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Jtl
2019-10-10, 06:44 AM
I came up with new subclasses for the monk and Druid. I recognize that they may be a little more powerful than what’s already been published, but UnearthedArcana seems to be heading in that direction, especially for the monk. Anyway, what does everybody think?
(1)
Way of the Lightning Strike
Monks of the way of the lightning strike devote themselves to speed above all else. Their movements are often impossible to track as they dash throughout the battlefield and unleash a torrent of attacks upon their foes.

Consummate Speed
When you chose this tradition at 3rd level, you gain the ability to spend any number of ki points during your turn in order to increase your speed (no action required). When you spend ki points in this way, your walking speed, as well as any other forms of movement you may have, increases by ten feet for every ki point spent. This effect lasts for ten minutes. In addition, step of the wind no longer requires a ki point to use.

Fleetness of Fist
At sixth level, you can spend 3 ki points as an action to cast haste on yourself.

Illusory Agility
At 11th level, You gain the ability to focus your superhuman speed on dodging and confounding your enemy. As a bonus action, you can spend 2 ki points to cause a duplicate of yourself to appear within 5 ft of you, as you move so quickly that you appear to be in two places at once. While your duplicate is present, before any creature attacks you, they must make a perception or investigation check against your ki save dc. If they fail, they have disadvantage to attack you for that turn. Once they hit you, they begin track your movement and no longer have disadvantage. They must make the check again at the beginning of their next turn if they continue to attack you. Any effect that causes you to be grappled or reduces your speed to zero ends this effect on you.

Lightning Reflexes
At level 17, you gain an additional reaction to use every round. You can only use one reaction per triggering event. For example, you would not be able to take 2 opportunity attacks the first time a creature leaves your range, but if two creatures left your area, you could attack both creatures.

(2)
Circle of the Spirit
Druids who devote themselves to the Circle of the Spirit develop a direct relationship with the natural spirits that channel Druidic magic. They gain the ability to influence the life energy of others as well as call upon the souls of plants and animals for further assistance in spellcasting. Circle of the Spirit druids are often enshrouded in ethereal light or ghostly wisps as the essences of nature convene around their mortal beacon.

Spirit Companion
When you choose this circle at second level, a nature spirit bonds to your soul. You learn the Find Familiar spell. This spell is always prepared for you and does not count against the number of spells you can prepare.

Animistic Interference
At second level, you can project your magic to intrude upon a creature’s life energy, temporarily impeding their connection to their mind or body. As an action, you can force a creature within 30 ft of you to make a charisma saving throw. If they fail, roll a d4 and choose one of their ability scores. That score is reduced by the number rolled for 1 hour.
Once you use this feature, you cannot use it again until you complete a long rest.

Spiritual Champions
Beginning at sixth level, whenever you call upon nature spirits to channel your magic, they rise to the challenge to aid in your incantations and attack your foes. You have advantage on constitution saving throws to maintain concentration on Druid spells. In addition, when a creature forces you to make a Constitution saving to maintain your concentration on a Druid spell, you can use your reaction to make them take psychic damage equal your Druid level.

Soul Armor
Starting at tenth level, you can expend 1 use of wild shape as a bonus action to undergo a spectral transformation. Wispy spirits enshroud you and confer a number of benefits.
You gain a +1 to AC
You have resistance to one damage type of your choice.
You have advantage on spell attack rolls.
These benefits last for 1 hour or until you use this feature again.

Spectral Attunement
At 14th level, you learn to capture some of the energy released in the passage of life to death. This feature does not impede a soul’s progress into the afterlife, it simply allows you to derive magical force from the significant event of a death. Once per long rest, when a creature dies within 60 ft of you, you can use a reaction to attune to the spirit world. When you do so, you gain a number of spirit points based on the challenge rating of the creature that died. Creatures of challenge rating 5 or lower impart 1 spirit point, creatures of challenge rating 6 to 11 impart 2 spirit points, and creatures of challenge rating 12 or higher impart 3 spirit points (you can also gain spirit points from a player character’s death, in which case you treat their character level as their challenge rating). You can spend these spirit points to perform a number of magical tasks. When you complete a long rest, you release any stored spirit points.

Energy Healing: As an action, you can spend 1 spirit point to cast Lesser Restoration or to heal someone for 2d8 plus your wisdom modifier

Successful Retaliation: When you fail a constitution saving throw to maintain concentration on a Druid spell, You can spend 2 spirit points to succeed instead. If you use your reaction to activate your Spirit Champions feature against the creature who caused you to make the saving throw, in addition to taking psychic damage equal to your Druid level, they must succeed on a constitution saving throw or be blinded until the end of their next turn.

Second Chance: You can spend 3 spirit points to cast revivify.

Ogrillian
2019-10-11, 02:21 PM
Ummm the monk subclass: while I like the features for this class aside from speed boost this offers little else and does not give any abilities for in combat or outside, and most of the KI points you would need for damage would mostly be spent on speed up to level 10 (at level 6 you only have 6 Ki points and using Haste spell And a single speed boost would leaving a very small room for FoB and you would lose efficiency, being able to get to the enemy doesn’t mean anything if your doing less damage than a thief) I would replace the haste skill for the speed boost or vice versa and add a damage type skill. Don’t forget Lightning is as much damage as speed.