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MoleMage
2019-09-16, 04:29 PM
It's time for our next subclass contest! Subclass Contest XI: Points For Everybody!.


The class must fit the theme of the contest. For our eleventh contest, we want to see a subclass which uses some kind of point system. Do you think the game needs a ki-wielding ninja? What about a sorcery-point druid, or a Luck Point fighter? Well now is your chance!
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 October 13th. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
Have fun, be respectful.


Chat thread: http://www.giantitp.com/forums/showthread.php?559110-D-amp-D-5e-Subclass-Contest-Chat-Thread
Voting thread: Coming October 14th

theVoidWatches
2019-09-16, 08:49 PM
College of Plautus
Some bards play on the strings of a lute, or sing with the voice of an angel. Some draw power from poetry, or from daring acts of bravery. Whether from the art of music, visual spectacles, or words that impact others, they all draw from a well of their own creativity and inspiration.
You, however, take from a different source. You feed off of the energy of an audience, thriving on their awe, fear, and respect.

Love of the Crowd
Beginning at level 3, the audience's devotion fuels you, making you a better performer. Their love is represented by Awe Points. Your maximum number of Awe Points is equal to your Bard level.
You gain in the following ways.

Each time you roll a 20 on the die for a skill check or attack roll, you gain 1d6 Awe Points.
Each time you reduce a hostile creature to 0 HP, you gain 1d6 Awe Points.
Each time a Bardic Inspiration Die you granted allows an ally to pass a check they would have otherwise failed, you gain Awe Points equal to half the result of the Bardic Inspiration Die.
Each time you roll initiative and have either the highest or lowest result of all combatants, you gain 1d6 Awe Points.
Each time you take damage for the first time in a combat, you gain 1d6 Awe Points.

After a long rest, you lose all accumulated Awe Points. After a short rest, you lose half of your accumulated Awe Points.
You gain bonuses based on how many Awe Points you currently have. These bonuses only apply while at least one other creature can see or hear you.

Inspired Words (1+): Once per turn, you may increase the damage of a bard cantrip by the number of Awe Points you have.
Infectious Energy (3+): When a Bardic Inspiration die you have granted is rolled, add your Charisma modifier to the result.
Practice Makes Perfect (7+): When you make a skill check to which Jack of All Trades would apply, you may add your full proficiency modifier to the result.
Fueled by Love (11+): At the beginning of each of your turns, you gain temporary hit points equal to your Charisma modifier. Additionally, if you would gain Awe Points beyond your maximum, you regain health equal to the amount of Awe Points you would have gained.
Extended Death Scene (15+): If you have 0 HP at the end of your turn, you may expend 1 use of Bardic Inspiration and 1 or more Awe Points to roll a Bardic Inspiration die and gain HP equal to the result plus your Charisma Modifier plus the number of Awe Points you expended.
Infinite Inspiration (19+): At the beginning of each of your turns, if you have no uses of Bardic Inspiration remaining, you regain one expended use of Bardic Inspiration.




Optional Rule: Nomination
Your DM may optionally allow the use of an optional rule, Nomination. If you are using this rule, you or another player may propose to grant you an Awe Point in reaction to any action you have taken which they judge to be suitably awesome. The group as a whole, except for you, votes on whether or not the action was cool enough. If at least half of the group agrees, you receive 1 Awe Point for each person who voted in your favor. If more than half the group disagrees, you lose 1 Awe Point.
The DM has veto power over this. If they believe the point is undeserved or that nominations are being overused, they may veto any given nomination. If they do so, you neither gain nor lose an Awe Point.


Energy of the Crowd
While the chief way you lose Awe is by spending too much time away from your audience, you can also play to them in such a way that some of the energy of the crowd is lost. You have learned, however, to do so in such a way that you still benefit. Beginning at 6th level, you can spend Awe Points, in the following ways.


Startling Improv: When you make an attack roll or call for a saving throw, you may expend 1 Awe Point as a reaction. If you do so, you gain advantage on the attack roll, or one target must make their saving throw at Disadvantage.
Act Like You Know: When you make a skill check, you may expend up to your Charisma modifier in Awe Points. If you do so, your roll is increased by 2 or each Awe Point you expend.
Practiced Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may spend 1 Awe Point as a reaction. If you do, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Dance Around Danger: You may spend 1 Awe Point to cast Shield​ without spending a spell slot.



Innate Awe
Beginning at 14th level, your mere presence is enough to energize a crowd, even before you've done anything. When you roll for initiative and have fewer Awe Points than your Charisma modifier, you gain 1d6 Awe Points. Additionally, when you roll to determine how many Awe Points you gain, if you roll lower than your Charisma modifier, you may choose to reroll and must take the second result.

Fnissalot
2019-09-17, 12:20 AM
Streamlined the elemental point system. Changed to class scaling instead of proficiency scaling.



Way of the Elemental Bands

Bands of Five Elements
Starting at 3rd level, your spiritual self has attuned to the elements around you. Your attunement to the elements is represented by 4 elemental points. Your elemental points increases by 2 when you reach specific levels in this class; 5th, 9th, 13th, and 17th level.

When you gain this feature, you begin being in an elemental stance. Depending on what elemental stance you currently are in, you have access to a set of features. Once you used an feature, you will change your stance at the end of your turn. Some features spend your elemental points. Some of your elemental band features require your target to make a saving throw to resist the feature's effects. The saving throw DC is equal to your Ki save DC.

You can only use one elemental power on an attack and you may only use one strike in each of your turns. You can use elemental stance features that cost 2 or less elemental points. This increases as you level up in this class. At 5th level you can use the features that cost 3 elemental points, at 9th 4 elemental points, at 13th 5 elemental points, and at 17th you can use the features that cost 6 elemental points.

You regain all of your spent elemental points when you finish a long rest.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Elementary Meditation
Starting at 6th level, you regain all of your spent elemental points when you finish a short or long rest.

Scholar of Nature's Forces
Starting at 11th level, you may use Wisdom instead of Intelligence when performing Intelligence (nature) checks regarding one of the elements.

Additionally, the arms features of your stances are improved.

Elementary Meditation
At 17th level, the elements themselves tries to satiate your shortfalls. When you take acid, cold, fire, lightning, or thunder damage, you may use your reaction to gain resistance to that damage and gain a number of elemental points equal to your Wisdom modifier.

Once you used this feature, you need to finish a short or long rest before you can do so again.



You can use the following features when you are in water stance. At the end of your turn if you used one of these features, you change stance to earth stance.

Water Dances with Me
While in water stance, you can cast shape water.

Arms like Flowing Rivers
When you attack with an unarmed strike or monk weapon while in water stance, your reach is increased by 5 feet for that attack. When you reach 11th level in this class, it is instead increase the reach by 10 feet.

Fists like Crushing Hail
When you attack with an unarmed strike or monk weapon while in water stance you may spend 1 elemental point, if you do the attack deals extra damage to the target equal to your Martial Arts die and all damage dealt by the attack becomes cold damage.

Strike of Rimfrost Dull
When you attack with an unarmed strike or monk weapon while in water stance you may spend 2 elemental points, if you do the attack deals an extra 2d6 cold damage to the target. Additionally, if the attack hits and the target is a creature, it must succeed on a Constitution saving throw or be slowed until the end of your next turn.

A slowed target's speed is halved. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.

Frozen Blood Rests
While in water stance, you may spend 3 elemental points to cast hold person.

One with the Waves
While in water stance, you may spend 4 elemental points to cast water walk.

Sweeping Shark Stirs
While in water stance, you may spend 4 elemental points to cast tidal wave.

Stir of Singing Whale
While in water stance, you may spend 5 elemental points to cast control water.

Gale of Claiming Tundra
While in water stance, you may spend 6 elemental points to cast cone of cold.


You can use the following features when you are in earth stance. At the end of your turn if you used one of these features, you change stance to wind stance.

Earth Dances with Me
While in earth stance, you can cast mold earth.

Arms like Stone’s Embrace
When you are in Earth stance and take the attack action, you do you gain temporary hit points equal to your wisdom modifier (minimum of 1). When you reach 11th level in this class, you instead gain temporary hit points equal to 2 times your wisdom modifier (minimum of two).

Fists like Scorpion’s Tail
When you attack with an unarmed strike or monk weapon while in earth stance you may spend 1 elemental point, if you do the attack deals extra damage to the target equal to your Martial Arts die and all damage dealt by the attack becomes acid damage.

Body like Turtle’s Shell
While in earth stance, you may spend 2 elemental points to cast earth tremor.

Strike of Grasping Clay
When you attack with an unarmed strike or monk weapon while in earth stance you may spend 3 elemental points, if you do fists of stone and soil rises from the ground and attempts to grasp the target. The attack deals an extra 3d6 bludgeoning damage to the target. Additionally, even if the attack misses and if the target is a creature, it must succeed on a Strength saving throw or be restrained until the end of your next turn.

Stirring Boulders Risen
While in earth stance, you may spend 4 elemental points to cast erupting earth.

Strike of Desert Hail
When you attack with an unarmed strike or monk weapon while in earth stance you may spend 4 elemental points, if you do your attack deals an extra 6d4 acid damage to the target. Additionally, even if the attack misses and if the target is a creature, it must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Body like Turtle’s Shell
While in earth stance, you may spend 5 elemental points to cast stoneskin targeting yourself.

Shaped by Dynasties Past
While in earth stance, you may spend 6 elemental points to cast transmute rock.


You can use the following features when you are in wind stance. At the end of your turn if you used one of these features, you change stance to fire stance.

Wind Dances with Me
While in wind stance, you can cast gust.

Arms like Crane’s Eloquence
When you attack with an unarmed strike or monk weapon while in wind stance, you may fly 5 feet after the attack without provoking attacks of opportunity. When you reach 11th level in this class, you may instead fly 10 feet.

Fists like Echoing Gale
When you attack with an unarmed strike or monk weapon while in wind stance you may spend 1 elemental point, if you do the attack deals extra damage to the target equal to your Martial Arts die and all damage dealt by the attack becomes thunder damage

Strike of Summit’s Gong
When you attack with an unarmed strike or monk weapon while in wind stance you may spend 2 elemental points, if you do your attack rings with thunder that is audible within 300 feet of you, and the attack deals an extra 3d6 thunder damage to the target. Additionally, if the attack hits and the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Wrapped in Turbulent Will
While in wind stance, you may spend 3 elemental points to cast warding wind.

One with the Clouds
While in wind stance, you may spend 4 elemental points to cast gaseous form targeting yourself.

Running Gale Technique
While in wind stance, you may spend 4 elemental points to cast thunderstep.

Dance of Gust’s Draft
While in wind stance, you may spend 5 elemental points to cast control winds.

Carried by Cutting Wind
While in wind stance, you may spend 6 elemental points to cast steel wind strike.


You can use the following features when you are in fire stance. At the end of your turn if you used one of these features, you change stance to lightning stance.

Fire Dances with Me
While in fire stance, you can cast control flames.

Arms like Burning Embers
When you attack with an unarmed strike or monk weapon while in fire stance, your attack deals 1 point of fire damage even if it does not hit. When you reach 11th level in this class, you instead deal 2 points of fire damage.

Fists like Dragon’s Scorch
When you attack with an unarmed strike or monk weapon while in fire stance you may spend 1 elemental point, if you do the attack deals extra damage to the target equal to your Martial Arts die and all damage dealt by the attack becomes fire damage.

Phoenix’s Wings Embrace
While in fire stance, you may spend 2 elemental points to cast hellish rebuke.

Strike of Glowing Cinders
When you attack with an unarmed strike or monk weapon while in fire stance you may spend 3 elemental points, if you do the attack deals an extra 3d6 fire damage to the target, which becomes visible if it's invisible even if the attack misses, and the target sheds dim light in a 5-foot radius until the end of your next turn.

Grasped Essence of the Sun
While in fire stance, you may spend 4 elemental points to cast daylight.

Sky’s Roaring Brimstone
While in fire stance, you may spend 4 elemental points to cast fireball.

Strike of Enduring Blaze
When you attack with an unarmed strike or monk weapon while in fire stance you may spend 5 elemental points, if you do the attack deals an extra 4d6 fire damage to the target. Additionally, if the attack hits and the target is a creature, it must succeed on a Dexterity saving throw or has disadvantage on attack rolls until the end of your next turn. At the end of each of its next turn, the target repeats the saving throw. It takes 3d6 fire damage on a failed save.

Little Box of Lava
While in fire stance, you may spend 6 elemental points to cast Immolation.


You can use the following features when you are in lightning stance. At the end of your turn if you used one of these features, you change stance to water stance.

Lightning Dances with Me
While in lightning stance, you can cast Discharge Spark.

Arms like Seeking Lightning
When you attack with an unarmed strike or monk weapon while in lightning stance, you gain a +1 bonus to hit for the attack. When you reach 11th level in this class, you instead gain a +2 bonus to hit.

Fists like Storm’s Fury
When you attack with an unarmed strike or monk weapon while in lightning stance you may spend 1 elemental point, if you do the attack deals extra damage to the target equal to your Martial Arts die and all damage dealt by the attack becomes lightning damage.

Strike of Crab’s Grasp
When you attack with an unarmed strike or monk weapon while in lightning stance you may spend 2 elemental point, if you do the attack deals an extra 1d12 lightning damage. For the next minute you can use your bonus action to deal 1d12 lightning damage to the target so long as it is within 30 feet of you when you use it and you concentrate on it.

Roar of Distant Tempest
While in lightning stance, you may spend 3 elemental points to cast shatter.

Stormserpent’s Lunge
While in lightning stance, you may spend 4 elemental points to cast lightning bolt.

Strike of Invigorating Jolts
When you attack with an unarmed strike or monk weapon while in lightning stance you may spend 4 elemental point, if you do the attack deals an extra 3d12 lightning damage. If the attack hits a creature, choose a creature within 30 feet of you. It regains hit points equal to half of the amount of lightning damage dealt rounded up.

One with Endless Storms
While in lightning stance, you may spend 5 elemental points to cast Storm Sphere.

Strike of Arcing Chains
When you attack with an unarmed strike or monk weapon while in lightning stance you may spend 6 elemental point, if you do three bolts of lighting arc out from the target of that attack to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The other targets takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.




Discharge Spark
Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You attune to a discharge or a spark and sculpt it to create one of the following effects at a point you can see within range:

•.You draw shapes, colors, or both to appear as small static shifting strokes of lightning in the air in front of you, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• You can target an area of up to a 5 feet square of metal or water, causing it to become difficult terrain. Alternatively, you can cause temporary stop the water or metal from transmitting an electrical current. This change lasts for 1 hour.
• You create a harmless sensory affect using lightning, such as causing a small jolt of static electricity, a small bolt of lightning arcing between your hands, or having a piece of metal or bowl of water sizzle of electricity.


If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

nickl_2000
2019-09-17, 08:40 AM
Barbarian Path of the Bloodied
Barbarians on the path of the bloodied have devoted themselves to taking hits and continuing onwards. They embrace the pain and use it as a fuel to increase their own power. Those preparing to join the path often practice with self flagellation and are usually scared before they join the path. Members of the path of the bloodied usually live hard and don’t last that long, but when you find a grizzled member of the path, they are not to be trifled with.



Blood Rage
Your rage goes way beyond the normal barbarian, they look calm as a summer day compared to you. At level 3 you enter into a Blood Rage instead of a normal rage. Your eyes develop a red glaze over them. Whenever an opponent causes you to lose hit points you also gain a blood rage point (BRP).
You cannot have more blood rage points than your Barbarian level and you lose all the points when your rage ends.

When you collect the number of Blood Rage Points below or more you gain the following:
1 BRP: Increase all speeds 5ft
2 BRP: Increase damage from a melee attack by 1d4
4 BRP: Gain an additional reaction each turn
6 BRP: Increase attack rolls by +1
9 BRP: Gain resistance to bludgeon, slashing, and piercing damage from magical sources
12 BRP: Increase speed by +10 more (+15 ft total)
16 BRP: When you land a critical hit, the target is afflicted with the Frightened condition until the start of your next turn.
19 BRP: Gain advantage on all attacks
20 BRP: Increase damage and attack rolls to +2 and gain a third attack as part of an attack action.


Frightening Facade
Bloodragers have a reputation in the world for being tough and quick to anger, and just looking at your scars and wounds it is obvious you are one of them. As such, most people are easily swayed to your side rather than risk experiencing your blood rage. At level 3 you may use your constitution modifier in place of your charisma modifier when making a check for persuasion or intimidation, and you gain proficiency in one of the two skills.


Coming Down Gently
By level 6 you are an experienced blood rager, one of the few who has made it this far. Even though your rages are tough on your body, you heal when you calm yourself. When your rage ends, you regain hit points and temporary hit points equal to the amount of current blood rage points. These temporary hit points last until the start of your next rest.

*NOTE: This intentionally triggers if the PC loses rage when knocked unconscious. Also, I initially had it healing 2x hp, but worried that may cause some concern with 20th level unlimited rages. So, I split it into regular HP and temp HP.


Blood Rage Smash
At level 10, you have learned to channel your rage into a single powerful strike, grinding your weapon into the opponent for extra damage. After you hit, you may choose to spend blood rage points to cause extra damage to a target. Expend any number of blood rage points, when you do add 1d6 damage for each blood rage point spent (a maximum of 10 can be spent on a single strike).


Blood Rage Berserker
You have learned to work yourself into a battle frenzy unbeknownst to all in civilized society and most in uncivilized society. You may be seen frothing at the mouth, howling at the moon, . At level 14, you have learned to cause minor self harm to increase the power of your blood rages. When you enter rage, and as a bonus action on subsequent turns, you can cause self-harm doing 1d6 damage to yourself and increasing your blood rage points by one.
Additionally, when you are damaged by an opponent while in a blood rage you gain two Blood Rage points instead of one.




1) Dropped the medicine feature and level 6.
2) Moved one of the level 10 abilities to level 6
3) Added in one more blood rage ability (adjusting the other abilities to trigger sooner).
4) Cleaned up wording and phrasing so hopefully everything is clearer.
5) Added in Frightening Facade to give some out of combat utility.

sleepyhead
2019-09-17, 09:21 AM
Oath of Light
Oath Spells
You gain oath spells at the paladin levels listed.

Oath of Pride Spells


Paladin level
Spells


3rd
Faerie Fire, Divine Favor


5th
Continual Flame, Flame Blade


9th
Daylight, Beacon of Hope


13th
Sickening Radiance, Fire Shield


17th
Immolation, Wall of Light




3rd
Deities Light
While in any form of light you begin to gain Luminous points. It takes a course 1 hour to gain your Luminous points. Your max amount of points is equal to your paladin level. You cannot regain spent Luminous points until you take a long rest.

3rd
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Gifts from the Light
You can exchange your Luminous points for spell slots as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5 and only spell slots you have access to. The created spell slots vanish at the end of a long rest.
Creating Spell Slots


Spell Slot Level
Luminous Point Cost


1st
2


2nd
3


3rd
5


4th
6


5th
7




Sun Burst
You can release all the stored up light in an object. As an action, you touch an object to make it radiate brightly, each creature other than you within 20 feet must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This action returns a quarter of your level worth of Luminous points.
You can spend Luminous points to increase the damage by 1d8 to a max of 3d8 extra damage..



7th
Hurling Smite
As an action you may hurl a ball of your gods divine presence. Make a ranged spell attack to throw this energy, this ball of energy does 2d8 + your Charisma Modifier of Radiant Damage. After you roll to attack you may spend a spell slot and Luminous points equal to the spell slot to add a smite spell effect to it. A smite spell is any spell that has smite in its name, you must have it prepared.

15th
Burning aura
As an action you can spend Luminous Points to produce an aura of heat 20 feet around yourself. At the end of your turn all creatures within this aura take fire damage equal to the Luminous Points spent, you can continue this effect by spending a bonus action for a number of rounds equal to your level.

20th
Beacon of Light
At 20th level, you gain the ability to harness extraordinary light. As an action, you embody the light of your god, gaining the following benefits for 1 minute:

You begin to emit a 60-foot-radius sphere of bright light and sheds dim light for an additional 60 feet.
Your attacks deal an extra 1d8 radiant damage.
Any creature of your choice within 15 feet of you has to make a constitution save or be blinded for 1 minute. Immune to blindness for 1 minute if success. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
All healing in the area of your bright light, of your choice, heals for maximum.

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

BerzerkerUnit
2019-09-17, 09:23 AM
Fighter Archetype: Shikensu Warrior
Formerly Combo King

Here's a PDF! (https://drive.google.com/open?id=13M2mfpYyASrfK2ZwqU7FHzFZ4ifNK0jv)

Edit Notes:

- Name changed to better represent influences.
- Combo Points renamed to Flow.
- Body of Iron Feature provides AC calculation options.
- Language around Finishers tightened up. Flow is spent when making an attack as part of your attack action or Readying an attack. Done to keep a balance in the event a Great Axe of Speed or something similarly ridiculous pops up.
- General Formatting, Spelling changed
- Feint given added function since not all Finisher groups provided Saving Throw options. Now Feint can either be used to inflict disadvantage on a save vs a Finisher OR grant a bonus equal to Proficiency to the next attack you make. This allows it to be used to insure you retain points or connect with a Finisher at the cost of an extra attack. Felt it was a fair balance for Heavy Weapon wielders that cannot generate Flow points as quickly as other weapon types.
- Eye of the Champion grants facts equal to Int bonus (min 1).
-Various edits to Finishers for clarity

Nicrosil
2019-09-17, 05:19 PM
Barbarian Path of the Spellbound


Similar to sorcerers, Spellbound barbarians are infused with raw, untamed magic. Unlike sorcerers, who use their arcane abilities to cast spells similar to a cleric or wizard, Spellbound barbarians unleash it in chaotic, destructive bursts while raging. Common among orc warbands, Spellbound barbarians function as a sort of close-range artillery, shattering enemy lines with their potent arcane surges.

Arcane Surge
At 3rd level, as an action, while raging, you may unleash the raw magic within your veins. Creatures within 5 feet of you must make a Dex save or take 1d6 force damage on a failed save, or half as much on a successful one. If you use this ability, and you have not taken damage or made an attack during the past turn, your rage does not end prematurely.

The Surge's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The DC for the surge and for any Metasurge effects (see below) is 8 + your Constitution modifier + your proficiency bonus.

Surge Points
At 3rd level, you gain a pool of Surge Points equal to your barbarian level; you regain all spent Surge Points after you complete a long rest. In addition, once per short rest, you may use an action to gain a number of Surge Points equal to your Con modifier. The maximum number of Surge Points you may have at a time is equal to your barbarian level.

Metasurge Effects
At 3rd level, you learn the following four Basic Metasurge effects, and one Advanced Metasurge effect. At 6th, 10th, and 14th level, you may learn another Advanced Metasurge effect. When using your Arcane Surge ability, you may apply these Metasurge effects, paying the Surge Point cost listed.

You may apply multiple Metasurge effects at the same time, paying the Surge Point cost for each. However, you may only apply one Advanced Metasurge effect per use of your Arcane Surge ability. For example, you could use 5 Surge Points and apply Careful Surge, Distant Surge, and Heightened Surge to the same use of Arcane Surge, but you could not apply Lingering Surge and Heightened Surge to the same use of Arcane Surge.

Basic Metasurge Effects


Careful Surge: You may spend 1 Surge point to designate a number of creatures up to your Constitution modifier to be immune to your surge.
Distant Surge: You may spend 1 Surge point to increase the range of your surge to effect creatures within 10 feet of you.
Empowered Surge: You may spend 1 Surge point to deal an additional force damage equal to your bonus Rage Damage.
Sustaining Surge: You may spend 1 Surge point to gain temporary hit points equal to your Constitution modifier.


Advanced Metasurge Effects

Heightened Surge: You may spend 3 Surge points to cause 1 creature of your choice to have disadvantage against the Arcane Surge's saving throw.
Lingering Surge: You may spend 2 Surge points to cause the effects of the Surge to linger. Until the end of your next turn, when a creature enters a space within 5 feet of you for the first time on a turn, or starts its turn there, it must make a Dex save or take force damage equal to your Con modifier.
Tearing Surge: You may spend 2 Surge points to tear a hole in space, teleporting up to 30 feet to an unoccupied space you can see after which you activate your Arcane Surge.
Forceful Surge: You may spend 2 Surge points to cause creatures that fail the saving throw against your Arcane Surge to be pushed 5 feet back and knocked prone.
Marking Surge: You may spend 2 Surge points to cause creatures that fail the saving throw against your Arcane Surge to be marked. The next attack roll against this creature has advantage.
Cursed Surge: You may spend 3 Surge points to cause creatures that fail the saving throw against your Arcane Surge to be cursed. Cursed creatures must roll a d4 and subtract the result from any attack roll or saving throw. This effect lasts until the end of your next turn, or you use this ability again.



Harness Arcana
At 6th level, you learn how to utilize your innate magic in more utilitarian ways. You gain the ability to cast Detect Magic and Identify, but only as rituals. While raging, as a reaction you may end your rage and spend 2 Surge Points to cast Counterspell as a third level spell. Constitution is considered your spellcasting ability for the purposes of this ability. Casting spells with this ability does not require material components.

Channeled Strike
At 10th level, you learn how to seamlessly integrate your fighting skills with your destructive power. After using your Surge ability, you may use your bonus action to make one melee weapon attack. Your bonus Rage damage for this attack becomes force damage.

Surge Mastery
At 14th level, you achieve mastery over your innate arcane power. You gain the following benefits:

Reactive Surge: When you take damage, you may use your reaction to use your Arcane Surge ability. You may use this even when you're not raging, however, you may not apply Metasurge effects to this.
Breaking Surge: Once per short rest, you may apply two Advanced Metasurge effects at once. You pay the surge cost for each, plus an additional 3 Surge points.
Arcane Eruption: Once per long rest, you may spend 8 Surge points to explode with magic. All creatures within 30 feet of you take 8d6 force damage, half damage on a successful Dex saving throw.

Phhase
2019-09-17, 07:01 PM
Oath of the Enshaedn

Who fears the deepest dark of night?

Who quails before its black unlight?

Not I, Not I.

Who perverts the shadow with crawling fear?

Who gives the shade a cruel veneer?

Not I, Not I

Evil has tarnished the shadows' good name,

So I fight for the beauty of Dark's shadowed hame,

With this grave task, my shoulders are laden,

Save the soul of dark, the duty of the Enshaden.


Long before reckoning, long before thought, Light and Dark were all that was. But with the advent of the world, came the advent of evil. And evil stole the shadow, twisting it to its own ends. Shadow itself became an expression of evil's character, graven into the mind of the good and evil as such. But it was not always so, and at times, the night's majesty yet shines in a cold, sad echo of its long-ago glory.

The Oath of the Enshaden binds a paladin to free darkness itself from the grasp of evil, and protect it from those that would sully it. The Shadow undead, monsters with the Shadow subtype, and any who strike from darkness are enemies of the Enshaden. Who use the dark to commit foul deeds are anathema to such a warrior. This Oath forbids one thing only: to use the dark as a tool of terror.



Nightblessed
At 3rd Level, you gain magical darkvision to a range of 60 feet. Your Divine Smite now deals 2d4 cold damage and 2d4 damage of the weapon's physical type rather than 2d8 radiant. For each slot above 1st, add 1d4 cold damage and 1d4 weapon damage, to a max of 5d4 cold and 5d4 of the weapon's type. You do not receive the paladin spells Wrathful Smite and Blinding Smite. At 11th level, your Improved Divine Smite deals 1d4 cold and 1d4 weapon type physical rather than radiant.

Your Oath Spells are as follows (Many spells adapted from 3.5 Spell Compendium for 5e, see spoiler below):



Paladin Level
Spells


3rd
Net of Shadows, Nightshield


5th
Shadow Mask, Claws of Darkness


9th
Shadow Binding, Shadow Phase


13th
Shadow Well, Evard's Black Tentacles


17th
Crawling Darkness, Darkbolt



Net of Shadows
Illusion (Shadow) [Darkness]
Components: V, S
Casting Time: 1 action
Range: 30 ft
Targets: One creature/slot level, no two of which are more than 25 ft. apart
Duration: Concentration, up to 5 rounds
Saving Throw: Wisdom

You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them.This spell heavily obscures the targets, but the shifting magic shadows also inhibit the subjects’ ability to ascertain their surroundings. The subjects can see only 5 feet through the shadows that coat them, and foes within that range have concealment from the subjects. Darkvision does not penetrate a net of shadows. For each level above 1st this spell is cast at, it lasts an additional 5 rounds.
Nightshield
Abjuration
Components: V, S
Casting Time: 1 action
Range: Self
Duration: 1 minute

With a whisper-quiet whoosh, a field of shadowy energy cloaks your body. This spell provides a +1 bonus on saving throws; this bonus increases to +2 if cast with a 3rd level spell slot, and +3 with a 5th level spell slot. In addition, the spell negates magic missile attacks directed at you, targeting missiles orbiting at close range before dissipating. Nightshield lasts an additional minute for each slot level it is upcast.
Shadow Mask
Illusion (Shadow)
Components: V, S, M
Casting Time: 1 action
Range: Self
Duration: 10 minutes

You draw raw energy from the Plane of Shadow to obscure your face.You cause a swirling mask of shadows to form around your face. Only your eyes are visible, as glowing white circles of light. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive advantage on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw. When the spell’s duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading. Material Component: A mask of black cloth. For each level above 2nd this spell is cast at, it lasts an additional 10 minutes.
Claws of Darkness
Conjuration (Shadow)
Components: V, S
Casting Time: 1 action
Range: Self
Duration: Concentration, 5 rounds
Saving Throw: Constitution

You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons you are proficient with. (You attack with one claw and can use the other claw for an off-hand attack.) Attacks with the claws are melee spell attacks. Each claw deals 1d4 points of cold damage and 1d4 points of slashing damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a Slow spell for as long as you maintain the grapple. An opponent that makes a successful Constitution save is not slowed, though it must repeat the save if it takes additional claw damage. You can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them without an action. When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active. For each level above 2nd this spell is cast at, it deals an additional 1d4 cold and 1d4 slashing, up to 5d4, and lasts an additional 5 rounds.
Shadow Binding
Conjuration (Shadow)
Components: V, S, M
Casting Time: 1 action
Range: Close 40ft.
Area: 15-ft.-radius burst
Duration: Concentration, up to 1 minute
Saving Throw: Dexterity

A multitude of ribbonlike shadows instantaneously explode outward from an indicated point nearby. Creatures in the area that fail a Dexterity save are restrained. Breaking free of a shadow binding requires a Strength(Athletics) check or a Dexterity(Acrobatics) check, taken as an action.
Material Component: A few links of iron chain. For each level above 3rd this spell is cast at, the saving throw/checks gain +1 in difficulty.
Shadow Phase
Transmutation
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

As you touch the intended recipient, the subject’s flesh takes on a black, wispy, insubstantial appearance.The spell temporarily transposes some of the subject’s tissue with shadowmatter, making the subject partially incorporeal. This partially incorporeal state does not allow the subject to pass through walls or other solid objects. Attack rolls directed against the spell’s subject suffer disadvantage. Additionally, the subject has +3 AC versus non-magical physical attacks. This effect is not negated by blindsight, truesight, or tremorsense. For each level above 3rd this spell is cast at, it lasts an additional minute.

Shadow Well
Conjuration (Shadow)
Components: V, S
Casting Time: 1 action
Range: 35ft
Target: One creature
Duration: Concentration, up to 1 minute
Saving Throw: Wisdom

The shadow of your foe darkens, becoming a deep black pit perfectly in their shape, as if made for them. The target’s shadow becomes a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Wisdom save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted duplicate of the real world, overgrown with fantastic foliage that glows softly in the dark. The demiplane extends for a radius of 60ft from the target's original location, and fades into solid blackness beyond that point. Each round, the creature can attempt another Wisdom save to return from the shadow well. As a bonus action, you may enter or exit the demiplane. The subject and you return to the real world when the spell’s duration expires, or when it makes a successful saving throw. Upon the pocket realm's expiration, the subject and you reappear in the spot equivalent to where you were in the shadow well. If this spot is filled with a solid object, then you and the creature appear in the nearest adjacent empty space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. For each level above 4th this spell is cast at, it lasts an additional minute.


Crawling Darkness
Conjuration (Shadow)
Components: V, S
Casting Time: 1 round
Range: Self
Duration: 5 minutes

A shroud of dark, wispy tendrils forms around your body like flames as you speak the spell’s final syllables. This spell creates a number of tendrils that surround you but do not interfere with your movement or spellcasting. They grant you half cover and completely hide your features with blackness, only your eyes shine out as glowing white spots. You gain a +5 bonus on Strength(Athletics) and Dexterity(Acrobatics) checks. When you are attacked, the tendrils strike back at your attacker, at up to a range of 15ft away. They have an attack bonus equal to your Cha modifier + your Proficiency bonus, and a successful attack deals 1d6 points of cold damage and 1d6 points of piercing, slashing, or bludgeoning damage (your choice). For each level above 5th this spell is cast at, it lasts an additional 2 minutes.

Darkbolt
Evocation (Shadow)
Components: V, S
Casting Time: 1 action
Range: 100 ft.
Duration: Instantaneous; see text
Saving Throw: Wisdom

With a quick invocation, you call forth a nimbus of jet-black night. This dark radiance, laced with your will, allows you to shoot black bolts of power. You unleash ribbonlike beams of darkness from your open palm. You must succeed on a ranged spell attack to strike your target. You can hurl three bolts. You can hurl all three bolts at once, or you can hurl one bolt per round as a bonus action, starting in the round when you cast the spell. You do not have to hurl a bolt in every round, but if you don’t hurl the bolt you were entitled to in a round, it is lost. If you hurl all the bolts at once, all your targets must be within 60 feet of each other. A darkbolt deals 1d8 points of cold damage and 1d8 bludgeoning damage and the creature is Incapacitated for 1 round unless it makes a Wisdom save (a creature struck by multiple bolts during the same round is Incapacitated for a maximum of 1 round, no matter how many times it fails its save). For each level above 5th this spell is cast at, add an additional bolt.


You have Shade equal to your total level + your Charisma Modifier, myriad scraps of shadow collected from the environment, stored within your own shadow. A domain spell costs Shade points equal to the slot level as well as a spell slot.

If you do not have or do not wish to use a spell slot, you may instead pay additional Shade equal to twice the slot level to cast the spell. When casting a domain spell with exclusively Shade, you may spend extra Shade to increase the difficulty of the saving throw at 1:1.

You regain Shade equal to your Charisma bonus over each short rest (Round up), provided you can find an area of dim illumination to rest in. If you can find an area of total darkness, regain double your Charisma bonus instead. Shade cannot exceed your current maximum. You regain all lost Shade over a long rest, as long as you are able to find a reasonably dark place to rest.

Channel Divinity
At 3rd Level, you have the following two Channel Divinity options.
Nightnail
You target up to your charisma modifier in creatures that can cast a shadow, each of which can be no more than 35ft away from you. Spending 2 Shade per creature, you draw in their shadows, and drive a weapon into the ground, leaving it there and nailing the shadows down. Roll melee damage for the weapon. You may elect to use a Divine Smite on this attack. Affected creatures make a save against the damage total. Successful saves take half of the attack's damage in the weapon's physical damage and are not otherwise affected. Creatures failing the save are tethered, and cannot move farther away from the weapon than they were when it was put in the ground. This effect lasts for a number of rounds equal to twice your Charisma Modifier, or until the weapon is pulled from the ground. Anyone who is not you must make a Strength(Athletics) check against the previous damage roll to uproot the weapon.
Shadowsight
Your eyes flare with a pure flame, black edged, white cored. As a bonus action, you sense all shadows in a 60ft sphere of you. You gain a rough outline of the terrain and surface features. You can also sense the location and size of any creature that casts a shadow. When using this Channel Divinity option, you may elect to spend Shade alongside it.


2 Shade - You also sense the alignment of any detected creatures.
4 Shade - As 2 Shade, but also sense the location nearby terrain features, or planar weak points on the Plane of Shadow. Weak points exist at any point where an entity has crossed over to or from the Plane of Shadow to the Material Plane within 24 hours, and places that have been in total darkness for no less than a week consecutively. Areas of frequent or intense travel may last longer. If a creature attempts to cross over from the Plane of Shadow, you are able to detect this attempt 1 round before they arrive.


Shadowsight lasts until the beginning of your next turn. If you spend 2 Shade at the beginning of your next turn, you may extend Shadowsight for another two turns, up to 5 times.


Together in Dark
At 7th level, your allies no longer need fear the dark. Anyone benefiting from your Aura of Protection gains 30ft darkvision. As an action, you may spend 3 Shade to heighten the effect to 60ft magical darkvision for 10 minutes.

The Shadow Within
The deep, abyssal shadows that reside in the hollow spaces of your form, passed down through the generations without ever seeing light, have awoken under your rule. At 15th level, you may draw Shade from this inner reserve instead, should you choose to. However, active shadows are cold, and holding such a chill in your heart and lungs for too long is a sure way to get hypothermia. When using this class feature, you must make a Con save against a DC equal to twice the Shade you needed + 2 for each time you used this ability since your last long rest. Failing inflicts a level of exhaustion that cannot be removed unless you are able to take a long rest near a suitable source of heat.

We are the Knight
At 20th level, the shadows are your domain. You may pay 6 shade when using your Shadowsight. It lasts for 1 minute, and during that time, you also see fully across the planar barrier between the Material Plane and the Plane of Shadow from both sides. During this time, if you have access to an area of total darkness, you may take an action to spend 2 Shade and slash open the planar barrier, creating a one-way portal to the Plane of Shadow for 2 rounds. You may create an exit portal to the Material Plane in the same way, though it may come out in any area of dim illumination. Only one portal may exist at a time.

Additionally, whenever you kill a Medium creature, regain Shade equal to half your Charisma modifier (Round up) as you consume their shadow. This bonus is doubled if the creature is Large, tripled if it is Huge, etc. You may use this feature twice per long rest.

sengmeng
2019-09-17, 07:47 PM
Otherworldly Patron: the Great Dragon

You have the same draconic bloodline common to sorcerers, but rather than developing and harnessing that power, you have used that connection to contact and strike a bargain with one of the god-like Great Dragons. They are as varied in alignment and goals as normal dragons, but it usually involves serving and advancing dragonkind in some way.

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

Great Dragon Expanded Spells

1st chromatic orb, command
2nd enhance ability, locate object
3rd protection from energy, clairvoyance
4th locate creature, polymorph
5th hold monster, dominate person

Draconic Ancestry
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Metamagic
At 6th level, you gain two sorcery points, as per the sorcerer ability. You learn two of the options from the sorcerer's metamagic options. You gain another metamagic option at 9th and 18th level. The number of sorcery points you have is 1/3rd of your warlock level. You regain your sorcery points after a long rest.

Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

In addition to the subclass features granted at levels 1, 6, 10, and 14, the Great Dragon patron opens up other options for the warlock's pact boon, invocations, and metamagic.

Pact Boon: Breath of the Ancestor
In addition to the usual options for a pact boon, the warlock with the Great Dragon as his patron can choose to gain a breath weapon that deals the type of damage associated with his draconic ancestor. Using the breath weapon is an action, and it extends in a fifteen foot cone, striking each creature within for 1d6 per warlock level, with a dexterity save for half damage equal to 8 + proficiency mod + your constitution modifier. It has an unlimited number of uses a per day, but has a recharge time of 1d4 + 4 rounds between uses.



Potent Breath
Prerequisite: Breath of the Ancestor pact boon
Your breath weapon ignores resistance to its energy type.

Expanded Breath
Prerequisite: Breath of the Ancestor pact boon
Your breath weapon is a thirty foot cone instead of a fifteen foot cone.

Pact of the Breath
Prerequisite: Breath of the Ancestor pact boon
You may expend a warlock spell slot when you use your breath weapon to halve the recharge time.

Shape Breath
Prerequisite: Breath of the Ancestor pact boon
Your breath weapon's area can be changed to a line twice the length that the cone would be. You can choose a line or a cone every time you use your breath weapon.

Sorcerous Talent
Prerequisite: must have 5 or more sorcery points.
Add your charisma modifier, minimum 1, to your maximum sorcery points.

Swift Wings
Prerequisite: Dragon Wings class feature
Your flying speed is doubled.

Metabreath
Prerequisite: Breath of the Ancestor pact boon
Your metamagic abilities can be applied to your breath weapon, where possible.


Metamagic: Energy Substitution
The warlock with the Great Dragon patron selects metamagic options from the sorcerer options, but they have an additional option available only to them: energy substitution. For one sorcery point, you can change the damage type of any of your spells or cantrips to match the energy type of your draconic ancestor.

Lanth Sor
2019-09-19, 03:05 PM
Fighter Archetype: Guilder
The archetypal Guilder focuses on the development of their guild reputation. Those who model themselves on this archetype focus on bringing prestige to the guild and the guild pays them back in kind.

Copper Rank
Beginning when you choose this archetype at 3rd level, you gain DKP from performing certain actions based on level. Additionally you may spend DKP to purchase mundane and magic items. 1 DKP can be traded for 50g worth items or services at the guild hall. Only common items can be purchased. Consumable items can be purchased while away from a guild hall for twice the normal coast as a full round action.


DKP changeActionExamples


Gain 3
Critically Succeed
You successfully score a critical

Gain 5
Participate in killing a strong enemy
Something higher level the the Guilder

Gain CR/Level
Singlehandedly killing a well known or strong enemy
Well know enemies are ones with a reputation like having a wanted poster, strong are ones of your level or higher.

Gain 5
Quest completion
Preform a job for someone

Gain Character Level²(min 5)
Level appropriate quest completion
Any wanted or know as being strong enemy

Lose Character Level²(min 5)
Banditry
Actions against the general populace



Silver Rank
Starting at 7th level, you have built up there talents enough to gain uncommon items can be purchased. Such items have a 80% chance of being available.

Gold Rank
At 10th level, Rare items can be purchased. Such items have a 60% chance of being available.

Platinum Rank
Starting at 15th level, very rare items can be purchased. Such items have a 40% chance of being available.

Adamantine Rank
At 18th level, your renown with the guild has grow to the extent that legendary items can now be purchased. Such items have a 20% chance of being available.

The GM is the final arbiter of what is and is not available

SleeplessWriter
2019-09-23, 02:18 AM
Druid: The Circle of Eyes

Circle Spells
The influence of the strange forces you draw upon infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to a number of circle spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

3rd — Augury, See Invisibility
5th — Clairvoyance, Tongues
7th — Arcane Eye, Divination
9th — Contact Other Plane, Scrying

Expanded Awareness
At 2nd level when you choose this subclass you gain unnatural intuition of the past, future, and the worlds beyond. You have a pool of intuition points equal to half your druid level, rounded down. Whenever you make an attack roll or ability check you may expend an intuition point to add 1d4 to that roll, or if it was a perception or investigation check based on sight you may expend two intuition points to gain advantage on the roll. You may do so after seeing the roll, but before any results of the role occur. You regain all spent intuition points at the end of a short or long rest.

Form of a Thousand Eyes
At 6th level you gain the ability to temporarily alter your form into something not of this world. Once per long rest you may spend ten minutes in meditation and expend one or two uses of wildshape to briefly assume the form or features of an otherworldly entity during this ritual, whether it is merely a third eye or hundreds of boney tendrils bursting from you, each with lidless eyes gazing from their every, toothy crevice. When you do so roll a d20 for each use of wild shape expended and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turno
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


Shared Insight
At 10th level your foreign nature has grown to the point where you can touch the minds of other creatures to share your insights. As an action you may touch a willing creature and until the end of your next short or long rest or after you use this action again they can hear your thoughts in the back of their mind as a susurrus whisper. You can communicate simple ideas, emotions, and images telepathically with that creature as long as it can understand a language. Whenever it makes an attack roll or ability check you may expend an intuition point to add 1d4 to that roll, or if it was a perception or investigation check based on sight you may expend two intuition points to gain advantage on the roll. You may do so after seeing the roll, but before any results of the role occur.

Forewarned
Also at 10th level your ability to see into the future has developed to the point where you can see dangerous events right before they occur. If you are targeted by an attack roll or must make a saving throw then as a reaction you may spend two intuition points to impose disadvantage on that attack roll or to gain advantage on that saving throw, respectively.

Gaze Beyond the Veil
At 14th level you gain the ability to pierce the boundaries of time and space to glean information from a single creature or object. If you spend one minute examining a creature or object you may expend three intuition points to look into either its past or to uncover any connections or influences from extraplanar sources.
If you choose to peer into its past you can see the last 24 hours from its perspective, though it is difficult to make out any fine details such as the words on a page or to identify anyones facial features through this vision.
Choosing to uncover extraplanar influences or connections allows you to determine whether it is from another plane, has an active connection to another plane (such as a cleric or warlock’s spell even), or has been altered by the influence of another plane, as well as which planes are involved.
If the target is a living creature it may make an intelligence saving throw against your spell save DC, negating the effects of this ability on a success.

RickAsWritten
2019-09-24, 02:31 PM
Martial Archetype – Irradiated

The Irradiated grew up or live in a place that was fundamentally changed and damaged by a magical calamity. Maybe you grew up in a hamlet in Faerun where the Weave was wildly unstable as a result of the Spellplague, or you live on the edge of Eberron’s Mournland and make a living delving into the poisoned ruins of Cyre. No matter the origin, you exist in a place of unpredictable and harmful magic, and your body has adapted to the wasteland as a result. As an Irradiated fighter, you have learned to use what would be a crippling disadvantage to most people, as an advantage.

Lead Belly

At 3rd level, your altered physiology allows you to subsist off material that others would not consider food. You can get your daily nutrient requirement from eating normally inedible objects, such as wood, stone or metal. You are also immune to nonmagical disease.

Clicks of Radiation

When you reach 3rd level, you learn to harness the native magical toxicity that exists in your body. Your ability to do this is represented by Radiation Clicks. At the end of a long rest you start with zero Rad Clicks. You can accumulate clicks to cause various effects. You may gain a maximum number of Radiation Clicks equal to your Fighter level with no side-effect. For each click gained above your Fighter level, you must make a Constitution save. The DC for this save equals 13 + the number of clicks above your Fighter level. On a failure, you gain one level of Exhaustion. You suffer no effect on a success. The save DC increases by 5 for each existing level of Exhaustion.
Some of your Radiation features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Radiation DC = 8 + your proficiency bonus + your Constitution Modifier.


Perpetuate

As a bonus action, you can gain 3 Rad Clicks to spread radiation around you. For the next minute any creature that ends its turn within 5 feet of you, must make a Constitution saving throw. On a failure the creature gains a Radiation Click. See the Table at the end of this subclass for the description of the effects of Radiation Clicks on creatures that are not Irradiated Fighters.

Flashburn

As an action, you can accumulate 2 Radiation Clicks to cause a flash of magical radiation. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d6 Radiant damage and is Blinded until the beginning of your next turn. On a success, they take half damage and are not blinded. At 7th level the damage increases to 2d6, at 10th to 3d6, and at 18th level the damage increases to 4d6.

Sensor

For 1 Rad Click gained, you can give yourself extrasensory magical intuition. For the next 10 minutes, you can add your Constitution modifier to all Perception and Arcana checks.

Irradiator

Starting at 7th level, you learn additional abilities that can be fueled with Rad Clicks:


Fumigate

As an action you gain 4 Radiation Clicks and cast the spell Stinking Cloud centered on yourself. The spell requires concentration as normal. You are immune to the spells effects and do not need to save against it.

Injection

When you hit a creature with a melee weapon attack, you can accumulate 2 Rad Clicks to cause the target to suffer the effects of radiation. The target takes 2d4 Acid damage in addition to the attack’s normal damage and gains one Radiation Click. You can only Inject an enemy once per turn. See the Table at the end of this subclass for the description of the effects of Radiation Clicks on creatures that are not Irradiated Fighters.


Rad Recovery

When you reach 10th level, your body has adjusted to always being slightly irradiated and has learned to recover. When you spend a hit die to recover health during a short rest, you reduce your Rad Click level by one. The maximum amount of Radiation Clicks you can remove during one rest equals half of your Fighter level (rounded down).

Extraction

At 15th level, you can forcibly remove the Radiation Clicks from your enemies. As an action, you can remove the Radiation Clicks from every creature of your choice that you can see within 60 feet. You accumulate all of the Rad Clicks, and the affected creatures gain a level of Exhaustion for each Rad Click that was removed from them.

Reactor

Beginning at 18th level, as an action you can transform yourself into the personification of a magical calamity. For one minute, you emit a dim, greenish light in a 15-foot radius. You also gain the following benefits:

You are immune to Radiant and Acid Damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 Radiant damage.
You can use your action to cause a creature of your choice within 30 feet to be calamitously afflicted. The creature must succeed on a Wisdom saving throw or be Paralyzed until the beginning of your next turn. On a success the creature is immune to this ability for 24 hours.
You must complete a long rest before you can use this ability again.

Radiation Sickness

Some of the Irradiated Fighter’s abilities cause other creatures to gain Rad Clicks. A creature that is not an Irradiated Fighter, that gains Radiation Clicks suffers the effects of Radiation Sickness. Radiation Sickness is measured by levels, and a creature suffers the effect of its current Rad Sickness level as well as the effects of the lower levels. Each Radiation Click increases the level of Radiation Sickness by one. The effects of Radiation Sickness are shown below:



Level
Effect


1
The creature takes 1 Necrotic damage at the end of each of its turns.


2
The creature is wracked with seizures. It has disadvantage on attack rolls using Dexterity, and cannot take Reactions


3
Before casting a spell, the creature must succeed on a Constitution saving throw against your Radiation DC. On a failure, the spell fizzles and is wasted, as a toxic surge of magical energy interrupts them.


4+
The creature takes 1 additional Necrotic damage at the end of its turn. For each level above 4, the creature takes one more Necrotic damage per turn.


Hit Dice
If a creature accumulates a level of Radiation Sickness equal to its number of Hit Dice, it is rendered Incapacitated for 24 hours.




Changed the DC to avoid exhaustion from Clicks to 13 + number of clicks above Fighter level.
Changed Perpetuate to only be applied if the creature ends its turn within 5 feet.
Changed Injection to only work on melee attacks
Changed the way Rad Clicks work on enemies. Added a table listing the effects of Radiation Sickness
Altered the third ability of Reactor from damage and exhaustion to paralysis. Added level 18 note.

MoleMage
2019-10-14, 09:02 AM
http://www.giantitp.com/forums/showthread.php?600534-D-amp-D-Subclass-Contest-XI-Voting-Thread&p=24202064#post24202064


Time's up, voting thread is open!