill effects, but with each subsequent use of this feature you gain 1 level of exhaustion.

Vengeful Strike
Beginning at 18th level whenever a creature within 5 feet of you hits you with an attack you may make a melee attack against that creature as a reaction. If that attack hits and they have not been effected by one of the curses from your Curse of Vengeance feature in the last 24 hours at the beginning of your next turn you may choose one of the curses you know and inflict it upon that creature for up to an hour without concentration. You may use this ability once per short or long rest.

daemonaetea
2019-02-26, 03:23 PM
Put me down tentatively for an Elementals class.

Edit: My current build of my idea. This is all initial ideas and flavor at the moment, and only two of the four bloodlines are currently represented. Still, should give you a view of what idea I'm working with.
https://docs.google.com/document/d/16ff-HCHbEeBShuCu3IdbWYW5GLUQs8P2LUV5GOB92fc/edit?usp=sharing

Descole
2019-03-20, 02:29 AM
I give you the Temptress, a charisma half-caster focusing on charms with a monstrous melee form.

This document is a work-in-progress doc so disregard the half- and unfinished things, the core class ends at about page 4. I often use shorthand for common abilities and phrases, hopefully, it's still legible. The subclasses have utility at level 1, an offensive ability at level 3, a defensive or control ability at level 7 and whatever cool ability I can think of that isn't suitable to low level goes at level 15.


https://docs.google.com/document/d/1_KEoZtwKC_6-BHDQcBNlWYlqT9wjpCRbiCE2JbdTjiU/edit?usp=sharing

Requilac
2019-05-05, 03:00 PM
The voting period is now over, and the competition has ended. Changes may now be made to the entries, but they shall not effect the results of the contest.