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MoleMage
2019-10-29, 04:10 PM
It's time for our next subclass contest! Subclass Contest XII: It's Mind!.


The class must fit the theme of the contest. For our eleventh contest, we want to see a subclass which uses mental powers. Want to try your hand at a soulknife conversion as a rogue subclass? What about a ranger who uses telekinesis in lieu of actual ranged weapons? Or maybe a cleric who worships the collective unconscious? Now's the time!
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 December 1st. 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 December 2nd.

BerzerkerUnit
2019-10-29, 11:27 PM
Invisible Fist Fighter
As a student of this archetype you may have been tutored by a master or have had the ability to manifest your murderous impulses as magical force awakened in another way. No matter your origin, the gift of Mind over Matter is yours.

3-Mind Over Matter
After selecting this archetype at 3rd level you learn the Mage Hand cantrip. Intelligence is your spell casting ability for this and other spells granted by this archetype. Directing the hand requires a bonus action. At your option the hand returns to your space at the end of your turn.

When you cast the spell you can choose to have it take the form of an invisible mailed fist or other deadly appendage. In this form it is bulky and unsuitable for sleight of hand or other fine manipulation. In this form your Mage Hand has the ability to lift, carry, and drag weight as a creature of your size with a strength equal to your intelligence.

At the end of any turn in which you do not direct a hand with an action or bonus action, it hovers defensively in your space adding 1 to your AC until you direct it to take an action or the spell ends. If you choose to have a hand carry a shield this bonus increases to 2. You cannot benefit from the AC bonus of more than 1 shield at a time.

Each time you gain the extra attack feature from this class you can create an additional hand when you cast the spell. You decide at the time of casting if all the hands will be invisible and combat capable or not. You can use your bonus action to direct all the hands to move and take a similar action, such as set traps or begin meal preparations, or direct a single hand while the others remain in your space.

When you take the attack action you can replace any of the attacks granted by that action with a melee Spell Attack against a creature adjacent to a hand for 1d4+Intelligence bonus Force Damage or, if the hand wields a weapon, a melee Spell Attack dealing weapon + your intelligence bonus damage on a hit. You must have at least two Mage Hands working together to employ a two handed weapon, use the higher value of a versatile weapon, or a weapon that requires ammunition. You can also choose to have the hands throw what they’re carrying with a Ranged Spell Attack. You can substitute Grapple and Shove attempts for these attacks as normal but use your Intelligence bonus + Athletics Proficiency.

As a reaction you can make a melee Spell Attack against a creature that moves away from one of your mage hands without disengaging, dealing damage as described above.

Ballistics-
At 7th level you learn to swiftly impart the force of your Mage Hands directly to nearby objects. While Mage Hand is active you can cast the spell Catapult as an action. Additionally, If you attack a target adjacent to one of your empty Mage Hands with a thrown weapon or the object used by Catapult strikes them, it can recover the weapon as it returns to your space at the end of your turn.

Applied Thought-
Beginning at 10th level, while your Mage Hand Spell is active in the default form found in the spell description, you may add half your Proficiency bonus to any Tool Use check as the telekinetic hands facilitate your task.

Telekinetic Smite
At 15th level after taking this archetype, when you take the attack action you can use your bonus action to direct your Mage Hands to assist you. Doing so increases the damage of your attacks made this turn by an additional die of weapon damage.

Kineticist
At 18th level the most fundamental manipulations of force become yours to command. You can cast either Wall of Force, Animate Objects or Telekinesis once without components. You choose which spell to cast with this feature at the time of casting. You recover the ability to cast a spell with this ability after a short or long rest.

nickl_2000
2019-10-30, 12:41 PM
Monk - Way of the Telekinetic
All Monks are focused on inner control and focus of the mind. Those following the way of the telekinetic take this beyond that of any normal humanoid, they have learned to harness their inner strength to control the world around them. An novice of the way may be seen doing doing hard labor in the local community, sweating as they move heavy rocks or assist in building structures. A master is a thing of beauty to see, capable of ripping apart a wall or clearing their path with nothing but a thought.


Air Buffet
At level 3, you gain the ability to use your control the air around you, allowing you to blast a powerful gust of air into an enemy in place of one of your attacks in an attack action. Make a ranged spell attack against an enemy within 60 ft using your wisdom modifier. If you hit, you do thunder damage equal to your martial arts die damage + your wisdom modifier.


Telekinesis
Additionally at level 3, as an action, you may mentally move any object you can see that is not being interacted with (held, carried, stood on or otherwise) by another creature. As you level and grow in strength and control, you are able to move more weight and control more object simultaneously. You are able to move each object under your control 15 feet in a round and you retain control of the objects until the beginning of your next turn. At this point, you must decide whether to spend another action or allow them to fall.

This ability doesn’t grant you the strength to throw objects hard enough against another creature to harm them. Telekinesis grants you the ability to move cover, lift rocks, open windows, and close doors. However, it does not give you fine control over objects, you are not able you to open doors, pick locks, or paint.

Monk Level 3: Move 1 object up to a total of 5 total pounds.
Monk Level 6: Move 3 objects up to a total of 10 total pounds.
Monk Level 10: Move 6 objects up to a total of 50 total pounds.
Monk Level 15: Move 10 objects up to a total of 200 total pounds.
Monk Level 20: Move unlimited objects up to a total of 500 total pounds.



This is intended to be a non-combat ability. It's designed for more fluff and cool factor than to be something used in combat. A clever player may be able to set up traps, but otherwise it to add coolness to the PC.




Kinetic Shield
At level 6, you have learned avoid harm around you. As a reaction to making a save from an area of effect spell, ability, or trap, you can spend 1 ki to create a telekinetic shield around yourself blocking all object fr, your shield grants resistance to all damage of type Bludgeoning, Piercing, Slashing, Poison, Acid, Cold, Fire, or Lightning.

For an additional 1 ki, you extend your telekinetic shield to encompass all creatures within 5 feet of you, granting them the same resistances.



I want this to extend beyond just spells. I imagine it also helping against track, or dragon fire, or an explosion. My mind cannon on this is the picture of people crouching behind a shield while the flame washes completely over it. I know that evasion already gives this ability for dex saves, but this applies to others and you can even help your friends out with it.
This is what I'm imagining
http://www.yayahan.com/images/made/uploads/images/Cosplay/suestorm/suestorm-elysiam_1000_667.jpg



Telekinetic Flight
At level 11, your control over your telekinetic powers has given you the ability to move your own body. As such, you gain a flying speed equal to your movement speed and have the ability to hover. If you are knocked unconscious, you lose the hover ability and fall to the ground.


Enhanced Telekinesis
Additionally at level 11, you can use an action and spend 1 Ki to move another creature up to 20 feet per round. If they creature is unwilling, they can make a strength saving throw against your Ki save DC to prevent this. If they fail, they are also considered grappled. While you have control of a creature, you may also choose to fling it against a solid surface doing 2d8 bludgeoning damage.

At the end of your turn, you may spend an addition 1 Ki to focus on controlling that other creature. This will keep them grappled until the end of your next turn, but you must retain concentration to do so. During the grappled creatures turn, that creature may spend an action to make an athletics or acrobatics check against your wisdom save DC to break free of your control.

If you do not spend this Ki at the end of the turn, they are immediately released from your control, fall to the ground and are no longer considered grappled.



Fling Aside
At level 17, as an action, you can forcibly fling everything in your way aside telekinetically. You create a 40-foot cone beginning at yourself in the direction of your choosing. All objects, not attached to the ground, and creatures within the cone are flung away from the centerline of the cone. A creature may make a Constitution saving throw to resist this effect. When a creature or object lands after being flung aside it takes 4d8 bludgeoning damage from the fall.

Rawrawrawr
2019-10-30, 05:10 PM
Dreamwalker Monk

Dreamwalk
At 3rd level, you gain the ability to project your dreamself outside of your body. While dreamwalking, your body is unconscious, and you are unaware of what is happening to your body unless your dreamself can perceive it. Your dreamself appears in a space within 5 feet of you, and has the following statistics:

It has walking and fly speeds equal to 1/2 your walking speed, and can see and hear out to 30 feet.
It is invisible and hidden to creatures that don't have true sight. A creature with true sight sees your dreamself as a blurry and indistinct version of you, like an impressionist painting.
It cannot affect objects or creatures. Your dreamself can be affected by any effect (for example, it would still need to make a saving throw if caught in the area of spell, can still be burned by fire, and can still be attacked by weapons).
It can move through solid objects, but if it ends its turn in a solid object it is pushed out to the nearest unoccupied space, taking 1d10 points of force damage per 5 feet moved.
It has the same ability scores and proficiencies as you.
It shares you hit points and ki points. If your hit points are reduced to 0, your dreamself disappears and dreamwalk ends. You cannot be killed by an effect that targets your dreamself (for example, if you reduced to 0 hit points by a disintegrate spell targeting your dreamself, you would be reduced to 0 hit points, but you would not die and your body would not crumble into dust).
Your dreamself can return to your body instantaneously at any time. If you are above 0 hit points, you may wake your body up immediately.
As an action, your dreamself can touch one unconscious creature within 5 feet of it. That creature may make a Charisma saving throw. On a failed save, your dreamself enters the target's dream. Your dreamself can leave the dream at any time. You can't take damage or suffer any affects from the dream, but if your dreamself is put into a situation where it would take damage, the dreaming creature must make a Charisma saving throw, forcibly expelling you from the dream on a success. Your dreamself may leave a message of up to 10 words that the dreaming creature will remember upon waking. Once a creature has succeeded on saving throw against this effect, your dreamself can't enter that creature's dreams again for 24 hours.

You can dreamwalk for 1 minute without consequence. At the end of that minute, and at the end of every following minute, you suffer one level of exhaustion.
While conscious, you may enter a trance to dreamwalk as an action. Once you dreamwalk in this way, you must complete a short or long rest before you can dreamwalk again.
You can also dreamwalk while taking a long rest. While your dreamself is within 30 feet of your body, you don't count that time for the purposes of suffering exhaustion.

Dream Portents
At 3rd level, you may cast augury immediately upon finishing a long rest. At 11th level, you may instead cast divination immediately upon finishing a long rest.

Twist the Unconscious Mind
At 6th level, you can spend 2 ki points to cast the spells detect thoughts and suggestion.
You can also cast these spells through your dreamself. If a sleeping target fails its saving throw against a suggestion cast through your dreamself, then the target is unaware of the suggestion until it triggers.

Projected Dreamself
At 11th level, when dreamwalking, you can have your dreamself appear within 10 feet of a creature you are aware of. That creature may make a Wisdom saving throw, with same save modifiers as the scrying spell. On a successful save, you don't expend the use of dreamwalk, but you can't attempt to project your dreamself to that creature again for 24 hours. If a creature fails its save against this ability, then it also automatically fails its first save against your dreamself entering its dream.
Instead of targeting a creature, you can choose to have your dreamself appear in a location that you've seen before.

Dreamsight
At 17th level, you and your dreamself have truesight. In addition, you can receive psychic impressions of objects and places within 30 feet, revealing if it is associated with any abnormally powerful emotion (such as anger for a murder, joy for a wedding, or contentment for a happy childhood).
If you dreamwalk while holding the object or in the location, you will be able to see the event taking place.

RickAsWritten
2019-10-30, 09:07 PM
Warlock Otherworldly Patron – The Nilbog

This……this shouldn’t be possible. That nameless spirit of a long-destroyed trickster god can only possess goblins…but well, here we are. Through some unprecedented misfortune (or is it unprecedented luck?) you have become the host of the most tenuous of tricksters, the Nilbog. Even more astoundingly, a relationship of sorts has developed between the Nilbog and your unconscious mind, and now that mischievous spirit is your patron. To say the least...this is gonna be interesting.

P.S. If you are a goblin, just ignore all that unprecedented stuff. Good job. We’re on easy street now. No more mistreatment by the stronger members of the horde. It’s all luxurious dwellings and obscene gestures from here on out. Just keep an eye out for any upstarts. It’s dangerous to be this loved.

Nilbog Expanded Spell List



Spell Level
Spells


1st
Bane, Tasha’s Hideous Laughter


2nd
Enlarge/Reduce, Rope Trick


3rd
Bestow Curse, Nondetection


4th
Confusion, Greater Invisibility


5th
Bigby’s Hand, Mislead



Wit and Slighting Hands

At 1st level, you learn the Mage Hand and Vicious Mockery cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Reversal of Fortune

Starting at 1st level, the uncanny luck of your patron lets you turn a devastating blow into a rush of healing. As a reaction when you take damage, you can reduce the damage by an amount equal to your Warlock level plus your Charisma modifier and then gain the amount reduced as temporary hit points. You can use this ability a number of times equal to your Charisma modifier per long rest.

Emanate Nilbogism

At 6th level, the nilbog embedded in your mind has taken root and grants you its befuddling aura. As an action you can radiate nilbogism for one minute, or until you lose concentration (as if you were concentrating on a spell). For the duration, any creature within 30 feet of you that makes an attack roll against you, must first succeed on a Charisma saving throw against your spell save DC, or be charmed by you until the beginning of the creature’s next turn. A creature charmed in this way must use its action to praise you with kind and encouraging words. While this aura is active, you cannot be healed by any means except for your Reversal of Fortune ability. Once you use this feature, you can’t use it again until you finish a long rest.

Fear and Low Things

At 10th level, you have developed a paranoia against those that would seek to steal your power and create caution in certain creatures. You can’t be surprised while you are conscious, and creatures of the goblinoid type have disadvantage on attack rolls against you. Additionally, goblins don't regard you as a hostile creature unless you harm them.

Greater Nilbogism

When you reach 14th level, you and the nilbog have reached unprecedented levels of power. When you use your Emanate Nilbogism feature, you gain the following effects:

• The size of the Nilbogism aura increases to 60 feet.
• Creatures that cast a spell that will force you to make a saving throw to avoid its effects must first succeed against the charming aura of your Emanate Nilbogism ability.
• For the duration, you can cast the spell Tasha’s Hideous Laughter as a bonus action without expending a spell slot. The concentration for this spell is treated as the same as the concentration for Emanate Nilbogism. Only one creature can be affected by the spell at a time.
• Once during the aura, you can use your Reversal of Fortune ability without expending a usage. When you do so, you can reduce the damage to zero and gain 1d6 hit points.



Reduced damage reduction of Reversal of Fortune from 2 x Warlock level to 1 x Warlock level.
Reduced range of Nilbogism aura from 60 feet to 30 feet. Added range increase to 14th level feature.
Moved spell saving throws triggering Nilbogism to 14th level feature.
Removed non-concentration boon from Greater Nilbogism.
Removed extended charm for failed saves from Greater Nilbogism.
Clarified Tasha’s casting in the Greater Nilbogism ability.
Changed Emanate Nilbogism to recharge on a Long Rest.
Added a goblin friendliness to Fear and Low Things. Lowly goblins would never deign to attack a Nilbog.
Added a healing restriction to Nilbogism to better align with Nilbog statblock.
Clarified that attack rolls cause Nilbogism to activate.
Made several minor spelling and grammatical changes.

AdAstra
2019-10-31, 12:30 AM
I think I will do a monk as well! Going for a more cerebral, non-magic focus. First time doing one of these, hope I can make something interesting. In this case I'm kinda going for uses of the mind that are a little less explicitly magical, though being a Monk, some liberties were taken on that front.

Monk- Way of the Stilled Tide

Monks that follow the Way of the Stilled Tide believe that perfect clarity of thought will allow them to achieve true enlightenment. Their cerebral nature and endless patience allow them to wear down even the toughest foes. Humble scholars and energetic conversationalists, always seeking new knowledge from within and without, welcoming challenge and discovery. That is the aspiration, at least. Clarity and arrogance can be hard to distinguish, harder to separate. Most do not succeed.

Scholarly Devotion
Starting at 3rd level, you gain proficiency with one artisan's tool and one language of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Winding Rivers Cleave Through Mountains
Starting at 3rd level, you wait for openings with the patience of the sea. Even the mightiest stone will not outlast the tide. When a hostile creature within 5 ft. misses you with an attack while you are benefiting from the Dodge action (including through Patient Defense), you may use your reaction to make an unarmed strike against that creature.

Starting at 17th level, when you make this unarmed strike, you may instead make an unarmed strike against every creature of your choice within 5 feet of you. Add your Martial Arts die to the damage of these attacks.

Knowledge is Power
Starting at 6th level, you are always observing, analyzing, adapting, and can use these insights to bolster your capabilities. Once on each of your turns when you spend ki points, roll a d10. On a 1, you regain 1 ki point. On a 10, you regain 2 ki points.

While observing a creature engaged in combat, taking the Dodge action (including through Patient Defense) allows you to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

-Strength
-Dexterity
-Constitution
-Armor Class
-Current Hit Points
-Total class levels (if any)
-Total Monk Levels (if any)

Once you have used this ability on a creature, you may not use it again on the same creature for 24 hours.

Shatter the Mind
Starting at 11th level, you have mastered the art of channeling ki to not only attack the body, but the mind. When you use Stunning Strike against a creature, you may have it make a Wisdom saving throw instead of Constitution.

Mindfulness
Starting at 11th level, when making an Intelligence check or Saving Throw, you may use your Wisdom modifier instead of your Intelligence modifier.

Perfect Clarity
Starting at 17th level, your mind is as boundless and clear as a perfect, tranquil ocean, free from the influence of gods and mortals alike. You are always under the effects of the Mind Blank spell.

You can open your mind, allowing you to see things as they really are, at a cost. As an action, you may gain the effects of the True Seeing spell for an hour. Until that hour ends, you lose the effects of Mind Blank.

(Note improvement to WRCTM at level 17)

Fnissalot
2019-10-31, 03:01 AM
Path of the Flowminder
While most barbarians are fueled by a primal rage, the rage of the flowminders takes its shape as a mental state of full immersion in the moment; commonly refereed to as flow or of being in the zone. Few who walk the path of the flowminders hail from the tribal wastes. Instead, they are often scholars of natural sciences, induction and deduction, philosphy, as well as mathematics, who apply their knowledge of the world to further their martial prowess.

For a barbarian who is in the zone, their perception of time and space slows down as they confront the challenges before them. Time feels slowed down while space appears lucid. After being in a room for a minute, they can understand their surroundings as if they been there for days. The temporal notion lets them avoid attacks as if they know where they would land.

Sense of Time and Space
Starting at 3rd level, when you are in a flow state, your senses start to bend your understanding of time and space. When you are hit by an attack while raging, you may use your reaction to get a bonus to your AC equal to your intelligence modifier, including against the triggering attack, until the start of your next turn.

In addition, when you are raging, you may apply your rage damage bonus to ranged weapon attacks.

The Third Law of Trajectories
Starting at 6th level, you can quickly apply the third law of motion on the projectile affected by gravity when calculating the transference of kinetic energy in an elastic collision; in other words, making the arrow you shot ricochet at a third party. When you make a ranged attack and miss, you can reroll the attack roll against a different target within 15 feet of the original target. If you are raging, you may use your bonus action to gain advantage on that attack roll.

You have a number of uses of this ability equal to your intelligence modifier (minimum of 1), and you regain all expended uses of it when you finish a short or long rest.

Immersed Perception
Starting at 10th level, your perception of time and space lets you quickly study the context you act within. You can take a bonus action to do the search action. Outside of combat, your rage does not end early if you have taken the search action on your turn.

In addition, when you are raging, you have advantage on Intelligence (investigation) checks.

Master of Causality
Starting at 14th level. When you use your reaction to do Sense of Time and Space, you may make one Attack against the provoking creature. In addition, when you are raging and you do an opportunity attack, you may do two Attacks instead of one.



Sense of time and space second part triggers on all ranged attacks
Sense of time and space second part wording changed
Master of Causality wording modified twice
Name changed from flow zone to flowminder
third law of trajectories, advantage takes bonus action.
Added a section in immersed perception to deal with the use of it outside of combat.
added fluff

sengmeng
2019-10-31, 11:24 AM
Jedi Fighter Archetype
The Jedi Fighter Archetype is you know what a Jedi is.

Force Powers
When you choose this archetype at third level, you learn powers that are fueled by special dice called Force dice.
Powers
You learn three powers of your choice, which are detailed under "Powers" below. Many powers attack in some way; you may only use one power per attack. If a power modifies something other than an attack, you may use that power and use another power in place of an attack and have it possibly affected by multiple powers. Other powers take an action, and therefore take the place of any attacks you could have made.
You learn two additional powers of your choice at 7th, 10th, and 15th level. Each time you learn new powers, you can also replace one power known with a different one.
Force Dice
You have four Force dice, which are d8s. A Force die is expended when you use it. You regain all of your Force dice when you finish a short or long rest.
You gain another Force die at 7th level, and one more at 15th level.
Saving Throws
Some of your powers require your target to make a saving throw. The saving throw DC is 8 + your proficiency bonus + your wisdom modifier.
Lightsaber
Some Force powers are reliant on the Lightsaber class feature, described later. You may only take these powers at 7th level or higher.
Force Push You can expend a Force die to take the shove action in place of an attack at a range of 30 feet, adding your wisdom modifier to your athletics check instead of your strength modifier. The opponent takes bludgeoning damage equal to your Force die if they are knocked prone or shoved. You may expend up to all of your Force dice at once, affecting as many targets as the number of dice expended.

Force Leap You may expend a Force die to make a great leap. This does not require an action. Your jump distance is tripled for one turn. If you also attack an opponent with a melee attack that turn, add your Force die to the damage of the first attack that hits.

Hurl Object You telekinetically cause an unattended object to fly towards an opponent, pummeling them. The object and target must both be within 30 feet of you, but not necessarily each other. You make a ranged attack in place of one attack while using the attack action, adding both your wisdom and dexterity to the attack roll, and they take damage equal to the 1d4 + your Force die. The size of object you can hurl is up to a number of pounds equal to your wisdom score multiplied by your fighter level. The DM that larger, hard, or sharp objects have a higher damage die, and exceptionally small or soft objects deal only the Force die.

Jedi Premonition You may expend a Force die as a reaction to add it to any save.

Psychic Strike You may expend a Force die in place of an attack to deal psychic damage equal to the force die. The target must make a Wisdom saving throw or have disadvantage on its next attack, suffering only half damage on a successful save.

Force Choke As an action, you may telekinetically grapple an opponent at a range of 30 feet. You add your Wisdom modifier to your athletics check instead of your strength. Their speed is reduced to zero and they must make a Constitution saving throw or take bludgeoning damage equal to your Force die. You may spend an action each turn to maintain the grapple without spending additional Force dice, but only dealing further damage if you do. You may move them up to 15 feet each round you grapple them, including the first, but not out of a range of 30 feet from you. Whether or not you expend additional dice, the grapple ends if they make a successful atheltics or acrobatics check to escape.

Force Lightning You may expend up to all of your Force dice to deal lightning damage in a 15 foot cone equal to 1d12 plus the total of the rolled dice. Creatures caught in the cone must make a Dexterity saving throw, taking half damage on a successful save.

Throw Lightsaber You may expend a Force die to give your lighsaber the thrown property for one turn with a 20/60 range, unless it already had a thrown range that was higher. You add your Force die to the damage of the first attack that hits after using this power.

Guided Strike You may expend a Force die to add it to the attack roll of a melee attack.

Lightsaber Parry You may expend a Force die as a reaction to use your lightsaber to parry an incoming projectile. If the projectile hits, you subtract damage equal to your Force die + your wisdom modifier + your fighter level. If the damage is completely negated, you may direct the projectile at another target within 30 feet. You are considered proficient for this attack roll and add your Force die to the damage. You must have your lighsaber in your hand to use this power.

Open Hand You may expend a Force die to make two unarmed strikes as a bonus action. One of them deals your normal unarmed damage, and the other deals your Force die in damage.

Force Disarm You may expend up to all of your Force dice as an action to disarm an equal number of opponents within 30 feet. The opponents take bludgeoning damage equal to the Force die used, and must make a Strength or Dexterity saving throw or an object in their hand fie towards you, landing at your feet unless you wish to call one of them to your hand. You may also call an unattended item with no saving throw.

Force Block You may expend a Force die to use your lightsaber to block an incoming spell. You roll an attack roll with your lightsaber, using the result in place of your Armor class or saving throw. If the spell fails to affect you, the caster takes psychic damage equal to your Force die.

Lightsaber Charge You may expend a Force die when you take the dash action to attack with your lightsaber as a bonus action, adding your Force die to the damage roll.

Jedi Fate You may expend a Force die as a reaction to add or subtract half of the result, rounded up, from one attack roll, skill check, or saving throw made by another creature within 30 feet of you.

Surprise Attack You may expend a Force die on the first turn of combat. You add that Force die as damage to all attacks against creatures which have not taken an action in that combat.

Lightsaber Sever You may expend a Force die when you roll a 20 on an attack roll with your lightsaber. The target takes extra damage equal to double the Force die roll and loses a limb. The effects of losing a limb are up to the DM. You must have attacked with your lightsaber to use this power. If you are on higher ground than your opponent, they lose three limbs.


Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Jedi Mind Trick
At 7th level, you may add your wisdom modifier in place of your charisma modifier to Deception, Persuasion, and Intimidation checks. At 10th level, this grants proficiency to Insight, Deception and Persuasion, if you don't already have it. At 15th level, you gain Expertise in Deception and Persuasion. At 18th level, you may recreate the effects of a Suggestion spell, without using a slot or components, against any number of creatures within 30 feet immediately after you successfully influence them with either a Deception or Persuasion check. The saving throw DC is 8 + your proficiency bonus + your wisdom modifier. You must finish a short or long rest before using this ability again.

Lightsaber
At 7th level, you may designate one slashing weapon in your possession to become your lightsaber. You can do this to a magical weapon or even an artifact. Its blade is replaced by one made of energy, and it gains the finesse quality if it didn't already have it. All damage it deals is turned to radiant damage. When not in use, the blade disappears, leaving behind just the hilt. Causing the blade to appear does not require an action and can be done as part of an attack. Creating a lightsaber requires an hour long ritual, with the weapon in question in front of you for the entire duration. This can be completed as part of a short rest. You can call your lightsaber to your hand as a bonus action if it is within 30 feet. You can have up to two lightsabers at a time. If you attempt to create a third lightsaber, you must choose one of your other two to revert to its normal form.

Jedi Reflexes
At 10th level, you gain proficiency with dexterity saves and initiative rolls.

Improved Force Powers
At 10th level, your Force dice turn to d10s. At 18th level, they turn to d12s.

Jedi Master
Starting at 15th level, when you roll initiative and have no Force dice remaining, you regain one Force die.

Phhase
2019-11-01, 02:43 AM
Soulweaver
Wizard Archetype

To the faithful, the soul is a thing to cherish and protect. To the ascetic, it is a well of strength to draw upon, empowering oneself. To the malefic, the soul is a thing to buy, steal, or sell. But to the Soulweaver, one's soul is raw ore, to be forged and honed to a knife's edge - and so wielded.


A Familiar Shape
When focused, the aspect of your soul naturally gravitates to the use of the weapon/weapons that you have the greatest affinity to. When you take this archetype at 2nd level, you gain a fighting style, and proficiency with any two simple or martial weapons. You can use any weapon you are proficient with as an arcane focus. You gain proficiency with with light armor and Weaver's Tools.

Integrate Soulblade
Once per long rest, over a 10 minute ritual, you apply the Soulblade template to any weapon you possess that you are proficient with. Soulblades appear composed of glowing energy (any color), and shed dim light up to 10 feet away. If one possesses two Soulblades, creating a new Soulblade causes the oldest Soulblade to vanish.

Weapon Template: Soulblade

The Soulblade template can be applied to any Simple of Martial weapon you are proficient with. The weapon gains the following attributes.

Solid Will: When making an attack with a Solid Will weapon, you may use your Wisdom modifier for the attack and damage rolls instead. You must use the same modifier for both rolls. A Solid Will weapon that is ranged creates its own ammunition if none is provided.

A Dizzying Blow: Critical strikes delivered with this weapon deal only (your proficiency bonus) in extra damage, but additionally deal 1d4-1 (Min 1) damage to the target's Wisdom. Reaching 0 Wisdom causes the victim to fall into Unconsciousness for 1 hour. Points of lost Wisdom are completely restored by a short or long rest, or the spells Heal,Lesser Restoration, and Greater Restoration .

To Body, and Brain: This weapon's damage type is Force/Psychic. Resistance, Vulnerability, and Immunity to a single damage type is only half as effective.

Part of Me This weapon can be summoned as a bonus action. If it is Light, then a second weapon may be summoned with the same action. Dismissing the weapon requires no action.

Weaver's Will
Upon reaching 6th level, your control of your soul has become fine, enabling the use of Soul Arts. You gain a spool of Thought-Thread equal to (your wizard level). Your spool refreshes every long rest. You learn Afterimage Lunge, Soul Cross, and two Arts from the list below. You gain another two Soul Arts at 10th and two more at 14th level.

You may only use one Art per turn, unless otherwise specified.

Afterimage Lunge
Cost: 1 Thought-Thread

As an action or a bonus action, lunge forward 20 feet in a straight line with a flash of energy. You can pass through squares occupied by creatures, though you cannot pass through walls or end in an occupied space. Any creature whose space you pass though is subject to a single weapon attack roll from your Soulblade. This movement does not provoke attacks of opportunity. You must have room to use Afterimage Lunge. Afterimage Lunge can be used in any direction, and can pass over difficult terrain or open pits, although if it ends in empty space, you will fall.


Soul Cross
Cost: 1 Thought-Thread

When you damage an enemy with a Soulblade or Soul Art, you may use your reaction to Soul Cross.

You blink to a space 10 feet above the creature you struck. There must enough space, or else Soul Cross fails. You then descend like a meteor, landing in a space adjacent to the creature you struck, dealing damage equal to (your proficiency bonus) in Force/Psychic damage to all creatures within 5 feet. This movement does not provoke attacks of opportunity.

You may repeat Soul Cross a second time if you pay the Thought-Thread cost again.




Soulfire
Cost: 1 Thought-Thread + Slot Level (See below)

When casting a damaging spell with a spell slot, you can pay 1 + the slot level in Throught-Thread to convert the spell's damage type to Force/Psychic. The spell appears to be made of glowing light strands and shards. Creatures that take damage from the spell are considered to have been damaged with a Soul Art for purposes of other Arts.

Using this Art does not prevent you from using another Art this turn.


Soul Superposition
Cost: 1 Thought-Thread

As an action, you destabilize the spatial coordinates for your body that your soul describes. For a number of rounds equal to your Wisdom score, when you would be hit by an attack roll or area of effect ability, you may use your reaction to make a contested Wisdom(Insight) check. On a success, you can escape that attack by teleporting to an empty space you can see within 15ft.

This Art requires Concentration.


Slice Thread
Cost: 1 Thought-Thread

As an action, you dash up to 10 feet, ending in a square adjacent to a creature, then leap in an arc over an adjacent enemy's space, unleashing a perforating blizzard of blows with your Soulblade as you go, landing in the space on the opposite side of the creature. This movement does not provoke attacks of opportunity.

A target is subject to a number of Soulblade attack rolls equal to (your Wisdom bonus). The damage of each attack is equal to the number of damage dice your Soulblade has (1 or 2) + (your Wisdom modifier).


Soulblade's Doom
Cost: 1 Thought-Thread

As bonus action when you damage an enemy with a Soulblade or Soul Art, curse that creature for a number of rounds equal to your Wisdom bonus.

Whenever you damage the creature, create a hovering, spectral copy of your Soulblade beside the creature, up to 8 times. These blades follow the creature's movements.

On your turn, you may use your bonus action to dismiss Soulblade's Retribution, causing the blades to descend and strike the creature, dealing (your Wisdom bonus) + (1 per blade) in Force/Psychic damage and reducing the creature's movement to 0 until the end of its next turn if the creature fails a Dex saving throw. Successfully saving results in half damage and no movement reduction. Triggering the curse does not counts as using a technique. If the curse is not triggered, it fades away.

The DC is equal to (Number of blades) + (your Intelligence modifier) + (your proficiency bonus).


Soul Shrapnel
Cost: 1 Thought-Thread + a Spell Slot of any level

As an action, blink 5 feet toward an enemy and make a melee attack with your Soulblade. On a hit, add (2*Slot level) to the damage dealt. In addition, creatures in a 15ft cone behind the initial target must make a Dex save or take (target's Wisdom Bonus) + (2*Slot level) in Force/Psychic Damage. Successful saves take half damage. On a critical hit, the initial target must make a Wisdom save or be stunned until the end of its next turn.


Soul Phase
Cost: 1 Thought-Thread

As a bonus action, you blink up to 30 feet in any direction to an empty space you can see. You reappear out of phase, as a staticky glowing specter. In this state, you are Incapacitated, Immune to nonmagical physical damage, resistant to magical physical damage, and Immune to elemental damage this is not Force or Psychic. This state lasts until the beginning of your next turn.

The turn following, you gain 15 feet of movement and +1 to your Soulblades' critical strike range until the end of your turn. (does not stack with other bonuses to crit range).


Soulbind
Cost: 1 Thought-Thread

As a bonus action, target any two creatures you can see within 30 feet of each other that you have struck with a Soulblade or Soul Art in the past minute. You may also target yourself or a willing ally. Weave a strand of glowing soulthread that connects the two creatures. For 1 minute, the bound creatures cannot move father apart from each other than they were when the thread was created. When a connected creature takes damage, or is magically healed, the other creature also receives half of that healing or damage.

If a bound creature teleports, or otherwise becomes intangible, the thread breaks.


Soul Parry
Cost: 1 Thought-Thread + a Spell Slot of any level

As a reaction when a creature you can see casts a spell with a range that is not Self, you may attempt a Soul Parry. Make a contested Wisdom check against the caster. For every level that the spell slot you spent exceeds the spell slot your enemy spent, add +2 to your roll. The enemy caster gets this benefit instead if the slot they spent is higher in level. On a success, you negate the enemy spell and recoup the spell slot you spent at half power (round up). On a failure, the spell goes off and you lose the slot.

Attempting a Soul Parry must be done before the enemy spell takes effect, and making an attempt does not reveal the level of the enemy slot to you.


Soul Signature
Cost: 1 Thought-Thread or 2 Thought-Thread if target is on another plane

As an action, you may scry upon one of your Soulblades, or any creature that you have damaged with a Soulblade or Soul Art within the past 8 hours. An invisible, intangible scrying sensor is created, which you can see, hear, and smell through is created for 1 minute. The sensor can move and pass through objects, but is tethered to an area of 10 feet around the creature or object being scryed.


Affix Soul
Cost: 1 Thought-Thread

As an action, you force a creature that you can see to make Wisdom saving throw. You can target yourself or a willing ally without a save. On a failed save, you bind the target's soul to the location the target currently occupies for 10 minutes. If the target uses magic to transport themselves away, or shifts plane, they are wrenched back to the space and plane they occupied when you used this technique on them at the end of their next turn. You may use your action to spend 2 Thought-Thread to wrench the target back manually. In either case, the effect ends once triggered.


Soul Matrix
Cost: 1 Thought-Thread + a Spell Slot of at least 2nd level

As an action, create a 20-foot cube of glowing energy strands identical to the Web spell, except for the following:

The Matrix does not need to be anchored to any surface, and may occupy any visible space, defying gravity.
The Matrix is not flammable.
Any creature that begins its turn in the matrix or moves into it for the first time on a turn takes 1d4 Force/Psychic damage.
If you spend a Spell Slot of 4th level or higher, Psychic damage taken by any creature in the Matrix that is not from the Matrix itself is applied to all creatures in the Matrix.
The Matrix requires Concentration.


Soul Split
Cost: 1 Thought-Thread

As a bonus action, create three illusory duplicates of yourself, an effect identical to the Mirror Image spell, except for the following:

As each duplicate carries a shard of your soul, truesight has no effect. Blindsight and Tremorsense will still negate this Soul Art's effect, though.
The effect lasts a number of round equal to your Wisdom bonus.
As each illusory duplicate is semi-real, gain +1 to Soulblade damage rolls for each remaining duplicate.


Sequester Soul
Cost: 1 Thought-Thread

As an action, you or a willing ally you touch gains resistance to psychic damage and immunity to any effect that would directly damage, target, or affect your soul (Such as a Devourer's Essence Trap attack or the spell Trap the Soul). This effect lasts a number of rounds equal to (your Wisdom bonus) + (your proficiency bonus). If applied to you, you cannot use any Soul Arts, though your Soulblades still function. You may dismiss the effect at any time with no action required.



Fuel Soul
Upon reaching 10th level, you can burn Thought-Thread strands from your spool to gain brief bursts of extraordinary physical power. Whenever you roll Athletics, Acrobatics, or a Constitution save, you may use Thought-Thread to gain advantage and +1 per thread on the roll (Though the fact of, and amount must be determined before rolling).

Razored Soul
Upon reaching 14th level, you may spend Thought-Thread on your turn to increase your speed that turn by 15 feet per strand. Your movement does not provoke attacks of opportunity when moving in this way, and you can move through spaces with creatures in them freely. Additionally, you may use Afterimage Lunge or Soul Cross if you have already used a Soul Art that turn.

sleepyhead
2019-11-05, 11:59 AM
Sorcerer Origin: Doll
You were created and are manipulated through unknown means, this might be sudden jolts of movements or strange mood swings. Through this tie you are able to manipulate other creatures and their thoughts.

Additional Spells
At 1st, 3rd, 5th, 7th, and 9th levels, you gain the doll spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The doll arcana spells you gain are listed below:

1st: Disguise Self, Charm Person
3rd: Enthrall, Calm Emotions
5th: Counterspell, Suggestion
7th: Compulsion, Confusion
9th: Dominate Person, Mislead



Mind bow
Starting at level 1 you can create a bow out of thin air, this bow functions as a normal longbow but no longer has the heavy and ammunition property, in addition to dealing psychic damage. You may summon and dismiss this bow as bonus action and you count as proficient with it. You can also affect this bows ranged attacks as if it were a spell with your Metamagic with distant and quickened. The damage of the bow increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You cannot use the extra attack feature with this weapon.

Mind Pierce
Beginning at level 6 after hitting a target with your mind bow you may forgo damage and spend a spell slot instead. You may spend a higher spell slot for the effects of lower ones. The effect of doing this cause one of the following effects.

Free

Broadcast- Target receives a mental message.

1st level

Blackout- Target makes a Wisdom saving throw on failure target fails unconscious for 1 minute. The target can repeat a save on each of its turns, and is woken if attacked or if another creature spends half their movement to waken them.

Puppet- Target becomes under the effects of the Command spell.

2nd level

Grasp Mind- You gain access to base level thoughts of a creature, you gain advantage on insight checks against them and the target has disadvantage on it’s next attack against you until the end of your next turn.

3rd level-

Clear Sense- Target gains advantage on saves against mind altering effects such as illusions and mind control for the next round.

Nightmare Invasion- Your target is delved into a strenuous nightmare. The target must make a Wisdom saving throw, on a failed save, it is paralyzed for one minute. At the end of each of its turns, the target can make another Wisdom saving throw, if it fails one of these rolls it takes 3d6 psychic damage. On a success, the effect ends on the target and it gains a level of exhaustion.

5th level-

Rewrite Mind- Your target is affected by the Modify Memory spell. Whenever someone brings up an inconsistency they may remake the wisdom saving throw, ignoring any repeating inconsistencies.


Occupied mind
Whoever it is that created you left some fail safes ,starting at level 14 you gain advantage on saving throws resisting mind altering effects. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Splitting Shot
Starting at level 18 you can cause your mind bow to shoot multiple targets. You can divide each of your damage die to different targets, each with separate attack rolls, you can apply different Mind Piercing effects to each shot but the cost remains the same.

MoleMage
2019-12-03, 10:10 AM
It's time for voting already and I lost track of it. That's alright, your thread for voting is here!

http://www.giantitp.com/forums/showthread.php?603947-D-amp-D-Subclass-Contest-XII-Voting-Thread&p=24290809#post24290809

Voting is open until December 15th. After that there will be a new contest. Good Luck!

MoleMage
2019-12-16, 03:29 PM
It's officially that time again for MoleMage to tally and announce the results.

In third place, earning 8 points, we have the last class anyone expected to develop mind-powers. It's Fnissalot's Barbarian Path of the Flowminder! Just because you're angry doesn't mean you can't be smart angry.

We had a tie for most points earned, so I had to break out the tiebreaker rules for the first time since Contest VIII. Our first tiebreaker is whether both participants voted, and they did. The second tiebreaker is the participant who earned the greatest number of first place votes, giving us the following:

In second place, earning 9 points, we have thisdude9001's Doll Origin Sorcerer! Shoot thoughts at people (literally), or take them over with arrows made of psychic energy!

In first place, also earning 9 points, we have RickAsWritten's Nilbog Patron! For chaos-infused goblin fans everywhere (or just people who like to turn damage into health).


Congratulations to our winners!

In the category voting, our winner was Hold My Ale and our runner-up was Scaling Strangely, which means that will be included for voting next contest once again. Keep your eyes peeled for the new contest thread shortly.

Voting is concluded! New contest incoming shortly.