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MoleMage
2020-03-03, 01:57 PM
It's time for our next subclass contest! Subclass Contest XIV: Make a Choice.


The class must fit the theme of the contest. For our fourteenth contest, that means subclasses which as the player to make a choice for one or more features. Examples from the Player's Handbook would be the Barbarian Path of the Totem Warrior or the Ranger's Hunter Archetype, but as for actual entries you could make almost anything. Have fun with it!
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 April 5th. 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: To be created April 6th

Phhase
2020-03-04, 12:26 AM
The choice has been made, the price shall be paid. Herein will be detailed mine over-convoluted take on this theme.

I think Battle Smith sucks. Or at least, is kinda disappointing. As such, I now present:



Artificer Specialty:

Machinist
Ever since the advent of the Moulg*, artificers everywhere have been trying to create their very own mechanical servitors. Bending metal, mechanics, and magic to their will, they ever seek to create greater and more powerful machines to execute their will. Some create huge beasts, carrying heavy weapons, suitable for an extended siege. Others build smaller, more subtle machines, suitable for quieter endeavors. No two machines created are ever the same.

*Mentally replace with "Warforged". Moulg are my Eberron-independent re-imagining of Warforged, the specifics of which are not important right now.

Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also learn the mending cantrip. If you already know mending, you learn one other artificer cantrip of your choice.

Machinist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Machinist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.


Artificer Level
Spell


3rd
mage armor, protection from evil and good


5th
healing spirit, warding bond


9th
hypnotic pattern, mass healing word


13th
dimension door, aura of life


17th
passwall, antilife shell


Firmitas Machina
When you reach 3rd level, the first fruits of your pursuit of engineering perfection are borne. You create up to your Intelligence Modifier in machines. This very first set of machines does not require any build time or materials. The combined CR of your machines cannot exceed 1/2 your Artificer level (Fractions permissible), nor can any one machine's CR exceed 1/4 of your Artificer level.

For each of your machines, choose a beast or monstrosity with an Intelligence of 11 or less. The machine uses that creature's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:


Its creature type becomes construct.
It can't be charmed, frightened, exhausted, or poisoned.
It is immune to poison damage.
It gains darkvision with a range of 60 feet if it doesn't have it already.
It understands the languages you can speak when you create it, but it can't speak.
It gains only 50% of any magical healing, and does not naturally heal.
It heals for 1d4+your Intelligence Modifier if the mending cantrip is cast on it while it still has at least 1hp.

Machines obey your orders to the best of their ability. In combat, they roll their own initiative and acts on their own.

If a machine is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a short rest, you can repair a slain machine if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the machine is beyond recovery, or you wish to create a new machine, it requires three days of work (eight hours each day) and 600gp of raw materials for each CR of the machine.

If you break down an existing machine as part of the building process, reduce the required time by three days and 600gp for each CR of that machine (Minimum one day and 200gp).


Machines do not inherit the Petrification ability, and cannot be modeled after a creature that was originally a different creature (ex. Chitine).


Machina Rex
At 3rd level, choose one of the following benefits:

Selfless: If you are the target of any attack roll, and a machine is within 5 feet of you, you can use your reaction to command the servant to respond, using its reaction to intercept the attack bodily. The machine takes the damage of the attack instead of you. Additionally, you gain proficiency with heavy armor.

Lead From the Front: You are treated as having the Mounted Combat feat for the purposes of riding a machine. Additionally, gain proficiency with a martial weapon.

Iron Inertia: Your machines have advantage on saves against effects that would move them against their will, prevent them from moving, or knock them prone. They have advantage on checks to do the same to an enemy, such as a shove attempt.


Infinite Innovation
Starting at 5th level, you discover how to use your artificer infusions to modify your machines with new and interesting features. Each one of your machines can bear a number of infusions equal to its CR (Minimum 1). You gain a bonus to the number of items you can have infused equal to your Intelligence modifier, but these may only be used for machine infusions. A machine infusion can be applied to any number of machines at once, unless otherwise noted (Though each does count separately as an infused item).


Psi Resonator
Prerequisite: A machine, sacrifice 10gp of materials and 3 max HP.
You attach a metal/psicrystal implant to your skull, sacrificing 10gp of materials and 3 of your max HP (One time only). This is effectively permanent. You can telepathically command machines that bear this infusion at a range of 2,000 feet. If the machine is individual (not a swarm), you can look through its senses as an action. While doing so, you may speak through the machine as well. Your own senses and body are disabled while you are jacked into a machine.

Subsonic Drone
Prerequisite: A machine.
A machine that bears this infusion can use its action to begin emitting a 10ft radius sonic disturbance. The deep resonation makes hearing impossible, creatures inside effectively deafened and mute until they leave. In addition, a caster that attempts to cast a spell with a verbal component while inside the field must succeed on a Concentration check versus your spellpower, or the spell fails, slot wasted. Blindsight that relies on sound does not function while inside the field. This effect lasts for one minute, though this minute need not be consecutive. Once depleted, the field become usable again after a long rest.

Sonar Array
Prerequisite: A (Non-swarm) machine.
A machine that bears this infusion has blindsight out to 30 feet.

Arcane Filters
Prerequisite: A (Non-swarm) machine.
The darkvision of a machine that bears this infusion is not impeded by magical darkness.

Upgrade
Prerequisite: A machine.
You have three points you may distribute to a machine's ability scores. A machine's Intelligence cannot exceed 11.

Heavy Cladding
Prerequisite: A (Non-flying) machine.
A machine that bears this infusion adds your proficiency bonus to its AC. It cannot exceed 20.

Chameleon Protocol
Prerequisite: A machine.
A machine that bears this infusion can use the Hide action even if it has no cover. The effect is broken if the machine moves.

Processing Furnace
Prerequisite: A machine.
You can administer consumables such as potions to a machine that bears this infusion.

Anode
Prerequisite: A machine.
A machine that bears this infusion is immune to rust effects and is resistant to acid damage.

Impellers
Prerequisite: A machine.
A machine that bears this infusion gains a swim speed of 40 feet.

Trojan
Prerequisite: A (Non-swarm) machine that is at least Small.
A machine that bears this infusion has an internal compartment that can fit materials equal to a creature of its size. If you ride in such a compartment, you can see through the machine's eyes, and may use the machine as a spellcasting focus, but you are otherwise confined inside. Embarking and disembarking requires an action. If the creature you are riding in receives lightning damage or a critical hit, you take half of the damage the machine does.

Boid Protocol
Prerequisite: 7th level, A machine with the Swarm type.
As an as an action, you can command a machine swarm bearing this infusion to churn around you. The swarm of machines around you causes ranged attacks against you to suffer disadvantage. The first time a creature moves within 5 feet of you on a turn, or if it ends its turn there, the swarm may use its reaction to make an attack of opportunity. On its turn, the swarm can take no actions other than Attack, and can only target a enemy within 5 feet of you. This lasts for 10 minutes, or until you dismiss the effect (no action required). A machine swarm can use this ability once per long rest. You may only have one swarm that bears this infusion.

Ablative Network
Prerequisite: 7th level, A machine with the Swarm type.
A machine swarm with this infusion can be healed via magic.

Razored Edges
Prerequisite: 7th level, A machine with an attack that deals slashing or piercing damage.
A wound inflicted by a machine that bears this infusion bleeds for 1 point of damage at the end of that creature's turn. The effect is cumulative. A creature may attempt to staunch the flow by using its action to make a Medicine check against your spellpower. You may only have one machine that bears this infusion.

Static Discharge
Prerequisite: 7th level, A machine with the Swarm type.
As an action once per short rest, a machine that bears this infusion that has not moved can use its action an all of its movement to build a charge as it swirls and churns. For 1 minute, any creature that strikes the swarm in melee takes lightning damage equal to your proficiency score. The swarm can also dismiss the effect early as an action to force a creature within 15ft of it to make a Dexterity saving throw against your spellpower, or take 1d10 + your Intelligence modifier in lightning damage on a failed save, half on a success.


Magplating
Prerequisite: 7th level, A machine.
When attacked in melee with a metal weapon, a machine bearing this infusion can use its reaction to activate a strong magnetic field. The attacker must make a Strength saving throw against your spellpower or be disarmed instead of landing the attack. The weapon becomes stuck to the machine. This reaction can be made thrice per long rest.


Cloaking Field
Prerequisite: 7th level, A machine with the Chameleon Protocol infusion.
A machine that bears this infusion can turn invisible as a bonus action once per long rest. This effect lasts for 1 minute, or until the machine makes a direct attack.

Magfield
Prerequisite: 9th level, A machine with the Magplating infusion.
Once per long rest, a machine that bears this infusion can activate a 20ft radius zone of magnetism as an action. The zone lasts for 1 minute. Creatures holding a metal weapon that begin their turn in the zone or enter it for the first time on a turn must make a Strength Saving throw against your spellpower or be disarmed, weapon flying to the edge of the zone. Creatures wearing metal armor or carrying a large amount of metal must make a Strength saving throw or be pushed to the edge of the zone. Even on a success, the field is difficult terrain for that creature.

Overdrive
Prerequisite: 9th level, A machine
A machine that bears this infusion can engage haste once per long rest as an action. It lasts a number of rounds equal to your Intelligence modifier.

Mana Battery
Prerequisite: 9th level, A (Non-swarm) machine
You can store a single spell slot in a machine that bears this infusion (The max level of the spell slot is equal to the machine's CR). Thereafter, you or any allied creature with the Spellcasting feature may tap the slot from the machine as an action (requires touching the machine). Once tapped, the battery cannot accept another spell slot until completing a long rest.


Applicator
Prerequisite: 9th level, A machine
A machine that bears this infusion can hold a pint or so of liquid inside itself, such as a potion. It may administer the liquid to a creature within 5 feet as an action. If the creature is not willing, it must make a Dexterity save against your spellpower to avoid the attack.

WeaveDrive
Prerequisite: 11th level, A (Non-swarm) machine
A machine that bears this infusion can be used to store spells using your Spell Storing Item feature. A machine with spells stored inside may cast them, using its own Intelligence.

Energy Projector
Prerequisite: 15th level, A (Non-swarm) Large machine with an active Mana Battery or WeaveDrive infusion.
A machine that bears this infusion gains the ability to expend a stored slot or spell use to project energy from an emitter as an action. Damage or healing effects are equal to (Slot or spell level)d10 + your Intelligence modifier. Choose one of the following effects:

Void Core: Fires a silent negative energy ray that deals necrotic damage to a single target within 300 feet. Use your spell attack roll.

Healing Beacon: Emits a burst of positive energy that grants temporary HP to any allied non-constructs within 30feet.

Sonic Annihilator: Emits a focused beam of sound that deals sonic damage to a single target within 60 feet, and half that to any creature adjacent to the target. Structures take double damage. Use your spell attack roll.

Cryo-Spheres: Fires globules of liquid gas at up to two targets with 60 feet. Use your spell attack roll. The target takes cold damage and must make a Constitution save against your spellpower, or become vulnerable to physical damage and have its speed reduced to zero until the end of your next turn.

Psi Disruptor: Hostile creatures in a 60 foot cone take psychic damage, and must make an Intelligence saving throw against your spellpower to avoid being stunned until the end of your next turn. Creatures with telepathy roll at disadvantage.

Piranha: Lobs a mass of boiling acid at a target within 60 feet. Use your spell attack roll. The target and any adjacent creature take acid damage, and half that amount again at the beginning of their next turn. Additionally, damaged creatures must make a Constitution saving throw against your spellpower, or the searing pain causes them -5 to all checks and attacks until they receive a restoration-type spell or at least 1 point of magical healing.

Crack in the Sky: Creates a massive stroke of lightning. Hostile creatures in a 60 foot line must make a Dexterity saving throw against your spellpower. On a failure, they take lightning damage and are blinded and deafened for a number of rounds equal to your Intelligence Modifier. On a success, they take half damage and are only blinded and deafened until the end of thier next turn.

Amphigroth's Breath: Draw a line 5ft wide and 20ft long in a space you can see that is within 60ft. All creatures in that area are subject to a spell attack roll as you strafe a solid stream of serrated flechette fire across the area. Creatures take physical damage that is both piercing and slashing. Damaged creatures also bleed for 5 physical damage at the end of their turns for 1 minute, or until they use an action to make a Medicine check against your spellpower.

Waters of Phlegethos: Spews a stream of liquid flame at a point within 60 feet, creating a pool of flaming liquid with a 10ft radius. Creatures that enter the area for the first time on a turn, or start their turn there take fire damage. Additionally, flammable creatures and objects catch fire, and must either use an action to attempt to extinguish the flames or take 1d6 damage at the end of each turn. The pool burns for a number rounds equal to your Intelligence modifier.

Force Lance: Fires a spine of force energy at a target up to 60 feet away. It takes force damage and must make an Intelligence save or be dispelled until the end of your next turn. Magical effects on it are suppressed, and it cannot cast or concentrate on spells.

Chloral Bombard: Fires a shell up to 120 feet. On impact, it bursts into a cloud of poison gas with a 20ft radius. Creatures that begin their turn in the cloud or enter it for the first time on a turn take poison damage, and must make a Constitution save against your spellpower or be poisoned for 1 minute. While poisoned in this way, choose one rider effect they suffer (Choose once only): Paralyzed (Save at the beginning of every round), Blinded, Unable to breathe (may suffocate), slowed, bleed for 2 damage at the end of each turn (Medicine check versus your spellpower).

Networked Consciousness
Prerequisite: 20th level, A machine that bears the Psi Resonator infusion
You and any machines that bear this infusion become connected via neural links. If one member of the network knows or sees something, they all do. A member of the network cannot be flanked unless all members are. Each member of the network uses the mental ability scores of the member with the highest score. Any psychic damage taken by a member can be split among other members in any proportion. If one member can make a mental attack, it can do so from the location of any other member of the network. All members of a network roll initiative as if they were one creature (And may decide what order they act in with respect to each other). Additionally, if one member casts a spell that requires Concentration, they can use an action to transfer the concentration to another member, as long as that member has a CR or level equal to the spell level.

This infusion is mutually exclusive with Soul Drive and Deus Est Machina.

Soul Drive
Prerequisite: 20th level, A machine that bears the Psi Resonator infusion (optional), an attunement slot
You create a marvel of artifice that allows one transcend death: A Soul Drive. This requires a week's constant labor, ten thousand GP in materials, and inflicts three levels of exhaustion upon the maker. The Soul Drive is a Tiny, non-ferrous metal object that can fit in the palm of one's hand. Its AC is 30 and it has 5 hitpoints. It is magical, and requires attunement in order to function.

To attune to a Soul Drive, one must grasp it firmly in one's fist as an action, allowing the tiny set of spines on one side of the Drive to draw blood. This act deals 1 piercing damage and immediately attunes the creature to the item. Only one creature can be attuned to the Drive at any one time, but the attunement can be broken at any time as an action. When a creature attunes to the Drive, a copy of their soul in that moment is created. This copy is inert, and has no consciousness of its own while the original is alive. If a creature dies while attuned to the Drive, no matter the distance or planar separation, their consciousness immediately snaps into the soul copy inside the Drive. Any memories they created between the last time they "Updated" the soul copy by re-attuning to the Drive, and their death, become hazy and indistinct, though they can still remember rough details.

While inside the Drive, the occupying creature can see a distance of 30 feet beyond the Drive, and can communicate telepathically with any creature it can see. The Drive can be inserted into a machine that bears the Psi Resonator infusion, allowing the soul inside to inhabit and control the machine. They use the machine's physical ability scores, but use their own mental ability scores and languages. The Drive qualifies as remains, for the purposes of Resurrection. A creature that is so resurrected immediately breaks attunement with the Drive.

You can only have one Soul Drive in existence at once, and the existence of a Soul Drive is mutually exclusive with the existence of a Networked Consciousness, and the process of becoming a machine.

Deus Est Machina
Prerequisite: 20th level
Bending your full technomagical might to the task, you convert yourself into a machine. The process requires ten thousand gp, a week's uninterrupted work, and three Constitution saving throws against your own spellpower. Failing one incurs an additional 2000gp cost and 2 days extra work. Failing two additionally reduces your maximum HP by 1/3, permanently. Failing three results in death. However, the rewards are worth the risk.

At the end of the process, you replace your race (Including racial features, but not bonus stats) with the machine template above, although you can speak and your Intelligence can exceed 11. You still posses the same rough anatomy (Two arms, legs, eyes, and a head). For all intents and purposes, you are a machine. With all the benefits and drawbacks that implies. This process is permanent and cannot be reversed, barring edge cases where the artificer dies and is resurrected using a chunk of their old body.

Undergoing this procedure cannot be done while a Networked Consciousness or a Soul Drive exists.

Relentless Steel
At 9th level, choose one of the following benefits:

Evolution: If you use your Flash of Genius on one of your machines, and the machine succeeds on the attack, check, or saving throw it was making, you do not lose a use of Flash of Genius.

Iron Never Dies: If one of your machines is brought to 0 HP, you can expend a use of Flash of Genius to cause the machine to endure the attack with 1 HP instead.

Nerves of Steel: You can target a creature that is frightened, charmed, or stunned with your Flash of Genius, removing that effect. Additionally, that creature benefits from the effects of mind blank until the end of their next turn.

Legion
At 15th level, you can replace or create one machine at the end of each long rest at no cost. Additionally, choose one of the following benefits:

Arcane Army: You can store spells in up to 2 objects at once, as long as one is a machine. A machine with a spell stored can consume a use to heal itself for 2*Your Intelligence Modifier damage. Additionally, stored spells can be of up to 4th level.

Amber Shield: Once per long rest as an action, spend a spell slot and choose a target creature or point within 60 feet. Make a spell attack roll if it is a creature. A 10 foot radius sphere of translucent orange-yellow force appears. The sphere is static, unless it is affixed to a creature, in which case it moves with the creature. The barrier blocks all attacks and spells from either side, but creatures can pass freely. The wall extends underground, but does not extend into the Ethereal Plane.

The Amber Shield has a number of hit points equal to ten times the spell slot spent. It has an AC of 15 and takes 5 less damage from all sources. If it has at least 1 hitpoint remaining at the start of your turn, it regains all missing hitpoints. If the Shield is fully depleted, it does not heal at the beginning of your turn unless you spend another spell slot. If this spell slot is of lower level, recalculate the Shield's max hp.

The Shield lasts for a number of minutes equal to your Intelligence Modifier, and requires your concentration.

Command Construct: Your technomagical prowess is such that you can instinctively influence any constructed entity. You can expend a use of your Flash of Genius to target a construct as an action. It must make a Constitution saving throw against your spellpower, or obey your commands until the end of its next turn. It must be able to understand your language, or it instead takes no actions.

AdAstra
2020-03-04, 05:22 AM
Paladin: Oath of Volition

The Oath of Volition, kept alive and born again in countless orders, bands, and wandering heroes, has fought to protect freedom and free will for unknown eons. Paladins who swear this oath cherish the ability for an individual to shape their path, and fight to preserve and provide that choice for others. The effects that one person’s choice can have on others' choices, and the use of force, which is at its core the imposition of your will on another, to protect liberty are contradictions that Paladins of this Oath have contemplated endlessly. This has produced a great deal of consternation for the Oath's orders and keepers, who are often at odds and rarely at peace. But all behold the infinite possibilities of the universe and rejoice, for the ability to change one’s fate is rare and precious indeed.

Tenets of Volition
Its unusual to see two Paladins of Volition word their oaths the same way, but the principles rarely differ.

Responsibility: You decide your actions. Own them, and ensure others own theirs. You cannot force someone onto a path of righteousness, but people must be held accountable. However, be mindful of circumstance, for most cannot control the universe, merely steer their course within it.

Awareness: Be wary of coercion and deception in all their forms. Such things choke possibility, and can make people choose things they never would otherwise. And keep your eyes open to how your choices affect others.

Flexibility: Above all, it’s good to leave your options open. Get creative. Just don’t make excuses.

Oath Spells
When your reach the level shown on the Oath Spell table, choose one spell from the available options shown for that level. That spell becomes an Oath Spell for you. Following a Long Rest, you may exchange one of your Oath Spells for one of the listed options of the same level.



Oath of Volition Spells


Paladin Level
Spell Options


3rd
Detect Magic, Identify, Speak with Animals


5th
Augury, Enlarge/Reduce, Misty Step


9th
Beacon of Hope, Fly, Protection from Energy


13th
Freedom of Movement, Guardian of Nature, Polymorph


17th
Scrying, Dispel Evil and Good, Skill Empowerment



Channel Divinity
When you take this oath at 3rd level, you gain the following three Channel Divinity options. Once you have used a Channel Divinity option, you may not use that same option again until you complete a Long Rest

-Voice of Freedom- When a creature within 30 feet of you that you can see fails a saving throw against an effect that would reduce its speed to 0, such as a Hold Person spell, you may use your reaction, present your holy symbol, and utter a rousing word using your channel divinity, to allow that creature to succeed instead.

-Rallying Banner- As a bonus action, you present your holy symbol, manifesting a glowing banner that calls your allies to action. Creatures of your choice within 30 feet of you may immediately move up to half their speed without taking opportunity attacks. Affected creatures may move up to their full speed, so long as they move towards you by the most direct available route.

-Unstoppable Charge-- As an action, you charge forward, using your channel divinity. As part of this action, move in a line up to 30 feet long. This movement does not provoke opportunity attacks, can pass through the spaces of any creatures in your path, and is unaffected by difficult terrain or effects that would require additional movement. You may use this action even if you are subject to an effect that would reduce your speed to 0 or prevent you from using actions, so long as you are aware of your surroundings, and you are immune to the effect until this action is completed. You may make a melee weapon attack against any creature whose space you pass through as part of this action.

Aura of Liberty
Starting at 7th level, choose one of the following options for your Aura. Upon completing a Long Rest, you may switch your current aura with another one on this list.

-You and friendly creatures within 10 feet of you have advantage on saving throws against being charmed, possessed, paralyzed, or restrained.

-You and friendly creatures may move through the spaces of hostile creatures within 10 feet of you. Those spaces still count as difficult terrain.

-When a willing creature within 10 feet of you hits with a melee weapon attack, you may use your reaction to use your Divine Smite through that creature (expending a spell slot as normal), dealing additional damage as if you were the one hitting the target.

Inexorable March
Starting at 15th level, you can ignore difficult terrain and hazards that would interfere with flight, and when you move through difficult terrain, you may choose to suppress its effects on allied creatures. This lasts for 1 minute or until you are incapacitated. Your way shall not be fettered, and you blaze a trail for others to follow, should they choose.

Also, once per turn, when you move 15 feet or more straight towards a creature and hit it with a melee weapon attack on the same turn, you can try to Shove that creature immediately after the attack resolves. When you use your Unstoppable Charge channel divinity, you can try to Shove any creature you hit with a melee weapon attack as a result of that action, even if you hit multiple creatures.

Invincible Idea
At 20th level, you can transform yourself to embody the very concept of freedom. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You can take the Dash, Disengage, and Dodge actions as a bonus action.
- Once per turn, you can use either your Rallying Banner or Unstoppable Charge Channel Divinity without expending a use of the ability, even if you have no uses of your channel divinity remaining or have already used that option before.
- You and all friendly creatures within 30 feet of you are immune to any conditions that would incapacitate them or reduce their speed. Any such conditions currently applied to affected creatures are suspended for the duration. If a creature has 0 hit points, they must still make death saving throws, suffer the normal effects of taking damage while at 0 hit points, and can be killed, with the normal consequences, while under this effect.

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

BerzerkerUnit
2020-03-04, 08:17 AM
With Theros coming out how about this:


Fighter Archetype: The Olympian
Legendary warriors, athletes and even mere exercise enthusiasts come together to celebrate the potential of the physical form. They compete in rigorous challenges to see who are the greatest among them.
Wars have halted, truces called, and peace made between nations to engage in these legendary events.
As an Olympian you are the champion of your people. Your successes are theirs and to insure victory you hone your body to achieve impossible feats in events chosen to challenge and explore the limits of mortal form.


Triathalete
Beginning at 3rd level you gain proficiency in Athletics and Acrobatics. If you are already proficient in either of these skills you may double your Proficiency modifier unless another feature already grants you this benefit.

Additionally, you choose three of the Events detailed below and gain their benefits. You choose two additional events at levels 7, 10 and 15, and one additional event at level 18.

Events
Shotput. As an action you may make a ranged weapon attack using any small, roughly spherical object (bocci balls, small casks, stones, roughly cubical boxes) weighing between 5 and 20 pounds a significant distance. The range is 30/80 and the object deals 2d8 damage. This increases to 3d8 at 11th level and 4d8 at level 17.

Hammer Toss. As an action you can throw weapons with the heavy or two handed property dealing their normal damage. The range of these attacks is 60/300. Note: most heavy weapons are not designed to be thrown in this way and nonmagical weapons may be damaged or destroyed on a miss.

Charioteering. You gain Proficiency in Land Vehicles. When fighting on a vehicle such as a wagon, chariot, dog sled, magic carpet, etc. you can use your reaction to gain superior cover against attacks until the beginning of your next turn.

Discus.You can wield a discus as a 1 handed melee weapon. You may wield any roughly circular shield as a discus. When you throw a discus you can subtly arc or curve the weapon’s trajectory to ignore cover.

Weapon entry: Discus
Ranged Martial Weapon
Discus 2.5 lbs, 5sp, 1d8 Bludgeoning, Range: 30/250, thrown

Javelin. You do not suffer disadvantage when making long range attacks with spears, javelins, and harpoons and ranged attacks with these weapons do 2 additional damage. The additional damage increases to 4 at level 18

Hurdles. You ignore rough terrain on any turn you take the dash action

Sprinting. You can Dash as a bonus action. When you Action Surge to Dash your speed is doubled until the end of your next turn.

Marathon. Whenever an effect would inflict one or more levels of exhaustion, you can make a Constitution saving throw. On a success you do not gain the levels of exhaustion. The DC for this save is 15 or the DC of the effect, whichever is higher.

Long Jump. Your standing and running jump distance are doubled and the distance you jump is not limited by your movement speed.

High Jump. Your standing and running jump heights are doubled

Pole Vault. When you wield a a spear, staff, or polearm with two hands, you may use a bonus action to perform a vaulting maneuver. The distance and height of the vault is equal to the reach of the weapon. This movement does not count against your movement for the turn and does not provoke attacks of opportunity. If you move at least 10 feet before a leap, then you may add the reach of such a weapon to the length and height of your jump.

Wrestling. Any successful Athletics check to initiate, maintain, avoid, or end a grapple deals your unarmed attack damage to a target you are grappling. Your attempts to knock a grappled target prone have advantage.

Decathalete
At 18th level you achieve the pinnacle of athletic technique. At the start of your turn you can enter a state of extreme focus that lasts for 1 hour. During this time you ignore rough terrain, gain a swim speed equal to your walking speed, and you become immune to exhaustion. You have advantage on all Athletics and Acrobatics checks, Strength and Constitution saving throws. You must complete a short or long rest before using this feature again. If you have levels of exhaustion before initiating using this feature, their effects are suppressed for the duration. This state doesn’t end prematurely unless you are killed.

Damon_Tor
2020-03-04, 12:25 PM
Otherwordly Patron: the Vestige

Most warlocks are drawn to make pacts with beings of unimaginable power, perhaps reasoning that beings with great power have all the more power to give. But those who reject this philosophy note that a being who has managed to accumulate great power would not likely be the sort to let it go so easily. They instead choose to take advantage of beings on the cusp of great power, those who had power slip through their fingers or never fully grasped it to begin with, beings collectively known as vestiges. These warlocks, called "binders" by some, can pull only limited power from a single vestige when compared to the powers offered by an archfey or a great old one. But while those great powers are not content to share their mortal agents, a vestige cannot demand such fealty. As such, a skilled binder can learn to channel the powers of several vestiges at once.

Binding
Starting at first level, you know the binding ritual for a number of vestiges equal to your Intelligence Modifier+1 (Minimum of 1). During a long or short rest, you can unbind any number of vestiges and perform a ritual to bind others, up to your maximum number of bound vestiges. At first level, you can only have one vestige bound to you at once.

Whenever you gain a level in this class you can learn the binding ritual for a new vestige, whether the result of ongoing research or a sudden epiphany. If this puts you above your limit of binding rituals you know, you forget another binding ritual of your choice.


Vestige Spells
Each vestige knows 5 spells, one at each level from one to five. When you bind a vestige to yourself you can replace a warlock spell you know with a spell that vestige knows of equal or lesser level, and it becomes a warlock spell for you. When you unbind that vestige you forget that spell and remember the spell it had replaced.

Vestige Skills
Each vestige is proficient in one skill, and while bound to that vestige you are proficient in this skill as well. If you were already proficient with that skill, double your proficiency bonus with that skill instead.

Vestige Powers
Each vestige has one special ability that you can use once while it is bound to you. You recover your use of these abilities whenever you take a short or long rest. If you have more than one vestige bound to you, using one vestige's ability does not prevent you from using another's.

Expert Binder
Starting at 6th level, the number of binding rituals you know equals your Intelligence Modifier+2 (Minimum of 2), and you can have up to two vestiges bound to you at once.

Vestigial Invocation
Starting At 10th level, when you bind vestiges at the end of a long or short rest you can gain one Eldritch Invocation of your choice known by one of your vestiges. You must meet all prerequisites for the invocation, and this Invocation does not count against your normal limit of Invocations. You forget the invocation when you unbind the vestige which knows it or when you learn a new invocation in this way.

Master Binder
Starting at 14th level, the number of binding rituals you know equals your Intelligence Modifier+3 (Minimum of 3), and you can have up to three vestiges bound to you at once.


Vestiges

The Prisoner
Gods are not easily killed. Defeated in battle, a God can be stripped of all his divine domains, erased from the histories and memories of mortals, and imprisoned in the darkest pit of the most remote abyss. Can such a creature still be called a God? Indeed, he still holds some scrap of his former power, power binders are all to happy to borrow to imprison foes of their own.
Skill- Religion
Spells-
1st level - Entangle
2nd level - Hold Person
3rd level - Glyph of Warding
4th level - Evard's Black Tentacles
5th level - Hold Monster
Power- Chains of the Prisoner When an effect that immobilizes, restrains, or incapacitates a creature within 30 feet of you ends, you can immediately force that creature to make a strength save against your spell save DC. If it fails the save, that creature is restrained for one minute. At the end of each of its turns it can repeat the save, and on a success the effect ends. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Chains of Carceri, Grasp of Hadar

The Ascendant
Power begets power, and magic is power's surest vessel. When rare talent and unbridled ambition align in a mage, no amount of power will ever be enough and no rules will remain unbroken, until eventually that mage will reach too far and doom himself with his hubris. The Gods themselves might have erased him from the world, or perhaps he uncreated himself as he crossed a barrier never meant to be crossed. Regardless, this vestige lends its mastery over magic to he who binds it.
Skill- Arcana
Spells-
1st level - Magic Missile
2nd level - Magic Weapon
3rd level - Dispel Magic
4th level - Polymorph
5th level - Animate Objects
Power- Ascendant Overreach When you cast a spell of first level or higher you can increase the level of the slot used to cast it by one. If the spell wasn't cast using a spell slot (such as a Mystic Arcanum) it is cast as if by a spell slot one level higher than its spell level. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Eldritch Sight, Ascendant Step

The Abdicant
The ruler of an ancient kingdom bound in myth, sealed away long ago to return in ages to come when that kingdom finds itself in great need. In life and in his unending exile, The Abdicant is embroiled in the strings of mythic fate, strings which can be pulled by those who know where to find them. Full of fiery vengeance and valor, this vestige is best suited for those binders who find themselves on the frontlines of battle.
Skill- Persuasion
Spells-
1st level - Searing Smite
2nd level - Warding Bond
3rd level - Elemental Weapon
4th level - Fire Shield
5th level - Circle of Power
Power - Champion of the Abdicant When you cast a spell that affects yourself, including spells with a range of "self", you can choose an unaffected willing creature within 30 feet of you to be affected in your place. The spell affects them as if they had just cast the spell themselves, though you must concentrate on the spell if concentration is required, and it uses your spellcasting modifiers. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Fiendish Vigor, Thirsting Blade

The Guardian
A nature spirit that once protected a vast domain, now relegated to a tiny remnant: a once-mighty forest cut for lumber and is now a small grove, a vast inland sea in ages past now dried and shriveled into a small salty lake by the damming of rivers for agriculture, or a mountain so pockmarked with mines it's been all but hollowed out. This vestige is filled with anger, guilt, and an aching desire to expand his domain once more.
Skill- Nature
Spells-
1st level - Thunderwave
2nd level - Spike Growth
3rd level - Erupting Earth
4th level - Control Water
5th level - Wall of Stone
Power- Guardian's Reclamation When you cast a spell that affects an area, you can double the size of the affected area in all dimensions. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Beast Speech, Gift of the Depths

The Lost
A strange congealment of magic on the Astral Plane, this being seems to be a sentience formed by the interweaving of telepathic communications which never found their recipient and spells that failed or faded before their time. It has little personality to define it except that it wants dearly to be found. Attempts to communicate with it are met with a barrage of incoherent fragments of messages, a property that can be used offensively, but perhaps the most potent ability offered by binding this vestige is the ability to find what is lost, returning failed magic to the battlefield under your own command.
Skill- Insight
Spells-
1st level - Dissonant Whispers
2nd level - Detect Thoughts
3rd level - Counterspell
4th level - Confusion
5th level - Synaptic Static
Power- Lost and Found When a creature within 30 feet of you loses concentration on a spell, or when a spell being cast by a creature within 30 feet of you is successfully counterspelled, you can cast that spell immediately without using components, expending a spell slot, or taking an action. The duration of the spell you cast is reduced by the amount of time already elapsed by the triggering spell, if any. It is a warlock spell for you. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Gaze of Two Minds, Voice of the Chain Master

The Void
The formation of the Elemental Planes was a gradual process, with new planes springing into existence, growing and colliding with one another over aeons before the structure of the universe was solidified in the aftermath of the Dawn War. But when the process was stopped and reality was codified some elemental planes were still coming into existence, full of new, alien energies which had no place in our world. These realms which were yet-to-be can still be accessed through arcane rites, a process usually devastating to a world unprepared.
Skill- Intimidation
Spells-
1st - Chromatic Orb
2nd - Shatter
3rd - Lightning Bolt
4th - Wall of Fire
5th - Cone of Cold
Power- Void Bloom When you cast a spell that deals fire, lightning, thunder, cold or acid damage, you can cause that spell to deal void damage instead. When a creature takes void damage and is neither resistant nor vulnerable to it, it makes a constitution save against your spell save DC: if it fails, it is vulnerable to void damage. If it succeeds by 5 or more, it is resistant to void damage. This resistance or vulnerability lasts until dispelled by Remove Curse, Greater Restoration, or Wish. You can use this ability once, and recover the use of this ability when you finish a short or long rest.
Invocations- Minions of Chaos, Tomb of Levistus

The Shadow
Gods are well known for duplicity, taking on other personas, changing their forms, taking on new names and new personalities when it suits them, then discarding their disguises when convenient to do so. But even a lie can take on a life of its own, and the discarded alias of a deity is itself endowed with inherent power: it is, after all, the name of a God, even if no God is currently using it. This vestige is, not surprisingly, best used to lie and deceive.
Skill- Deception
Spells-
1st level - Disguise Self
2nd level - Mirror Image
3rd level - Feign Death
4th level - Greater Invisibility
5th level - Dominate Person
Power- The Shadow's Con When you cast a spell or use an ability which must target a willing creature or treats willing creatures differently, you can force a creature that can see and hear you to make a wisdom save against your spell save DC or be considered willing for the purposes of that spell or effect. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Mask of Many Faces, Shroud of Shadow

The Paradox
An avenue of arcane power heavily restricted by divine decree and natural law alike, magic which deals with manipulating time is nonetheless an appealing field of research. Those who dig too deep into the forbidden magics of this discipline risk becoming a vestige of this sort: a being who erased himself from the timeline entirely. The thoughts of such entities are nonlinear, alien, and difficult to parse, but tapping into their abilities allows a Binder a limited ability to manipulate time and space.
Skill- Perception
Spells-
1st - Shield
2nd - Misty Step
3rd - Haste
4th - Banishment
5th - Modify Memory
Power- Paradoxical Cancellation While casting a spell or immediately after you finish casting a spell and know its results, you can undo that spell. If you do, the spell has no effect and you regain the action used to cast the spell, any spell slots used to cast it, and any material components it consumed. If the spell cast was your Mystic Arcana, you may cast it again. If you used another vestige's power when you cast the spell, it has no effect and you regain the use of that power. No other creatures remember you cast the spell, but other creatures who took actions or expended resources to respond to that spell are not refunded: they may be confused as to what exactly just happened. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Lance of Lethargy, Mire the Mind

The Indebted
Across many cultures and customs, the Gods will not allow passage into the afterlife without payment. Sometimes this payment is as low as a silver coin on each eye, while others require a more sizable donation to the temple before a funeral can proceed. In any case, there are always those who cannot or will not pay, and these trapped souls eventually congeal into a single entity, a collective intelligence of resentment and longing.
Skill- History
Spells-
1st - Protection from Evil and Good
2nd - Gentle Repose
3rd - Revivify
4th - Death Ward
5th - Raise Dead
Power- Paid in Blood While casting a spell which consumes a material component, you can ignore that component. Instead you can roll any number of your hit dice, multiply the result by 10, and reduce the material cost of the spell's consumed components by that amount. The spell then reduces your maximum hitpoints by 1 for every 10 gp remaining in the spell's material cost. This reduction in hitpoints lasts until you complete a long rest. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Cloak of Flies, Whispers of the Grave

The Question
To guide the fates of mortals and to punish their defeated foes, Gods and beings of similar power erase knowledge, memories, and written history, forbidden secrets they bury out of reach of all scrying, even their own. But information can never truly be destroyed, and these severed thoughts languish in their isolation, finding consolation and common purpose in each other's misery. Even an experienced binder can only get a glimpse of the secrets held in this prison, but they can draw on the ineffable nature of this vestige to seek out answers less guarded, or to guard their own secrets more closely.
Skill- Investigation
Spells-
1st - Faerie Fire
2nd - Mind Spike
3rd - Nondetection
4th - Private Sanctum
5th - Legend Lore
Power- The Answer While casting a spell, if that spell normally targets a creature or creatures you can see, you can instead cast the spell targeting a creature or creatures you cannot see as long as you are generally aware of their presence and they are in range of the spell. The spell also ignores cover and effects that obscure vision. You can use this ability once, and recover the use of this ability when you take a short or long rest.
Invocations- Eyes of the Rune Keeper, Visions of Distant Realms


Q&A

Is a raging Bear Totem barbarian resistant to void damage?
Yes, it is included as a part of "all damage", so the Bear-Totem protects the barbarian from it. But it's important to remember that Vulnerability and Resistance cancel each other out: so if the barbarian gains vulnerability to void damage, this will cancel out the resistance he gets from his rage and he will be taking standard damage from the spell.

If I hit a myself with void damage and accidentally develop a vulnerability to it, can I undo the spell with The Paradox and avoid becoming vulnerable? Can I then try again to become resistant?
Yes, very clever. If you have some downtime you can take a few hours and inoculate yourself and your allies against void damage once you have access to both these vestiges. This is one of many hidden synergies between these vestiges. Can you find others? EDIT: I've also added the ability to use Remove Curse to undo these effects, and that spell is on the Warlock spell list, so The Paradox isn't strictly required for this process, though it can still be useful for making it somewhat more efficient.

Hey, some of these bonus spells are already on the warlock spell list! What gives?
Unlike most patrons, these spells are not simply additions to the list of spells you might be able to take when you learn spells at levelup; these are spells you can swap out dynamically whenever you have a short rest, which means that spells with a strong thematic bond to a given vestige still have some use as a vestige spell. For example, Disguise Self is already a warlock spell, but it has a strong thematic bond to The Shadow. And so a warlock who doesn't always want to have Disguise Self clogging up his known spell list could hold on to The Shadow as one of his known patrons, and learn the spell only when he feels like he'll need it, such as when entering an intrigue-heavy segment of the campaign.

How does the duration reduction of Lost and Found work, and why is it like that?
Simply, this prevents you or a teamate from intentionally dropping concentration on a spell on the last round and recovering the entire duration by using this ability to cast it again. If a spell has a duration of "1 minute (concentration)" and it goes for 36 seconds (6 rounds) before the caster loses concentration on it, you can step in with Lost and Found to recast the spell, but you only get to concentrate on it for 24 seconds (4 rounds). This is an important limitation on the ability that would otherwise invite abuse.

It's obvious "The Ascendant" is supposed to be Karsus. Why not just call him Karsus?
I made the decision not to name the vestiges in an effort to keep this as setting-neutral as possible. Yes, Karsus is the inspiration for The Ascendant, but any wizard with a similar backstory could fill that role in another game world. It's the same design philosophy that permeates fifth edition: Corellon doesn't get his own list of abilities he grants to his clerics, there are generic "domains" that could apply to Corellon or to any God of a similar archetype, and you don't need a list of every arch-devil and the powers they grant their warlocks as patrons, you simply need a single entry for "The Fiend".

sengmeng
2020-03-05, 08:12 PM
Warlock Patron: The IFCC

The Inter Fiend Cooperation Council is headed by three powerful fiends, representing the three main evil outsider races. They hope to unite their peoples against celestials and goodly gods, but this plan is very long-range and convoluted; as such, the three of them may accept the service of interested mortals, if only to demonstrate the effectiveness of their cooperation.

Magical Boon
The IFCC does not grant an expanded spell list like other patrons. They grant the entirety of all spell lists, though only one at a time. You may choose a single spell of up to the highest level you can cast, and it counts as a warlock spell that you know. You can change this spell after a long rest. Slots used to cast your Magical Boon spell are restored on a long rest but not a short rest.

Forbidden Knowledge
Beginning at 6th level, the IFCC grants you proficiency in your choice of all armor and shields, all weapons, or one skill, language, or tool. You may change this proficiency at the end of a long rest. Once per short rest, you may make a single check as if you have expertise, doubling your proficiency bonus, including a weapon attack, initiative roll, or saving throw.

Fiendish Focus
As you level up, the directors of the IFCC begin taking a more personal interest in you, giving you the full attention of one of the three for limited amounts of time. However, to emphasize their unity over their differences, they mainly only grant you mastery over different types of foul energy. Beginning at 10th level, you may gain immunity to poison, fire, or necrotic damage, and add 1d8 damage of the same type to any weapon attacks you make and to the damage of any spells you cast that deal that type of damage you cast. You may choose a different damage type among those three at the end of a long rest.

Soul Splice
The IFCC can grant a powerful ability known as Soul Splice: harnessing a soul from one of their domains with spellcasting ability. You may choose a second spell of 6th level or higher for your Magical Boon feature, treating your Mystic Arcanum spells as actual slots with which to cast your second magical boon spell or any of your lower level spells.

RickAsWritten
2020-03-06, 12:51 PM
Sorcerous Origin: Fateweaver

Fateweavers are individuals that have been chosen by fate itself to affect the flowing threads of destiny and to weave those threads of power into their magic.

Paths of Thread

Beginning at 1st level, you must choose a Fateweaver’s path. Choose one from the options: Threadweaver, Threadcutter, or Threadreader.

Threadweaver

You have some limited control over the subtle twines of fate, and with the right tug or knot in the weave, you can alter the fate of another. When a creature you can see within 30 feet of makes an attack roll or an ability check, you can use your reaction to force that creature to roll again. The creature must use the result of the new roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature takes damage. You can use this ability a number of times equal to your Charisma modifier per Long Rest.

Threadcutter

You can tug upon the thread that controls the innate fear of death. When you cast a spell that damages other creatures, you can choose one of the creatures that took damage. It becomes frightened of you until the beginning of your next turn. You can use this ability a number of times equal to your Charisma modifier per Long Rest.

Threadreader

You can innately read the flows of magic as they weave through the world. As a bonus action, you can read the threads of those around you and guide them successfully to their destiny. Choose a number of creatures within 30 feet of you that you can see up to you Charisma modifier. Those creatures have advantage on their next attack roll or ability check. You can use this ability a number of times equal to your Charisma modifier per Long Rest.

Metaweaver

Starting at 6th level, you hone your skills at the weaving and alteration of magic. You may choose one additional Metamagic option.

Paths Unwound

At 14th level, you must choose another Fateweaver’s path. You can choose the same path as you did at 1st level or a different one.

Threadweaver

Your skill at weaving magics allows you create more efficient weaves, from which you can siphon sorcerous power. If you cast a spell using a spell slot that is of a higher level than the spell, you may forgo any additional effects and instead regain a number of expended Sorcery Points equal to the level of the spell slot used minus the original level of the spell. Once you use this feature, you must complete a Long Rest before it can be used again.
In addition, creatures within 30 feet of you share some of the deftness of your weaver’s hands, and thus have advantage on Sleight of Hand checks.

Threadcutter

You are a virtuoso at ending the life-threads of others. When you reduce a hostile creature to 0 hit points with a spell, you may regain one expended first-level spell slot. You may use this ability a number of times equal to your Charisma modifier per Long Rest.
In addition, creatures within 30 feet of you have advantage on Intimidation checks.

Threadreader

Your knowledge of the interwoven threads of magic alerts you to impending danger. You can’t be surprised when you are conscious, and when you roll initiative if the total of your roll plus any modifiers is greater than 20, then you may cast one nondamaging spell before anyone else may act.
In addition, creatures within 30 feet of you can read any language.

Followed or Formed

When you reach 18th level, fate has rewarded you, whether you’ve followed your destiny or created your own. If you chose the same Threadweaver’s paths at 1st and 14th level, you gain the Thread of Destiny ability, and if you chose different paths at those levels, you gain the Fate’s Needle ability.

Thread of Destiny

When you cast a spell using a spell slot that requires a creature to attempt a saving throw, you may attempt to tightrope walk the Thread of Destiny. Each step you take along the Thread gives you a bonus to your spell save DC, increasing it by 1. When you do so you must attempt a Dexterity saving throw or be forcefully thrown from the Thread. The DC is equal to 10 + the spell’s level + the number of steps you choose to take. On a failure, you are knocked prone and take psychic damage equal to your Charisma modifier, but the spell is successfully cast (without a bonus to the DC). You may take a maximum number of steps along the Thread equal to your Charisma modifier per attempt. Once you use this feature, you must complete a Long Rest before it can be used again.

Fate’s Needle

When you cast a spell using a spell slot that requires an attack roll, you may sacrifice an additional spell slot to gain a bonus to that attack roll. The spell slot sacrificed must be of a lower level than the spell being cast, and you gain a bonus to your attack roll equal to the level of the sacrificed spell. Once you use this feature, you must complete a Short or Long Rest before it can be used again.


Swapped Threadcutter abilities and revised.
Added fluff for Threadweaver 2nd ability
Added surprise immunity to 2nd Threadreader ability
Reworked capstone to vary based on your previous choices.

Changed Threadweaver 2nd Sorcery Point recovery to difference in spell levels.
Changed one of the capstone names.
Changed Thread of Destiny to no longer lose the spell. Added a bit of Psychic damage to compensate.
Slight wording change to Threadcutter 1st level.

nickl_2000
2020-03-07, 01:12 PM
Paladin, Oath of the Planar Warrior
Paladins in the Oath of the Planar warrior spend their lives learning about the other planes of existence. It is not enough to know your native plane, but one must understand them all. Only through the knowledge of the other planes is a Planar Warrior able to channel energy from those planes into themselves safely and protect the integrity of the planes from those who would walk between them.

Tenets of the Planar Warrior
Planar Knowledge - You must learn about all planes. There is more to the multi-verse than you can see and know in your plane. Only through careful study can you truly know all that needs to be known.
- It is your duty to map and traverse the pathways between the planes, so that future generations will know how to do so.



Oath of the Planar Warrior Spells


Paladin Level
Spell Options


3rd
Absorb Elements, Chromatic Orb


5th
Gust of Wind, Shadowblade


9th
Elemental Weapon, Magic Circle


13th
Banishment, Summon Greater Demon


17th
Banishing Smite, Planar Binding



Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity option.
Channeling the Planes:
As a bonus action, you can present your holy symbol and call upon the power of one of the planes. When you do this, you may switch your planar alignment. Your planar alignment remains until you use a channel divinity again to change it.

When you use your channel divinity, you gain the following bonus (depending on your planar alignment) for the next minute.

[B]Astral - You gain the ability to read thoughts of your opponents during battle. As a reaction to being targeted by a melee attack, you can read their mind and learn how they will attack. This imposes disadvantage on this attack against you.
Plane of Life - You channel the positive energy of the plane of life, at the beginning of your turns you gain 1d4 temp HP.
Shadowfell - You channel the shadow plane into your weapon attacks. When you hit with a melee weapon attack you do an additional 1d4 necrotic damage.
The Abyss - You channel the fiery power of the abyss as a shield. Whenever you are hit with a melee weapon attack, by a target within 5 feet of you, you do 1d4 fire damage to the attacker.
Mount Celestia - You channel pure celestial energy into your holy smites. Whenever you smite a target you do an additional 1d8 radiant damage



Planar Aura
Starting at 7th level, you can channel your planar alignment into an aura affecting creatures within 10 feet of you. Your aura's effect depends on your planar alignment assigned through channel divinity.
At 18th level, the range of this aura increases to 30 feet.

Astral - Hostile creatures within your aura are mentally assaulted by energy from the Astral realm. Any hostile creature that starts their turn within your aura takes your charisma modifier in psychic damage.
Plane of Life- You and any friendly creatures within your aura are resistant to poison damage. When making saves against the poisoned condition while on the aura, you gain advantage on that save.
Shadowfell - Whenever you or a friendly creature takes necrotic damage within your aura, that damage is reduced by 2 * your charisma modifier
The Abyss - Whenever you or a friendly creature takes fire damage within your aura, you may redirect up to your charisma modifier in damage to another target you can see within 30 feet.
Mount Celestia - Whenever you or a friendly creature heals from a spell within your aura, the amount of healing is increased by your charisma modifier.



Empowered Channel Divinity
At level 15 your connection to the planes increases, empowering your channel. During the minute when your channel divinity power is active, you gain the following ability replacing or enhancing your previous channel divinity abilities.

Astral - You may now use your reaction to impose disadvantage on a ranged attack from creatures you can see as well as melee attacks.
Plane of Life- Whenever you gain temporary hit points from any source you may add your charisma modifier to the amount of temporary hit points gained
Shadowfell - Whenever you deal any necrotic damage, you deal additional damage equal to your charisma modifier.
The Abyss - Your fiery abyssal shield now does 1d8 fire damage when someone hits you with a melee attack.
Mount Celestia - Whenever you smite a target, you may also add your 2 times your charisma modifier in radiant damage.



Planar Warrior
Once per day, you may spend an action to absorb aspects from all the planes into your body to become a planar warrior. For the next minute you gain the following abilities.

You gain resistance to all damage.
As a bonus action, you can make a short step into another plane then back, teleporting you up to 30 ft.
Whenever you smite a target, you do an additional 2d8 damage of a damage type of your choice.

Speely
2020-03-17, 03:32 PM
Way of the Feyral - A Monk Subclass

This rare and little-known tradition is one passed down not through monastic study, but rather the remembered language of leaf, blood, and fang. You are one with nature, and you have learned to embody its elements at the level of blood and bone. You are not concerned with magical mastery as much as you are with merging natural magics with physical discipline. There is little difference to you, as the Ki that suffuses you is merely a reflection of the magic that suffuses nature, and you have an innate connection to the Feywild that further distances you from common folk. You are probably a loner, preferring the company of the wild to the company of the civilized, though you might enjoy diversifying into the ecosystem of towns and cities for a time.Your role models are the fauna and flora who inspire you, especially those that have been touched by masters who went before you. Unlike the Druids who pioneered the use of the magic that flows through you, you have no sacred site. You are a wanderer, and you let the natural world teach you what lessons it might. You seek its challenges and meet them gladly, devoting yourself to exploration and inspiration rather than preservation. You honor the simple grace of beasts and seek to express that grace through your Ki. You meditate among ancient groves and on the lonely shores of forgotten coasts. Because of this, you have developed a unique set of skills, and likely various quirks. Most folks find you odd, though you probably don't care when they do.You are also probably very competitive with the select few others that walk your path.

Archetype Features

Feyral Spirit
When you Choose this Archetype at 3rd level, choose a creature type: Cat, Bird, Fox, or Snake (Feel free to get specific. "Cat" can mean "Tiger," for example.) You gain subtle physical and social characteristics associated with your chosen Feyral Spirit. These are aesthetic only for now, but they will determine important features later on. You cannot later change your Feyral Spirit.

Physical Table 1: Roll (1d6) on or choose from this table for your physical Feyral traits. Alternatively, create your own. You can roll or choose multiple times.

Cat 1-2 - You have whiskers.
Cat 3-4 - Your ears become cat ears.
Cat 5-6 - You have cat eyes.

Bird 1-2 - Some of your hair becomes feathers.
Bird 3-4 - Have a beak for a nose!
Bird 5-6 - Your eyes become larger and your gaze becomes more piercing.


Fox 1-2 - Fox ears!
Fox 3-4 - Cute button nose, fox style.
Fox 5-6 - Is that a tail?

Snake 1-2 - Snake eyes!
Snake 3-4 - Scaled skin patches.
Snake 5-6 - Snake fangs!

Personality Table 1: Roll (1d6) on or choose from this table for your Feyral personality quirks. Alternatively, create your own. You can choose or roll multiple times.

Cat 1-2 - You commonly drop conversations mid-sentence.
Cat 3-4 - You think affectionate violence is a sign of respect.
Cat 5-6 - You are obnoxiously-curious about almost everything.

Bird 1-2 - You are emotionally distant and rarely let on how you really feel.
Bird 3-4 - You tend to expect others to take care of themselves, and when they don't, you are not likely to help them.
Bird 5-6 - You just LOVE showing off and will do so any time you can.

Fox 1-2 - You love secrets, and having them. If you don't have one, you will seek one just for the sake of having one.
Fox 3-4 - You are a scandalously-blatant flirt, and even more so a tease.
Fox 5-6 - You sometimes lie just to see how it feels to know that others believe something untrue.

Snake 1-2 - You thrive on conflict, and are known to be a prickly, argumentative sort, often playing the devil's advocate.
Snake 3-4 - You are overly-protective of your friends, sometimes to their own discomfort.
Snake 5-6 - You are often tempted to do things you are expressly-forbidden to do, just because.

At 3rd level when you choose this archetype, you gain Spellcasting. Wisdom is your spellcasting ability, and you have access to the Druid spell list.

Spells Known
You know three first-level Druid spells. You learn additional Druid spells at certain levels, as shown on the table below. You can only learn spells of levels for which you possess spell slots.You regain all spent spell slots upon completing a long rest.

Cantrips
You know Shillelagh and two other Druid cantrips. Refer to the progression table for additional cantrips learned.

https://abload.de/img/third-caster-spellcas69jp3.png

Primal Weapon
Your Shillelagh cantrip gains additional benefits. This weapon is now functionally Versatile for you if you enchant a quarterstaff, meaning that it's damage die increases when used with two hands, just like a non-magical quarterstaff. Additionally, you can use your Shillelagh as your spellcasting focus, and the effects last for ten minutes, you end the enchantment as a bonus action, or you are incapacitated.

Natural Connection
At 6th Monk level, your connection to the natural magical energies of the world grants you a more harmonious balance of magical and martial arts. Spend 1 Ki to cast any Druid cantrip as a bonus action. If you use Flurry of Blows, you can instead spend 2 total Ki to use a cantrip in place of one unarmed attack granted by Flurry of Blows.

Wild Style
Also at 6th level, your Feyral Spirit affects your fighting style. Choose one option from your Feyral Spirit. You cannot later learn or use the other option:

Cat Spirit: When you use Flurry of Blows and deal damage with both attacks (or one unarmed attack and an offensive cantrip,) you can deal extra slashing damage equal one Martial Arts die to one target you hit.

OR

When you use Patient Defense, you can use Uncanny Dodge as a reaction before your next turn.

Bird Spirit: When you use Flurry of Blows and deal damage with both attacks (or one attack and an offensive cantrip,) any targets hit have Disadvantage on attacks rolls against you until the end of your turn.

OR

When you you use Step of the Wind, you gain a flying speed equal to your Movement speed until the end of your turn.

Fox Spirit:: When you use Flurry of Blows and deal damage with both attacks (or one attack and an offensive cantrip,) gain an additional use of a reaction that lasts for one minute. If you use this feature again before using your extra, free reaction, you can either refresh the duration of your free reaction or move yourself up in the initiative order by +4. If you change your order of initiative, your extra reaction is lost. This reaction does not prevent you from using your normal reaction.

OR

When you attempt a Stunning Strike against a creature you hit as part of the attack, grant 1 creature of your choice within 30ft of you a bonus to the next saving throw they make against the target that is equal to your Wisdom bonus. This benefit lasts until the beginning of your next turn. You can choose to use this ability after you make the attack roll and hit, and after the target makes its save against your Stunning Strike.

Snake Spirit: When you use Flurry of Blows and deal damage with both attacks (or one attack and an offensive cantrip,) any target you have hit with these attacks that turn is Poisoned until they make an attack, an ability check, or their next turn ends. Your hands literally become snake heads.

OR

When you are missed by an attack made by a target within 10ft of you, you can use your reaction to Poison them until they make another attack, an ability check, or their next turn ends. Nasty.

Primal Form
At 11th level, your connection to nature increases, and you embody more characteristics of your Feyral Spirit.

Cat Spirit: As a bonus action, gain Advantage on Stealth and Acrobatics checks for one minute. You can use this ability a number of times equal to your Wisdom bonus. You regain these uses upon taking a long rest.

Bird Spirit: Climbing does not halve your movement. Your Slow Fall ability becomes a free action.

Fox Spirit: You can add your Wisdom bonus to all Charisma-based ability checks when in natural surroundings, and you gain advantage on Initiative rolls and attack rolls in the first round of combat if you have successfully Persuaded, Deceived, or Intimidated someone in the last ten minutes who is also rolling for initiative. Your inscrutable nature has sown uncertainty in those who oppose you.

Snake Spirit: You critically hit on a roll of 19-20 against any Poisoned target, and you are resistant to Poison damage and immune to the Poisoned condition.

Feryal Form
At 17th level, as an action, you can fully embody your Feyral Form. For ten minutes, you can cast all known Druid cantrips as bonus actions, and you can spend 2 Ki to cast any 1st-level Druid spell you know as a bonus action. These 1st-level Druid spells are cast as level 3 spells and do not require expending a spell slot. You can also substitute one Flurry of Blows unarmed attack for a Druid Cantrip on your turn. You are conveniently also resistant to all Fire, Cold, Acid, Lightning, and Thunder damage for the duration. Once you use this feature, you must complete a long rest before using it again.

MoleMage
2020-03-19, 10:45 PM
Juggler

Here! Catch!

Bonus Proficiency
When you select this roguish archetype at 3rd level, you gain proficiency in the Perform skill if you did not already have it.

Juggle
At 3rd level, you learn to juggle a number of items simultaneously. As a bonus action, you can start juggling up to three light weapons. While juggling, you gain the following benefits:


If any of the items you are juggling is magical, all of them count as magical for the duration.
All of the items you are juggling gain the thrown (30/120) property.
You are considered to be wielding all of the items you are juggling, and you are considered to have a hand free during your turn while you are juggling.


You can continue to juggle as long as you keep your hands free when it is not your turn.
You can add one item on your person to your juggle at the start of your turn if you are juggling fewer than 3 items. As you take further levels in this class, the maximum number of items you can juggle at once increases. You can juggle 4 items at level 9, 5 items at level 13, and 6 items at level 17. This increase does not allow you to start a juggle with more than three items.

Juggler's Trick
Also at 3rd level, you learn to modify your juggle to please all audiences. Choose one of the following options. You can change your option whenever you gain a level in this class.


Rebounding Strike. Items you throw from your juggle return to you at the end of your turn, and you can resume juggling them immediately. You cannot make a Rebounding Strike and a Double Strike at the same time.
Fire Thrower. When you start a juggle or add a new item to one, you can create a small, steady flame to juggle instead of an item. You can make an attack with a flame using your Dexterity. It deals 1d10 fire damage on a hit, and then is consumed. You are proficient in your flames. You can trigger sneak attack with your flames as normal.
Improvised Juggling. You can juggle any small, solid, object instead of a light weapon. Small items juggled in this way deal 1d6 damage of an appropriate type and have the light, finesse, and thrown (30/120) property. You are proficient in attack rolls with improvised items.
Flask Juggling. You can juggle consumable items such as alchemist's fire, holy water, or potions when you juggle. Such items gain the thrown (30/120) property, and apply their effects to the target on hit. You are proficient in attack rolls with juggled flasks.
Double Strike. You can throw two items from your juggle at once. When you make a ranged attack roll with an item you are juggling, you may throw two items of the same type. If your attack hits, you add the weapon damage together before adding your Dexterity modifier (if you throw two daggers, you would deal 2d4 + Dex total damage). You cannot make a Double Strike and a Rebounding Strike at the same time.

Juggler's Defense
At 9th level, you learn to use the items you are juggling to defend yourself. Choose one of the following options. You can change your option whenever you gain a level in this class.


Slippery Dodge: When you use your Uncanny Dodge ability and the source of the damage is within 120 feet of you, you may use an item you are juggling to make an attack roll against them as part of the same reaction. You cannot gain sneak attack damage on this attack. The item you used is dropped from your juggle.
Snatch Arrows: When you take damage from a ranged weapon attack, you can use your reaction to reduce the damage by 1d8 plus your rogue level plus your Dexterity bonus. If you reduce the damage to 0 in this way, you may catch the projectile and begin juggling it immediately. Until the end of your next turn, it does not count against your maximum number of items juggled.

More Juggler's Trick
At 13th level, you may select a second option from the Juggler's Trick options. You can change either of your options out whenever you gain a level in this class.

Juggler's Finale
At 17th level, you develop a unique finale. Choose one of the following options.


Magic Eater. When you use your Evasion ability to reduce the damage of an effect, or when you use your Uncanny Dodge ability to reduce the damage from a spell, you can capture that effect and add it to your juggle. You can use the effect as a ranged weapon you are proficient in with the thrown (30/120) property. On a hit, you deal the original effect's damage to that target. If the original effect allowed a saving throw, the target is treated as having failed their saving throw. Any additional outcomes of the effect beyond damage are not applied. You can use this finale twice. You regain both uses whenever you complete a long rest.
Flurry of Steel. As a bonus action after taking the Attack action to attack with an item in your juggle, you can make a single weapon attack with each remaining item in your juggle. This ends your juggle. If you have the Rebounding Strike Juggler's Trick, these items still return to you, but you cannot resume juggling them.

mk333
2020-03-21, 09:04 AM
Monastic Tradition: Way of the Burning Heart

Since ancient times, the demon lords of the Abyss have attempted to claw their way to the prime material plane, by slowly corrupting mortals to commit rituals of bloody sacrifice that open gates for them to step through. It takes the bravest of heroes to defeat these demon lords, but even after they are defeated, they leave behind soulstones that continue their corrupting influence.
Vorthar, a monk from the far east, was one of these heroes. After his brave band of heroes defeated a demon lord, he took it upon himself to isolate the soulstone. For months he meditated on an isolated mountain top to find a way to destroy the soulstone, but neither crushing rock nor hot magma could harm it. In the end he chose to contain the corrupting essence within himself, and purge it on a long journey of spiritual purification.
This was not an easy task to take on, as the demon's essence would slowly corrupt him, always trying to turn him into that which he swore to destroy. However, he prevailed, and he taught others to do the same. With his followers, he founded an order to seek out these soulstones, to lock away their power and keep the corrupting influence at bay. To this day, there are brave volunteers, the purest of heart and strongest of mind, who undertake this arduous task. The path of a Disciple of Vorthar is not an easy one. The demonic essence contained in you will taint your ki, and make every use of it a painful struggle.
However, not all who undertake this journey have pure intentions. Vorthar's teachings were taken by unscrupulous minds who seek to bind these soulstones as a path to power, to harness the corrupting influence for their own gain.




Way of the Burning Heart Features



Level
Feature



3rd
Demonic Mark, Tainted Ki, Haunted Dreams, Freed on Death



6th
Tormented Fury, Tormented Mind



11th
Demonic Manifestation



17th
Final Confrontation
Succumb: Physical Manifestation
Purge: Purified, Radiant Ki, Spiritual Manifestation



Demonic Mark

When you contain the soulstone in yourself, it leaves a mark on your physical appearance. You can roll on the table below or make up your own.




Roll 1d6



1
Flaming red skin and horns



2
A burning red mark on your forehead



3
Spikes growing from your skin



4
Yellow, piercing eyes



5
A dark, bellowing voice



6
Hoofed feet



Tainted Ki

When you choose this tradition at 3rd level, your ki becomes tainted by the demonic essence that is sealed inside you. Whenever you use ki, a fraction of that essence is released.
Whenever you use a point of ki, you take a point of damage that can’t be prevented. However, your monk ki abilities are also enhanced.

When you hit a creature with an attack granted by Flurry of Blows, you deal an additional 1d4 fire damage.
When using Patient Defense, until the start of your next turn, deal 1d4 fire damage to each opponent within 10 ft. who makes an attack against you.
When you use Step of the Wind to use the disengage action, deal 1d4 fire damage to the enemy you disengage from.

Increase the damage of the abilities above to 1d6 at 8th level, 1d8 at 11th, 1d10 at 14th and 1d12 at 17th level.



Customization Note


While fire is the most iconic damage type for demonic creatures, this may not fit the backstory of your character. In that case, feel free to change the damage type to electricity, cold, acid, poison, or psychic to fit the type of creature you have contained within you.



Haunted Dreams

Unlike you, the demon inside does not need sleep. It will haunt your dreams, and you will wake up screaming on many nights.
Starting at 3rd level, whenever you take a long rest, roll a d4. If the result is a 1, the nightmare takes its toll. Roll 1d10 on the table below.




Roll 1d10



1
You start the day with a level of exhaustion


2
You start the day with 1d4 hit dice expended


3
Tired from shaking: You have disadvantage on Strength checks


4
Disoriented: You have disadvantage on Dexterity checks


5
Aching body: You have disadvantage on Constitution checks


6
Mad ramblings: You have disadvantage on Intelligence checks


7
Crisis of faith: You have disadvantage on Wisdom checks


8
Terrified gaze: You have disadvantage on Charisma checks


9
Magnified pain: Using a ki point deals 2 damage to you instead of 1


10
Mental Victory: You start the day with 1d4 extra ki points, and roll again on this table.



However, as you grow stronger, the nightmares become less frequent. Increase the die you roll to check whether a nightmare occurs to 1d6 at 8th level, 1d8 at 11th, 1d10 at 14th and 1d12 at 17th level.

Freed on Death

Containing demonic corruption is not without danger to yourself and to others. As you drive back the corruption of the soulstone, it becomes concentrated, ready to burst free when your mortal form no longer keeps it imprisoned. Initially, this will only result in a few pained screams and a puff of smoke.
However, beginning at 6th level, the demonic essence will physically manifest upon your death.
When you die, a demon connected to the essence within you will be released at the start of what would be your next turn. The DM chooses a demon with a challenge rating up to your level. The demon has no loyalties and follows its own agenda. It may or may not join an ongoing fight, depending on its whims and what bargains are made with it.

Tormented Fury

Also starting at 6th level, in combat, you can let the pain drive your fighting style. As a bonus action, you can unleash your tormented fury on your enemies. Until the end of the battle, all melee attacks you make have advantage. However, your opponents have advantage on attack rolls against you. You can spend a ki point as a bonus action to end the effect. Once you use this feature, you cannot use it again until you take a short or long rest.

Tormented Mind

Starting at 6th level, your mind has suffered enough pain that it becomes numb to outside influence. You gain resistance to psychic damage. Whenever you resist psychic damage, your attacker must make a Wisdom save (DC of 8 + proficiency bonus + Wisdom modifier) or take psychic damage equal to the amount of damage you resisted.

Demonic Manifestation

Starting at 11th level, you can channel the contained demonic power into a limited spellcasting ability. However, you don’t have full control over the spell choice. Instead, after each long rest, roll twice on the table below to determine which spells you can cast. Roll again if you get the same spell twice.

You cast these spells by expending ki points. The ki point cost is equal to the spell level. Use Wisdom as the relevant ability score.



Roll 1d12 twice


1
Bane


2
Bestow Curse


3
Crown of Madness


4
Dissonant Whispers


5
Enthrall


6
Fear


7
Hellish Rebuke


8
Inflict Wounds


9
Ray of Enfeeblement


10
Suggestion


11
Tasha’s Hideous Laughter


12
Vampiric Touch



Final Confrontation

When you reach 17th level, your spiritual growth and the internal corruption have reached the point where you either purge the essence or succumb to it. Choose either option below.

Succumb: The demonic essence has fully merged with your physical self, to the point that you can now physically assume a demonic shape. You gain the Physical Manifestation feature below.

Purge: You cleanse yourself of the demonic influence. The soulstone is ejected as a mundane rock, devoid of any trace of demonic impurity. You lose the Tainted Ki, Haunted Dreams, Freed on Death, and Demonic Manifestation features of this tradition. Instead, gain the Purified, Radiant Ki and Spiritual Manifestation features below.

Physical Manifestation

If you choose Succumb with the Final Confrontation at 17th level, you gain this ability.
You gain Shapechange as a bonus spell that you can cast without expending ki, with two limitations:

You can only take the form of a demon or devil
Once you take that form, you cannot continue to shapechange into other forms. You can only end the effect and change back into your mortal form.
Once you use this ability, you can only use it again after your next long rest.


Purified

If you choose Purge with the Final Confrontation at 17th level, you have advantage on saving throws against spells and abilities of demons and devils.

Radiant Ki

If you choose Purge with the Final Confrontation at 17th level, your ki is now cleansed from the demonic taint and stronger than ever.

Whenever you spend a point of ki, you regain 1d6 hit points. In addition, your monk ki abilities are enhanced.

When you hit a creature with an attack granted by Flurry of Blows, you deal an additional 1d12 radiant damage.
When using Patient Defense, until the start of your next turn, deal 1d12 radiant damage to each opponent within 10 ft. who makes an attack against you.
When you use Step of the Wind to use the disengage action, deal 1d12 radiant damage to the enemy you disengage from.


Spiritual Manifestation

If you choose Purge with the Final Confrontation at 17th level, the enlightenment of the cleansing grants you the ability to cast a limited number of spells. After each long rest, choose two spells from the cleric spell list of up to 3rd level.

You can cast these spells by expending ki points. The ki point cost is equal to the spell level, or 1 in case of a cantrip. Use Wisdom as the relevant ability score.

Lvl45DM!
2020-03-27, 08:29 PM
"They say he died as a boy, but he keeps coming back. Few have seen him and lived. Some have even tried to stop him. No one can."
"One, two; Slasher's coming for you.
Three, four; better lock your door."
" I spent eight years trying to reach him, and then another seven trying to keep him locked up, because I realized that what was living behind that boy's eyes was purely and simply... evil.""
“She did not know if her gift came from the lord of light or of darkness, and now, finally finding that she didn't care which, she wad overcome with almost indescribable relief, as if a huge weight, long carried, had slipped from her shoulders.”
"Jeepers, creepers
Where'd you get those peepers..."
It's his addiction to keep you face to face...
"Groovy"

Roguish Archetype: Slasher

Something horrific happened to you. Maybe you were burned by a mob, or left to drown, or you were locked in an asylum at a young age, you mightve lost all your friends to evil forces when you read from a book bound in human flesh, or it could be a simple case of an abusive parent and unkind peers. Maybe you deserved it for your heinous actions, maybe you were just a victim. It doesn't matter. It left you scarred and broken, within and without.

But now, you are the one who horrifies. Now you bring fear and death. Perhaps you limit your rampage to those who deserve it, or anyone who gets in your way. Perhaps you kill all you can get away with. Those of true moral integrity can turn what happened to them into a weapon against the evillest dead. Regardless, you are now

THE SLASHER


Terrifying Visage: At 3rd level when you gain this feature, your trauma has an impact on your physical being. Your face is scarred in some way, dripping blood, burned and blistered or a simple white streak through your hair. You gain proficiency in Intimidation and make all Intimidation checks against humanoids with advantage, but all Persuasion checks against humanoids have disadvantage. You also gain proficiency in the disguise kit and can restore your original appearance, losing both advantage on Intimidate and disadvantage on Persuasion, though you keep the proficiency in Intimidation.

Birth of Horror:The Rising
You gain the ability to cast Cause Fear using your Dex Mod as your casting modifier. It is usable Dex mod (Min 1) times per long Rest. You also choose an ability from the following options.

Hulking Stalker: Your enemies should never lose sight of you, or you will show up where they least expect it. When you are in darkness your speed increases by 10ft. And whenever you are Hidden from all enemies, you can use the Misty Step spell. You can use this Str mod (Min 1) per long rest.

New Nightmare:You can bring Dreams into Reality. You gain the Phantasmal Force spell, that you cast using your Cha mod, usable Cha Mod (Min 1) per long rest. You also gain advantage on a ability checks and saves made to identify illusions.

The Shape:Your blank face and soulless eyes give no clue to your emotions. Perhaps you don't even have any. All Insight checks against you are made with disadvantage and you may cast Nondetection Dex Mod (Min 1) times per long rest.

Blood-soaked:Your trauma has awakened telekinetic powers within you. You gain the Mage Hand cantrip. You can cast Levitate using Int as your casting mod, usable Int mod (Min 1) times per long rest

The Creeper: Your animal-like senses let you hunt your prey for miles. You gain advantage on Perception checks using smell and with a successful Perception check you can learn the scent of a being, as long as you have access to an item of theirs to examine for 1 minute. Afterwards you can identify them as easily by smell as you would by sight. You can also cast See Invisiblity Wis mod (Min 1) times per long rest.

The Cannibal: You break the ultimate taboo, eating and wearing the flesh of victims of your own and closely related races. You gain your own race, and one other Humanoid race of your choice as a Favoured Prey. You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Perception checks against them. You may cast Hex as a 1st level spell, using your Str mod as a casting modifier. You may cast this Str Mod (Min 1) times per long rest. At 9th and 13th level you may choose a new as your Favoured Prey from the following list: aberrations, celestials, dragons, fey, fiends, giants, or monstrosities, or you may choose two additional Humanoid races instead.

Killer of Killers:You are too groovy to give into a little thing like fear. You gain advantage on saves against being frightened and can cast Protection from Evil and Good Con mod (Min 1) times per long rest.


Implement of Carnage:
A slasher is nothing without their signature weapon. At 9th level You gain a magical weapon that you can summon to hand with a bonus action. If you release the weapon it vanishes at the end of your next turn. You can choose the weapon of a different Slasher than the one you chose at 3rd or the same one. Choose from the following weapons.

Hulking Stalker:The brutal, versatile machete. It is a Long Sword +1 that has both the Finesse and Thrown(20/60) properties.

New Nightmare:A sinister bladed glove. It is a +1 weapon that does 1d6 slashing damage and is Light and Finesseable. While wielding this weapon, you can be holding or using something in that hand, or use that hand to Use an Object. You cannot use both the bladed glove and any weapon you hold in the bladed glove to Two-Weapon fight.

The Shape:What seems an ordinary knife, is perfectly deadly in your hands.You can summon a Vicious Dagger.

Blood-soaked:Anything within sight of a telekinetic is a weapon. You can cast Spiritual Weapon once per long rest, using your Int as your Casting modifier. Your Spiritual Weapon can Sneak Attack, but you are still restricted to one Sneak Attack per round.

The Creeper: A marvellous cavalcade of carnage is yours to wield. You may conjure any melee weapon, appropriately sized to you to wield. It counts as magical for the purposes of overcoming resistance. The weapon has a grotesque appearance, seemingly forged of bones and flesh as much as metal.

The Cannibal:You gain the Gnashing Blade, a fusion of evil magic and technology which roars like a demon and smokes like an angry dragon when activated. It functions as a magical Greatsword when activated and cannot be used to attack if not activated. Activating this weapon requires an action. You can deactivate it as a bonus action, or it automatically deactivates if it isn't being held in two hands. While active, it generates a loud sound that can be heard from 100 feet away and creates a plume of greasy smoke, giving you disadvantage on all Stealth checks.
When you hit a creature with this weapon and deal damage, that creature must make a Con Save at 8+proficiency+Dex mod or become Mangled. Your Favoured Prey have disadvantage on this save. This condition slows their movement by 5ft, which does not stack. A creature remains Mangled until it goes 2 full rounds without being struck by the Gnashing Blade. The condition is also removed by regaining any amount of Hitpoints or a successful DC 15 Heal check. You have advantage on attacking Mangled creatures with your Gnashing Blade. While Mangled, that creature takes an extra 1d6 damage for each time it has been hit by the Gnashing Blade since the Mangling began. (Thanks to Damon_Tor for his help with this!)

Killer of Killers: THIS! IS YOUR BOOMSTICK! The Boomstick is held in one hand, is activated with as an action, and before it can be used again must be reloaded with a Use an Object Action. It casts a 15' cone of fire and steel shot, dealing 4d6 fire and 4d6 bludgeoning damage. All affected by it must make a Dex save against a DC 8+prof mod+Con Mod or be knocked prone. It is usable Con Mod (min 1) times per long rest.

The Return of Horror: The Reckoning
At 13th level your experience with the powers granted by your trauma grow, turning you into an archetype of horror. You can choose the feature of the same Slasher you chose at 3rd or 9th level or a different one.

Hulking Stalker: Your love for the kill grants you superhuman durability. After you kill a living creature of at least CR 1, you gain resistance to all damage but psychic, necrotic and radiant damage. If you are Good, you gain resistance to necrotic damage. If you are Evil you gain resistance to Radiant damage. If you are Neutral you may pick either radiant or necrotic damage to become resistant too. This resistance lasts for 1 minute, and its duration does not stack with itself.

New Nightmare:You can now enter the world of Dreams. You can cast Etherealness once per long rest. While ethereal, your Implement of Carnage can still affect the real world, dealing psychic damage instead of its usual kind, and changing any Sneak Attack damage done to psychic as well. The target must make a Wisdom save against 8+proficiency mod+Dex mod, or gain 1 level of exhaustion, and be unable to gain the effects of a long rest for 24 hours. However when you deal damage in this way the Etheralness ends immediately, even if in the middle of your turn, or if you made the attack as a reaction.

The Shape:You are a simple killer, but your skill and brutality are unmatched. Your attacks made with a dagger score a critical hit on a roll of 19 or 20. You may add the Vicious property to any dagger you wield in melee.

Blood-soaked:You gain resistance to force damage and the ability to cast Arcane Hand using your Dex mod as your casting stat. You can do this Dex mod (min 1) times per long rest.

The Creeper:You have gorged enough on your victims to achieve your true form. Any time you kill a living being of at least CR 1, as a reaction you can cause two enormous batlike wings to sprout from your back. They do not damage any armour or clothing you are wearing. With these wings you can fly at 50ft a round and they last for 10 minutes after your kill. You can dismiss the wings as a bonus action. Multiple kills stack the duration.

The Cannibal: Your sick taste for flesh grants you incredible stamina and endurance. As an action, you may eat of the flesh of any dead member of your Favoured Prey races and spend a number of your Hit Dice as healing up to to 1/2 their CR (Min 1). These Hit Dice must come from your available pool of Hit Dice.

Killer of Killers: You gain advantage on all saves against abilities or spells used by aberrations, plants, undead, fiends or monstrosities. Once per short rest you can give yourself advantage on any attack against an aberration, plants, undead, fiend or monstrosity.

Reboot
At 17th level you can no longer die, you will just be reborn, more powerful and more terrifying, for a later generation. Any time your hit points fall to 0 you can instead heal yourself, rerolling a number of Hit Dice up to your Dex Mod. This does not draw from your usual pool of Hit Dice spending, it is in addition to it. For 1 minute after you do this, your Dex and 1 other ability score of your choice rise by 4, up to a maximum of 24, and if you choose, you can summon your Implement of Carnage to your hand, (or next to you if you have Blood-Soaked's Implement of Carnage) as a bonus action. You can only use Reboot once per long rest. 1 minute after you are Reborn you gain a level of Exhaustion

SleeplessWriter
2020-03-30, 03:29 AM
Bard: Gravesinger
They say that dead men tell no tales, but darling, they couldn’t be more wrong.

Tales of the Dead
At 3rd level when you choose this subclass you learn how to bind the souls of the dead to your service, gaining a tale for each bound soul. If you have more than one soul with the same tale they strengthen that tale's effect, to a maximum of three souls per tale. You may bind a number of souls equal to half your levels in this class (rounded up), and whenever you gain a level in this class you may release a bound soul from your service and bind another in its place. Tales are detailed at the end of this description.

Ghostly Aura
At 6th level you gain a 30 foot aura whose effects are determined by one of your tales. At the end of a short or long rest you may change which of these effects your aura has.

Spectral Choir
At 14th level you gain the ability to call forth the souls you have bound as an ethereal host. As an action you may summon one Spectral Singer for each of bound soul you have for up to an hour. They act on your initiative and you may command them on your turn as a bonus action, as with the animate dead spell. You may do so twice before the end of your next long rest. Your Spectral Singers gain additional stats or abilities based on your tales.


The Jack
When a creature expends an inspiration die you gave them on an ability check for a skill or a tool in which they are not proficient they may add half their proficiency bonus to the roll. If you have two souls with this tale they instead gain proficiency with the skill or tool for that roll, and if you have three souls with this tale they instead gain expertise with that skill or tool.
Aura: Whenever a friendly creature within your aura makes an ability check that lets them add their proficiency bonus, they may treat a d20 roll of 3 or lower as a 4.. For each additional soul with this tale both of these numbers are increased by 2.
Spectral Singer Bonus: Other creature’s spaces no longer count as difficult terrain for your Spectral Singers, and they no longer provoke attacks of opportunity.


The Lover
When you give a creature an inspiration die it gains temporary hitpoints equal to that inspiration die until it is spent. For each additional soul with this tale that creature gains an additional 1d6 temporary hitpoints.
Aura: Friendly creatures within your aura have advantage on death saving throws. When a friendly creature is stabilized or healed while unconscious while within your aura it gains 1d6 temporary hitpoints for one minute for each soul with this tale.
Spectral Singer Bonus: your Spectral Singers gain the ability to cast the cantrip Spare the Dying. If they do so until the the beginning of your next turn when the creature Spare the Dying was cast on would take damage the Spectral Singer that cast it may take that damage instead.You may use this ability once each time you summon your Spectral Singers for each soul that has this tale.


The Knight Errant
When a creature you have given an inspiration die is attacked they may spend that die and add the result to their AC against that attack. They may do so after they see the roll, but not before the DM tells them the result of the attack. For each additional soul with this tale creatures holding an inspiration die you have given them have plus one AC.
Aura: Each time you gain this aura you may choose for friendly creatures within your aura to gain resistance to either the first nonmagical bludgeoning, piercing, or slashing damage taken before the beginning of their next turn. For Each additional soul with this tale you may choose an additional damage type.
Spectral Singer Bonus: Spectral Singer AC is increased by 2. Your Spectral Singers gain the ability to go into a defensive stance as an action. While in a defensive stance enemies that try to move while within that Spectral Singer’s reach must succeed on a strength saving throw against your spellsave DC or be pushed back 5 feet and have their speed reduced to 0 until the end of that turn.


The Performer
When a creature expends an inspiration die you have given it for a performance or deception check they may roll the inspiration die twice and choose which result to keep. For each additional soul with this tale you may choose an additional skill from the following list to gain the benefits of this tale: Acrobatics, Animal Handling, Athletics, or Sleight of Hand.
Aura: When a friendly creature within your aura makes a skill check for one of the skills affected by this tale they may add 1d4 to the roll. Each additional soul increases this die: at one additional soul they may add a 1d6 instead, and at 2 additional souls they my add 1d8 to their roll.
Spectral Singer Bonus: Your Spectral Singers gain the ability to join in with your performance while within your aura, aiding you and your allies through their singing as their action. Until the beginning of your next turn you and each friendly creature within your aura may add 1d4 damage to their next attack for each spectral singer that joins in the song.


The Betrayed
When a creature expends an inspiration die that you have given it for an initiative roll it is immune to the surprised condition until the end of its next turn, and also has advantage on Perception, Investigation, and Insight rolls until then as well.
Aura: Friendly creatures within you aura may add your charisma bonus to their passive Perception, Investigation, and Insight checks. Additionally, when you gain this tale you may choose a saving throw to be affected by this ability. Creatures within your aura may add your charisma modifier to the first saving throw they make each combat that is affected by this ability. For each additional soul with this tale you may choose another saving throw.
Spectral Singer Bonus: Your Spectral Singers gain the ability to expose those who wish to hide themself or their true form. The first time one of your Spectral Singers hits a hidden creature or a creature that has disguised itself magically or changed its shape each turn then each creature within 30 feet of it knows its location and can see its true form until the beginning of your next turn. Each Spectral Singer may only use this ability once.




Not entirely sure yet, but maybe just the stats for a Specter (CR 1, Basic Rules) plus any of the Spectral Singer Bonuses from your tales.

Segev
2020-03-31, 02:22 PM
Writer's Commentary: I don't often see new Pacts, and I think they're as much a 'subclass' as the Patron. They are, however, harder to design because they have to remain relevant but can't directly scale, since they're a one-off feature. Here's an idea that fits our "make a choice" theme while not providing multiple entries each. I do hope some custom invocations to go with it are kosher.

A final note: The "while you are transformed" rules may look familiar enough that one is tempted to skip them, but I edited a few things to fit the Warlock and the theme I'm going for here better.


Pact of the Skin

Your Patron has gifted you a specially-prepared skin. Choose a Beast of CR 1 or less. The skin is obviously of that creature, whether it's a fur-covered hide, a leathery cape, or a chitinous headdress. As an action, you may don your skin and transform into that beast. You may stay in your beast form indefinitely, transforming back as an action by doffing the skin. You cannot benefit from a Short or Long Rest while wearing the skin.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. The beast form retains its current hp when you transform back into it, though if it is above 0 hp when you take a Long Rest, it recovers all of its hit points as well as you do.
If your beast form is reduced to zero hit points, you are forced to revert to your normal form. If you revert as a result of dropping to 0 hit points, your skin appears in shredded or shattered tatters around you, and any excess damage carries over to your normal form. For example, if you take 10 damage in beast form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
If your skin is destroyed - whether by malice or mishap, or by your beast form being reduced to 0 hp while you are transformed - you can repair it after a Long Rest with an hour-long ritual that consumes 10 gp worth of reagents.
If you ever lose it, you can replace it in a ritual similar to the above, either as a gift from your Patron or by hunting and skinning a creature of your own. Without other Invocations, you must choose the same Beast, and even with such, only this initially-chosen Beast requires 10 gp of reagents.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as hex, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense or that sense is granted by an Invocation.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


New Invocations

Unnatural Voice
Prerequisites: Pact of the Skin, Beast Speech.
You can speak with your own voice and vocal abilities no matter what form you wear. This does not enable you to cast spells if you otherwise could not in the form you're currently in.

Mask of Insignificance
Prerequisites: Pact of the Skin, skin of a "giant" creature.
As an action while wearing your skin (or any of the skins other Invocations may let you make), you may transform into a non-giant version of it. A giant owl can become a regular owl. A giant spider a regular spider. You use the same rules as for your Pact of the Skin form, save that the statistics you adopt are those of the smaller Beast, and that, if your tiny beast form is reduced to 0 hp, the skin of the tiny Beast splits like an overripe melon and the larger Beast form emerges. You may revert to your larger Beast form as a bonus action on your turn, or to your normal form as an action by doffing the skin, which is once again that of the larger Beast form. Any damage in excess of the Tiny form's remaining hp carries over to the larger Beast form.

At the DM's discretion, creatures that are not listed as "giant" may count as such if you wish a smaller form, so long as the smaller form is a natural beast of its own sort.

Heart of the Swarm
Prerequisite: Mask of Insignificance, or a Pact of the Skin beast-form that is a Tiny creature.
When you assume the form of a Tiny Beast, you may instead cause your form to dissolve into a swarm of them. You use the same rules as for your Pact of the Skin form, save that the statistics you adopt are those of the swarm of appropriate Tiny Beasts, and that, if your swarm form is reduced to 0 hp, it scatters and any excess damage carries over to your Tiny Beast form, which is left solo. Each time you assume swarm form, it has the hp it had when you last left it. If your swarm form was reduced to 0 hp, you cannot assume it (or any other swarm form) until you complete a Long Rest.

Skinwalker
Prerequisites: Pact of the Skin, Warlock level 7.
Your Patron has taught you the secret to preparing your own skins. When you participate in the slaying of a Beast with CR equal to or less than 1/3 your Warlock level, you may skin it and prepare its hide in a day-long ritual that uses up reagents worth 1000 gp times the CR of the creature squared. (So a CR 2 creature would cost 4000 gp.) As an action, you may don your skin and transform into that beast. While transformed, you use the same rules as you do for the skin gifted by your Patron in your Pact of the Skin, save for the form and statistics of the beast and as noted here. You may transform back by doffing the skin as an action. If your beast form is reduced to 0 hp, you revert with your skin shredded and broken around you. You can repair it after a Long Rest with an hour-long ritual that consumes reagents worth 1/10 the cost of those used in the initial ritual preparation of the shredded skin.

Acolyte of the Skin
Prerequisites: Skinwalker, Warlock level 12.
You may use the abilities granted by your Skinwalker Invocation on Monstrosities, otherwise following all the same rules and restrictions.

Unnatural Spell
Prerequisites: Pact of the Skin, Warlock level 18.
When in a form granted by your access to this Pact (including any from Invocations related to it), you can cast spells using vocalizations and gestures of the form you're in to substitute for the normal Verbal and Somatic components. Material components must still be provided by some other means.

Writer's Commentary: I don't often see new Pacts, and I think they're as much a 'subclass' as the Patron. They are, however, harder to design because they have to remain relevant but can't directly scale, since they're a one-off feature. Here's an idea that fits our "make a choice" theme while not providing multiple entries each. I do hope some custom invocations to go with it are kosher.
A final note: The "while you are transformed" rules may look familiar enough that one is tempted to skip them, but I edited a few things to fit the Warlock and the theme I'm going for here better.

Pact of the Skin

Your Patron has gifted you a specially-prepared skin. Choose a Beast of CR 1/2 or less that has neither a fly nor swim speed. The skin is obviously of that creature, whether it's a fur-covered hide, a leathery cape, or a chitinous headdress. As an action, you may don your skin and transform into that beast. You may stay in your beast form indefinitely, transforming back as an action by doffing the skin. You cannot benefit from a Short or Long Rest while wearing the skin.

While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. The beast form retains its current hp when you transform back into it, though if it is above 0 hp when you take a Long Rest, it recovers all of its hit points as well as you do.
If your beast form is reduced to zero hit points, you are forced to revert to your normal form. If you revert as a result of dropping to 0 hit points, your skin appears in shredded or shattered tatters around you, and any excess damage carries over to your normal form. For example, if you take 10 damage in beast form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
If your skin is destroyed - whether by malice or mishap, or by your beast form being reduced to 0 hp while you are transformed - you can repair it after a Long Rest with an hour-long ritual that consumes 10 gp worth of reagents.
If you ever lose it, you can replace it in a ritual similar to the above, either as a gift from your Patron or by hunting and skinning a creature of your own. You may pick any creature that meets the conditions of the original gift as the replacement. The ritual consumes reagents worth 50 gp, and if it still exists, your old skin provided by this invocation loses all power to transform.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as hex, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense or that sense is granted by an Invocation.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

New Invocations
Unnatural Voice
Prerequisites: Pact of the Skin, Beast Speech.
You can speak with your own voice and vocal abilities no matter what form you wear. This does not enable you to cast spells if you otherwise could not in the form you're currently in.

Swanmay's Blessing
Prerequisite: Pact of the Skin
Choose a beast of CR 1/2 or less with a fly speed; you gain a skin of that creature, and may transform into it following the same rules as those of your Pact Boon. It can be repaired or replaced in the same manner. This does not cause you to lose other skins you may have.

Selkie's Blessing
Prerequisite: Pact of the Skin
Choose a beast of CR 1/2 or less with a swim speed; you gain a skin of that creature, and may transform into it following the same rules as those of your Pact Boon. It can be repaired or replaced in the same manner. This does not cause you to lose other skins you may have.

Skinwalker
Prerequisites: Pact of the Skin.
Your Patron has taught you the secret to preparing your own skins. When you participate in the slaying of a Beast with CR equal to or less than 1/4 your Warlock level, you may skin it and prepare its hide in a day-long ritual that uses up reagents worth 50 gp times the CR of the creature. If the Beast has a fly speed, you may only take its skin if you have Swanmay's Blessing. If the Beast has a swim speed, you may only take its skin if you have Selkie's Blessing.

As an action, you may don your skin and transform into that beast. While transformed, you use the same rules as you do for the skin gifted by your Patron in your Pact of the Skin, save for the form and statistics of the beast and as noted here. You may transform back by doffing the skin as an action. If your beast form is reduced to 0 hp, you revert with your skin shredded and broken around you. You can repair it after a Long Rest with an hour-long ritual that consumes reagents worth 10 gp per CR of the creature from which the skin came. If it is lost or completely destroyed, you can only replace it by finding a new creature of the same sort and performing the ritual again. And it probably won't be exactly the same, as no two creatures are.

Mask of Insignificance
Prerequisites: Pact of the Skin, skin of a "giant" creature.
As an action while wearing your skin (or any of the skins other Invocations may let you make), you may transform into a non-giant version of it. A giant owl can become a regular owl. A giant spider a regular spider. You use the same rules as for your Pact of the Skin form, save that the statistics you adopt are those of the smaller Beast, and that, if your tiny beast form is reduced to 0 hp, the skin of the tiny Beast splits like an overripe melon and the larger Beast form emerges. You may revert to your larger Beast form as a bonus action on your turn, or to your normal form as an action by doffing the skin, which is once again that of the larger Beast form. Any damage in excess of the Tiny form's remaining hp carries over to the larger Beast form.

At the DM's discretion, creatures that are not listed as "giant" may count as such if you wish a smaller form, so long as the smaller form is a natural beast of its own sort.

Heart of the Swarm
Prerequisite: Mask of Insignificance, or a Pact of the Skin beast-form that is a Tiny creature.
When you assume the form of a Tiny Beast, you may instead cause your form to dissolve into a swarm of them. You use the same rules as for your Pact of the Skin form, save that the statistics you adopt are those of the swarm of appropriate Tiny Beasts, and that, if your swarm form is reduced to 0 hp, it scatters and any excess damage carries over to your Tiny Beast form, which is left solo. Each time you assume swarm form, it has the hp it had when you last left it. If your swarm form was reduced to 0 hp, you cannot assume it (or any other swarm form) until you complete a Long Rest.

Acolyte of the Skin
Prerequisites: Pact of the Skin, Warlock level 9.
Choose a monstrosity with CR equal to or less than 1/4 your Warlock level; you gain a skin of that creature, and may transform into it following the same rules as those of your Pact Boon. It can be repaired or replaced in the same manner. This does not cause you to lose other skins you may have. You must have Selkie's Blessing to choose a monstrosity with a swim speed. You must have Swanmay's Blessing to choose a monstrosity with a fly speed.

If you have the Invocation, you may use the abilities granted by Skinwalker on monstrosities, otherwise following all the same rules and restrictions.

Faerie Bargain
Prerequisites: Archfey Patron, Pact of the Skin, Warlock level 12.
Choose a fey with CR equal to or less than 1/4 your Warlock level; you gain a skin of that creature, and may transform into it following the same rules as those of your Pact Boon. It can be repaired or replaced in the same manner. This does not cause you to lose other skins you may have. You must have Selkie's Blessing to choose a fey with a swim speed. You must have Swanmay's Blessing to choose a fey with a fly speed.

If you have the Invocation, you may use the abilities granted by Skinwalker on fey, otherwise following all the same rules and restrictions. You also need not slay creatures to gain their forms; you may bargain with them. Any token of the creature's body may be ritually woven into an appropriate mantle, as long as it is freely given or contractually bargained for. Such bargains typically are equivalent in value to 50 gp per CR of the creature, though this is up to the DM's discretion.

Gift From the Last Rites
Prerequisites: Celestial Patron, Pact of the Skin, Warlock level 12.
Choose a celestial with CR equal to or less than 1/4 your Warlock level; you gain a skin of that creature, and may transform into it following the same rules as those of your Pact Boon. It can be repaired or replaced in the same manner. This does not cause you to lose other skins you may have. You must have Selkie's Blessing to choose a celestial with a swim speed. You must have Swanmay's Blessing to choose a celestial with a fly speed.

If you have the Invocation, you may use the abilities granted by Skinwalker on celestials, otherwise following all the same rules and restrictions. You also need not participate in the slaying creatures to gain their forms. If you find the corpse of a creature that died within one week per Warlock level, you can perform the Skinwalker ritual over the corpse, and most of the corpse will vanish to the Celestial Planes while an appropriate token (usually the skin, but it need not be) is left behind. The ritual costs 50 gp per CR of the creature. Celestials may voluntarily stand for the ritual and be sent back to their home plane, otherwise unharmed, leaving their token behind. The normal restrictions on which creatures you may use the Skinwalker Invocation apply, except as spelled out here.

Inner Demon Released
Prerequisites: Fiend Patron, Pact of the Skin, Warlock level 12.
This is sometimes called "Inner Devil Released," or known by other names, depending on the nature of one's Patron.

Choose a fiend with CR equal to or less than 1/4 your Warlock level. Your own skin flays from your body, becoming an false skin much like any other. Your natural form is that of the fiend you've become, though you treat it as if it were a Pact of the Skin Boon form for determining your statistics while in it. You may resume your own original form (and normal statistics) by donning your own shed skin, but as a false skin, should you reach 0 hp in that form, your fiendish form is revealed beneath. Repairing your cast-off skin is identical to repairing the skin granted by your Pact Boon. Replacing it requires hunting down a humanoid and participating in its murder, and then flaying it and performing a ritual that is just like the repair ritual save it costs 50 gp in reagents. You may choose whether your replacement skin causes you to look like your old self or the stolen form, but your statistics remain the same as if it were your original skin regardless.

This does not cause you to lose other skins you may have. You must have Selkie's Blessing to choose a Fiend with a swim speed. You must have Swanmay's Blessing to choose a Fiend with a fly speed.

If you have the Invocation, you may use the abilities granted by Skinwalker on fiends, otherwise following all the same rules and restrictions.

Fleshwarper
Prerequisites: Great Old One Patron, Pact of the Skin, Warlock level 12.
Choose Aboleth, Beholder, or Illithid.
If you choose Aboleth, choose mucous or tentacle.
If you choose mucous, you are covered in the stuff. It serves as an external air-exchange system, making you amphibious and filtering out toxic gasses while enhancing your awareness of atmospheric composition. You gain advantage on Wisdom (Perception) checks related to smell, immunity to poison and the poisoned condition, and can breathe both air and water. In addition, any creature which hits you with a melee weapon attack must succeed on a Constitution save against your Warlock Spell DC or be unable to breathe outside of water (while gaining the ability to breathe water if they lacked it before). They may repeat the save every minute, until they succeed and shake off the effect or fail by 10 or more and the effect becomes permanent.
If you choose tentacle, you grow a tentacle that you can use as a melee weapon attack with which you are proficient using your Charisma modifier. It has a 10 ft. reach, and deals 2d6 + your Charisma modifier in damage. Creatures hit by it must make a save against your Warlock Spell DC or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. They may repeat the save every hour, until they succeed and shake off the effect or fail by 10 or more and the effect becomes permanent.
If you choose Beholder, you grow an extra eye somewhere on your body. Choose one of the Beholder's eye beams that casts a spell. If it is 5th level or less, you may expend a Pact Magic spell slot to emit the ray as an action. If it is higher than 5th level, you may still do this, but only once, recovering the ability to do so with a Long Rest.
If you choose Illithid, choose brain or tentacle.
If you choose brain, your head swells and takes on a soft, pulsating appearance as your brain swells in size. You may spend a Pact Magic spell slot as an action to emit a wave of psychic energy in a 60 ft. cone. All creatures in this area take 5d8 psychic damage and are stunned for 1 minute. Those which succeed on an Intelligence saving throw against your Warlock spell DC take half damage and are not stunned. Creatures stunned by this effect may repeat the save at the end of each of their turns, ending the Stunned condition if they succeed. You may do this once, regaining the ability after a Short Rest.
If you chose tentacle, your mouth twists into a lamprey-like circle of teeth and four tentacles extend down from it. You may use them as a melee attack with a reach of 5 ft. with which you're proficient and that uses your Charisma modifier to hit. They deal 1d6 + your Charisma modifier bludgeoning damage on a hit, and if the target is your size or smaller, it is Grappeled (Escape DC 15). Any creature which starts its turn Grappled in this fashion must make an Intelligence save against your Warlock Spell DC or become Incapacitated. It may repeat the save at the start of each of its turns; on a success it is freed. If a creature is incapacitated and grappled by your tentacles, a successful tentacle attack against them instead deals 5d10 piercing damage. If this reduces the creature to 0 hp, you extract and eat its brain, killing it instantly.
If you participate in killing an Aboleth, Beholder, or Illithid, you may collect the body parts from them necessary to perform additional grafts on yourself. The grafting process consumes materials worth 500 gp, and gives you an appropriate power you didn't already have from that monster type (as above).

In addition, if you have the Invocation, you may use the abilities granted by Skinwalker on aberrations, otherwise following all the same rules and restrictions.

Unnatural Spell
Prerequisites: Pact of the Skin, Warlock level 18.
When in a form granted by your access to this Pact (including any from Invocations related to it), you can cast spells using vocalizations and gestures of the form you're in to substitute for the normal Verbal and Somatic components. Material components must still be provided by some other means.

werescythe
2020-04-04, 04:06 PM
It's time for our next subclass contest! Subclass Contest XIV: Make a Choice.


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.



So I did have a subclass, that I did release here (on Giant in the Playground) to ask for feedback. My question is, since I've only released it here, would it be acceptable for this contest or would it be disqualified?

I just thought I would ask.

MoleMage
2020-04-27, 05:27 PM
Alright it's that day again where I tally the votes. We had a surprising spread this time around, with everyone getting at least 1 point and no clear breakaway. That said, we still have enough to call out winners, and here they are!

In third place with 12 points, MoleMage's Juggler! Be a trickster, a performer, or just a menace with thrown swords (or potions, arrows, daggers, or fire)!

In second place, with 12 points and the tiebreaker of more 1st place votes, it's mk333's Way of the Burning Heart! Redeem that demon residing in your soul, or embrace its cursed power, the choice is yours!

And in first place, with 15 points, it's those most modular of warlock patrons, the Vestiges, by Damon_Tor! How many ability combos can you find?


In the realm of next theme, we also had a surprisingly diverse vote; that said we will be taking The Pen is Mightier than the Sword as our next contest idea; The Band was our runner up and will be included in next contest's theme pool.

Voting is concluded! Excellent batch of entries all around.