LichMan13
2019-10-21, 05:04 AM
This spin on the class from 3.5e is ironically like real world spell casters. In real life, spells (if you believe this stuff exists), are basically just rituals with words, actions, items, ingredients, times of year, seasons, phases of the moon and so on. It's something that takes time, care, and patience. Spells cast by all the caster classes in Dnd 5e are mostly something that are cast on the fly. So here's where the Ritualist differs, they are a class specialized and revolved around rituals. All spells they use can be cast as rituals not usable in the heat of battle, instead of spell slots they can employ premade talismans with spells bound to them for later use, limiting them considerably. Their backbone is preparation, they are a class that accomplishes things with time and care. Some abilities unique to them would be putting spells over a set area, spells made more potent when in ritual form, blood empowerment capable of use even in the midst of battle, rituals for buffing allies and debuffing foes, cursing or blessing areas, affecting weather, ritual binding, exorcism, protection, shielding, sacrifice and so on.
Subclass ideas I have:
Destroyer: a subclass dedicated to bringing destruction to your enemies, boost the damage of your spells and buff the offensive powers of your allies. Perform powerful rituals to rain destruction on your enemies.
Protector: a subclass dedicated to protecting and healing yourself and allies. Boost and buff defenses of allies, create barriers or wards, utilize healing. Use rituals to create vast and powerful barriers or even reverse death.
Summoner: a subclass dedicated to summoning creatures and either binding them to your service or forging a contract. Later rituals include temporarily summoning powerful beings for single battles, and forging permanent portals between points.
Seer: a subclass based around gleaning the future, seeing into the past, spying on the present. contacting and communing with spirits, the dead, and beings from other planes of existence. Last but not least is influencing events, affecting the luck of your allies and foes. Later rituals can let you call upon gods for boons.
Puppeteer: a subclass based around charming, influencing, and controlling others. Influence minds, alter memories, read thoughts, improve how npc's like you, subdue targets, make voodoo dolls to affect victims on the go, even access rituals that can enslave and completely bind individuals to your will. Later rituals allow for mass sleep spells, mass confusion, commands that can work on groups, mass memory wipe, creating bezerkers bound to your will.
Defiler: a subclass based around commanding, creating, and raising the undead, inflicting maladies and illnesses, spreading blight and plagues, even create shadowy minions from people's corpses. Later rituals include mass creation of a temporary undead army, transforming oneself or others into a myriad of undead creatures, resurrection of those long since dead, wonky death spells, and plague infliction.
Trickster: a subclass based around illusions and shapshifting. Create perfect illusions, shapeshift yourself or others. Later rituals allow for the creation of large reality bending illusions and powerful, lasting shapeshifting, even temporarily materialize objects, castles or towns.
Subclasses may seem overpowered but keep in mind those godlike rituals in later levels require a lot of items and conditions on top of the long time needed to complete the rituals. Materials are often required for this class, with expenses and hunting for items. So what do you think the potential of such a class could be? Overpowered, underpowered? Let's discusses the possibilities.
Subclass ideas I have:
Destroyer: a subclass dedicated to bringing destruction to your enemies, boost the damage of your spells and buff the offensive powers of your allies. Perform powerful rituals to rain destruction on your enemies.
Protector: a subclass dedicated to protecting and healing yourself and allies. Boost and buff defenses of allies, create barriers or wards, utilize healing. Use rituals to create vast and powerful barriers or even reverse death.
Summoner: a subclass dedicated to summoning creatures and either binding them to your service or forging a contract. Later rituals include temporarily summoning powerful beings for single battles, and forging permanent portals between points.
Seer: a subclass based around gleaning the future, seeing into the past, spying on the present. contacting and communing with spirits, the dead, and beings from other planes of existence. Last but not least is influencing events, affecting the luck of your allies and foes. Later rituals can let you call upon gods for boons.
Puppeteer: a subclass based around charming, influencing, and controlling others. Influence minds, alter memories, read thoughts, improve how npc's like you, subdue targets, make voodoo dolls to affect victims on the go, even access rituals that can enslave and completely bind individuals to your will. Later rituals allow for mass sleep spells, mass confusion, commands that can work on groups, mass memory wipe, creating bezerkers bound to your will.
Defiler: a subclass based around commanding, creating, and raising the undead, inflicting maladies and illnesses, spreading blight and plagues, even create shadowy minions from people's corpses. Later rituals include mass creation of a temporary undead army, transforming oneself or others into a myriad of undead creatures, resurrection of those long since dead, wonky death spells, and plague infliction.
Trickster: a subclass based around illusions and shapshifting. Create perfect illusions, shapeshift yourself or others. Later rituals allow for the creation of large reality bending illusions and powerful, lasting shapeshifting, even temporarily materialize objects, castles or towns.
Subclasses may seem overpowered but keep in mind those godlike rituals in later levels require a lot of items and conditions on top of the long time needed to complete the rituals. Materials are often required for this class, with expenses and hunting for items. So what do you think the potential of such a class could be? Overpowered, underpowered? Let's discusses the possibilities.