Mythalidor
2019-08-22, 10:01 AM
For those of you have read or watched Douluo Dalu (Soul Land), I've been working on a campaign based in the setting, and I've been trying to figure out a way to get my players to be able to as Spirit Masters from that world. For those of you who don't know what spirit masters are, they are basically a combination between the sorcerer and monk classes, being more on the monk side, but they end up gaining 9 soul rings, which equivalently would give 1 spell at each spell level from 1 to 9.
I had attempted to make a class for it at first, but it wasn't that good, so then I've been working on subclasses for the sorcerer and monk classes. The sorcerer subclass fit the leveling system a bit better as they are full casters from level one. The features I gave the subclass were:
1st Level:
The Stone's Durability feature from the Stone Sorcerer, which is bonus health and armor class.
They also had gotten the Martial Arts feature from the monk class.
6th Level:
Extra Attack
Ki-Empowered Strikes
Evasion
all from the monk class
14th
A feature called Sorcerous Strikes from the homebrew Martial Soul subclass
Sorcerous Strikes
At 14th level, when making a weapon attack you can spend 1 sorcery point before your roll to gain one of the following effects. You can use this feature only once per round, but choose up to three different effects in the same action, spending 1 additional sorcery point for each effect beyond the first:
You may add your Charisma Modifier to the attack and damage roll of your next weapon attack.
The damage of your next weapon attack ignores resistance against one damage type of your choice and is considered magical.
The reach of your next melee weapon attack is increased by 5ft.
The target of your next weapon attack cannot make opportunity attacks against you until the end of your turn.
The next target you hit with a weapon attack this turn makes a CHA saving throw or falls prone if it's a Huge or smaller creature.
The next target you hit with a weapon attack this turn suffers disadvantage on saving throws against your spell effects until the end of your next turn.
The next target you hit with a weapon attack this turn is slowed by 10 ft until the start of your next turn.
The next time you deal damage with a weapon attack this turn you gain temporary hit points equal to half your sorcerer level.
18th Level:
I wasn't sure what to put, so I gave them a +2 to AC, and to attack rolls.
For spells, the players only gain one for each level and it is related to whatever they flavored their abilities as; a tool, an element, a beast like transformation. So for a beast type, I would give them something like primal savagery for their only cantrip, then they would get a spell like cause fear. Or if they were elemental, they may only get cold damage spells, or something else.
If anyone has any suggestions on how to set this up, you don't have to have read Soul Land, I just want to be able to set this up as a playable class/subclass.
I had attempted to make a class for it at first, but it wasn't that good, so then I've been working on subclasses for the sorcerer and monk classes. The sorcerer subclass fit the leveling system a bit better as they are full casters from level one. The features I gave the subclass were:
1st Level:
The Stone's Durability feature from the Stone Sorcerer, which is bonus health and armor class.
They also had gotten the Martial Arts feature from the monk class.
6th Level:
Extra Attack
Ki-Empowered Strikes
Evasion
all from the monk class
14th
A feature called Sorcerous Strikes from the homebrew Martial Soul subclass
Sorcerous Strikes
At 14th level, when making a weapon attack you can spend 1 sorcery point before your roll to gain one of the following effects. You can use this feature only once per round, but choose up to three different effects in the same action, spending 1 additional sorcery point for each effect beyond the first:
You may add your Charisma Modifier to the attack and damage roll of your next weapon attack.
The damage of your next weapon attack ignores resistance against one damage type of your choice and is considered magical.
The reach of your next melee weapon attack is increased by 5ft.
The target of your next weapon attack cannot make opportunity attacks against you until the end of your turn.
The next target you hit with a weapon attack this turn makes a CHA saving throw or falls prone if it's a Huge or smaller creature.
The next target you hit with a weapon attack this turn suffers disadvantage on saving throws against your spell effects until the end of your next turn.
The next target you hit with a weapon attack this turn is slowed by 10 ft until the start of your next turn.
The next time you deal damage with a weapon attack this turn you gain temporary hit points equal to half your sorcerer level.
18th Level:
I wasn't sure what to put, so I gave them a +2 to AC, and to attack rolls.
For spells, the players only gain one for each level and it is related to whatever they flavored their abilities as; a tool, an element, a beast like transformation. So for a beast type, I would give them something like primal savagery for their only cantrip, then they would get a spell like cause fear. Or if they were elemental, they may only get cold damage spells, or something else.
If anyone has any suggestions on how to set this up, you don't have to have read Soul Land, I just want to be able to set this up as a playable class/subclass.