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View Full Version : Contest D&D Subclass Contest XV: The Pen is Mightier than the Sword



MoleMage
2020-04-27, 05:37 PM
It's time for our next subclass contest! Subclass Contest XV: The Pen is Mightier than the Sword.


The class must fit the theme of the contest. For our fifteenth contest, that means subclasses which focus on writing, or as the original suggestion said, "stationery combat". Want to make a wizard who can store spells in carefully drawn runes? What about a bard who can write stories into existence, or a warlock patron who serves as an extra-planer courier? You can write anything!
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 May 24th. 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 May 25th

Lvl45DM!
2020-04-28, 12:07 AM
I am...so bored in lockdown.
Anyway this is based off the Jet Li movie, Hero.

https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcS1lvdeJL2UoQH5Xlj-BgoXZ7bTohwFn0sm_5GL_8sy-PsGUKIB&usqp=CAU

Fighter Subclass: The Calligrapher

A blade is a brush, with which you write your signature on the battlefield.
A brush is a blade, with which you carve out meaning in a chaotic world.
Calligraphy and swordplay are two sides of the same coin, as violence is the reverse of peace. Any illiterate thug can pick up a sharp rock, but to master the sword and to master calligraphy is to master both yourself and the world around you. The inner peace that comes from perfecting the most precise forms of characters serves a warrior in battle and the clarity of purpose that comes from violence can hone the focus of the calligrapher.

Abilities

基本 (Jīběn) - Basics:
At 3rd level you have learned to utilise the tools of the art. You gain proficiency with the Calligrapher's Supplies.

姿勢 (Zishi) - Posture:
At 3rd level, hours of maintaining perfect posture have given you greater control over your movements. However, since you do not wear armour while kneeling at your desk to write, you do not wear armour while standing on the battlefield to fight. When your opponents strike, you use your awareness of your self to avoid or lessen the blow. From 3rd level, while you are wearing no armour and not wielding a shield, your AC equals 10+your Dex mod+Your Wis Mod.

控制 (Kongzhi)- Control:
From 3rd level you have learned to control your weapon as you do your brush. You do not hack and chop at your page. You do not thrust and parry the ink. You guide your brush softly, using slight, constant pressure, never deviating. This allows you to strike with accuracy and power coming from your focus, rather than your muscles. while you are wearing no armour and not wielding a shield, you may use your Wis mod instead of Strength mod to hit and damage with melee weapons. Your perfect precision allows for superhuman feats of skill. You can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the Attack is reduced by 1d10+your Wis modifier+your fighter level.

平衡 (Pingheng) - Balance:
At 7th level you have learned to perfectly balance both body and mind. Each line has a precise relative thickness and length. You must practice these characters over and over, never too thick, never too thin. You learn where best to put your weight and strength in any situation. While you are wearing no armour and not wielding a shield, you may use your Wisdom Modifier instead of Strength or Dexterity on Acrobatics and Athletics checks. In addition, when using Athletics or Acrobatics to contest another being, such as in a grapple, you may apply your proficiency modifier if you are not proficient in those skills. This balance also affects you mind and sense of self. You gain advantage on saving throws against charm.

韻律 (Yunlǜ) - Rhythm:
At 10th level your mastery of rhythm allows you to alter the flow of the fight. The characters must flow smoothly from brush to page. You cannot rush this process, nor can you take too long. If a creature makes an melee attack, whether armed, unarmed or spell, against you, as a reaction you may attempt to alter their rhythm. They make a Con save at 8+your Wisdom mod+your proficiency mod. If they fail the save you may choose one of their ability scores. They deal half damage with melee attacks that use that ability modifier. At the end of each of the target’s turns, it can make a another save against the effect. On a success, the effect ends.Once a creature saves against this effect, they cannot be affected by it for 24 hours. You may use this ability 1+Wis mod times per short rest. You may only use this ability while you are wearing no armour and not wielding a shield.

知識 (Zhīshi) - Knowledge:
At 15th level you have gained intricate knowledge of your tools. Every grain of wood on your brush handle. The length and thickness of every fibre of the brush. The consistency of the ink and the feel of the page. You are aware of every detail. So too, are you aware of every slight variation and tiny imperfection of your weapon. You may attune to any melee weapon as if it were a magic item. When attuned the weapon becomes a +1 weapon. This bonus can be applied to a magical weapon, as long as it is not already +1 or greater. In addition the weapon can bypass one form of damage resistance from slashing, bludgeoning or piercing. A Calligrapher may turn a Vicious Longsword into a +1 Vicious Longsword that bypasses slashing resistance, but it would not turn a +1 Longsword into a +2, though it will allow a +1 Longsword to bypass slashing resistance. If it is already a weapon that requires attunement, you must re-attune over a short rest to gain the benefits of this feature, but the weapon only takes up one attunement slot.

崢 (Zheng) - Mastery:
At 18th level, you have mastered the 5 principles of Calligraphy. It has been a long and difficult road, washed in blood and ink, but you have achieved the greatest skill any Calligrapher can hope for. What hundreds of battles, and thousands of hours kneeling at your table has lead you to.
You have learned to write characters perfectly, and from that you have gained enlightenment.
You may choose any character from this list to write. Many calligraphers write the character in the ground, or some other natural medium, using their blade as the brush. Others kneel at their table and write it as small, yet detailed as they can. The character may be written upon your blade, or you may even tattoo it upon yourself. The character is not the source of power. The very act of creating it is.
You may change your choice during any short or long rest, as long as you spend 1 hour practising the character. The precise rhythm, balance, control, knowledge and posture that is involved with the creation of the character grants you the relevant ability. You may only utilise the power of these characters while you are wearing no armour and not wielding a shield.

風 (Fēng) - Wind: You learn to with the speed of the wind. While wielding your attuned weapon, as an action, you can move up to your movement speed, and attack up to your Wis Mod (Min 1) creatures once each as long as they are in reach at some point during your movement. This movement does not provoke attacks of opportunity. This ability can be used once per short rest.
火 (Huǒ) - Fire: You learn to attack with a fury that feeds upon itself. Whenever you reduce a creatures hit points to 0 you may make another attack immediately against one creature within your reach. You may use this Wis Mod (Min 1) times per short rest.
土 (Tǔ) - Earth: You learn to embrace the power of the earth. As a bonus action. increase your armour class increases by your proficiency modifier until the end of your next turn, and regain hit points equal to 10+your Wis modifier. This ability can be used once per short rest.
水( Shuǐ) - Water: You learn to move and bend both body and mind with the suppleness of water. As a reaction you may increase all saving throws by your Wisdom modifier until the end of your next turn. This ability can be used once per short rest.
劍 (Jian) - Sword: You gain true enlightenment about the sword. Your attuned weapon now gains +3 to hit and damage instead of +1 and reduces immunity against the chosen damage type to resistance. This resistance is not ignored by your Knowledge ability.

MrStabby
2020-04-28, 05:08 AM
Barbarian Subclass: Runebound Thane

You come from a culture that values its history and you are an emblem of that history. That past deeds of your tribe, their legends and achievements are etched into your skin as tattoos. These heroic descriptions both comfort and inspire you to greater acts of valor and the hope that one day your own takes will be written on you skin next to your ancestors.

Nemesis of the Clan
When you chose this path at 3rd level you are able to bring to mind the threats to your clan that have been overcome by great warriors. When you rage you seek to emulate them by using the same techniques that exposed the weaknesses of similar enemies. Chose one target when you start your rage that is nominated "Nemesis of the Clan"; you learn if that target has any resistances, immunities or vulnerabilities and what they are. The DM should also provide you with any insight that tales may have on how to defeat such a creature and report special rules such as trolls regenerating, but not from fire damage. Until your rage ends your attacks score a critical hit on a 19 or 20 against that creature and do an extra d4 points of damage of the type of your choice from psychic, necrotic, radiant or fire. This damage rises to d10 at level 14.

Lorekeeper
At 3rd Level, if you do no have it, you gain proficiency in the history skill and have advantage on all checks pertaining to the history of your clan.

Descendant of Champions
Drawing inspiration from the tales of endurance of your ancestors wrought in ink on your skin you have advantage on any saving throw you make against a spell or ability inflicted by your Nemesis of the Clan.

Tales of Comradeship
Your tattoos have grown and now include accounts of great courage and leadership. You may invoke these tales to inspire your allies. Each as a reaction whenever an ally within 60ft would take damage you may have them gain temporary hitpoints equal to your barbarian level and gains resistance to the type of damage dealt until the end of your next turn.

Master of the Records
Beginning at 14th level you see the tales written on you skin as being more than just records or a source of inspiration. The writing itself tunes in to your rage and centuries of martial history manifest themselves as devastating psychic attacks. When you are raging and when you score a critical hit against a creature it must make an intelligence save (DC 8 + Proficiency + Strength Modifier) or be stunned until the end of its next turn.

Damon_Tor
2020-04-28, 11:54 AM
Artificer Specialization: Volumancer
The line between a wizard and an artificer has always been blurry, with some even considering the school of artifice a divergent form of wizardry. Walking that blurry line are the Volumancers, artificers who pour over tomes of ancient knowledge and spend their time crafting spell scrolls from their accumulated knowledge. While many forms of artificer are unique to worlds like Eberron, or elsewise confined to obscure corners and cultures of other worlds, Volumancers can be found almost anywhere there are wizards, and are often mistakenly thought of as wizards who simply use scrolls as a crutch. This couldn't be further from the truth however: a volumancer has the unique ability to create and use scrolls with unmatched efficacy, surpassing other artificers when it comes to raw magical ability and even approaching the highest limits of a wizard's power.

Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with caligrapher's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Volumancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Volumancer 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
Comprehend Languages, Illusory Script



5th
Skywrite, Silence



9th
Glyph of Warding, Magic Circle



13th
Divination, Private Sanctum



17th
Contact Other Plane, Modify Memory



Master Scribe
Starting at 3rd level, you gain the ability to use any spell scroll whether it's on your spell list or not. If the level of the spell on the scroll is no greater than one-half your artificer level you can cast it without making an ability check.

Also at third level, you can use your infusions to create spell scrolls, with the following changes to the normal rules for spell scrolls:

The scrolls you create in this way must be artificer spells or must be copied from another scroll (including your master scroll, see below)
Scrolls you create in this way cannot be of a higher level than one-half your artificer level
You cannot have more than two infused scrolls of the same spell level
You cannot have more than one infused scroll each of 6th, 7th, 8th and 9th levels
If the spell consumes costly material components, those components are consumed when the scroll is created, though you can recover them if you remove your infusion from that scroll without casting it
Spells cast from scrolls you create use your spell attack modifier and spell save DC
Cantrips cast from scrolls you create are cast using your character level

In addition, you begin the compilation of your Master Scroll, a large scroll of increasing and indefinite length you can use to store the spells you encounter. At third level it contains three first level wizard spells of your choice, and you can add another wizard spell no higher than one-half your artificer level whenever you gain a level in this class. As you encounter spells in written form, such as scrolls or spellbooks, you can copy those spells onto your master scroll using your calligrapher's tools. For each level of the spell, the process takes 1 hour and costs 10 gp. You cannot cast a spell directly from your master scroll nor does copying a spell from your master scroll destroy it. You can also make a copy of your master scroll, requiring 1 hour and 10 gp for each level of each spell contained within it. If your master scroll becomes lost or destroyed you can create a new one for 10 gp in one workday, but the new master scroll is blank until you copy more spells into it. Like a wizard and his spellbook, it's wise to keep a backup copy of your master scroll in a safe location for this reason.

Rotullus Arcanum
At fifth level you complete the creation of a Rotullus Arcanum, an enchanted scroll case you can use to protect and organize your scrolls. The interior of the Rotullus is a pocket-dimension of nigh-infinite volume, but can hold nothing thicker than a piece of parchment. It is immune to fire, acid, psychic and poison damage, and resistant to all other damage. It has a number of hitpoints equal to 5 times your artificer level and an armor class of 20. You can store or draw an object from your Rotullum as a bonus action. If you draw a spell scroll with a casting time of one action from your Rotullus, you can cast it as a part of the same bonus action.

If your Rotullus is lost or destroyed you can create a new one for 50 gp, a process which requires one work week, and the old Rotullus is destroyed. The new Rotullus accesses the same pocket dimension as the old one, allowing you to recover any scrolls stored there.


If you cast a spell using a spell scroll, it still counts as casting a spell, and casting a spell as a bonus action limits what other spells can be cast: you can’t cast another spell during the same turn, except for a cantrip with a Casting Time of 1 action.

Lexicanum Universalis
By 9th level your understanding of written magic has advanced to the point where language barriers are no longer relevant. You can write (but not speak) a universal language that any creature can read as long as they can see it, even if they are unintelligent or illiterate. As a consequence, spell scrolls you create are elegant in their simplicity: any creature can use them, regardless of class or level, though they must still provide any verbal or somatic components required by the spell.

Geminae Occulatum
Starting at 15th level, you can weave the magics of a simpler spell into the scroll of another. When you create a spell scroll of first level or higher, you can also include a wizard or artificer cantrip of your choice in the same scroll. When that scroll is used to cast the non-cantrip spell, the user also casts the cantrip, no action required. You decide which spell is cast first.


Artificer Infusions
When you choose your artificer infusions, you have access to the following option.

Arcane Stylus
Item: A pencil, quill, or other writing implement
With this stylus in hand, a creature can write on any surface, or even in the air. The letters written are translucent and glow with dim light in a color of the maker's choosing. The writing lasts for a number of days equal to the artificer level of the stylus' creator, until dismissed by the writer (no action required), or until the text vanishes due to the effects of a spell. When using the stylus as a spell focus, a creature can ignore the verbal components of a spell, instead writing those components as text in the air or a nearby surface. If the spell being cast normally requires a target to hear the spellcaster, instead they must be able to see them. If the spell requires a target to be able to understand a language spoken by the spellcaster, instead they must be able to read what they write. If a spell requires the caster to write on paper, parchment or a similar surface, they can write on any surface or in the air instead. When using the stylus to cast a spell that takes longer than one round to cast, including rituals, casting the spell takes half as long.


New Spells
These new spells are either on the Artificer list or on the Wizard spell list (and are therefore accessible to a Volumancer in scroll form). Some of these spells take effect when a given document is read in entirety: if it becomes necessary to determine how long it takes for a creature to read a document, refer to that creature's intelligence score: a creature with an intelligence score of 10 can read 250 words in 60 seconds. Every point of intelligence above 10 reduces the time it takes to read 250 words by 6 seconds, to a minimum of 6 seconds. Conversely, every point of intelligence below 10 increases the time it takes to read 250 words by 10 seconds.


Phantasmal Illustrations
1st level Illusion

Casting Time: 1 minute
Range: Touch
Components: M (10 gp worth of rare ink, which the spell consumes)
Duration: Until Destroyed
Classes: Artificer, Wizard, Bard

To cast this spell, you spend its casting time writing a story of no more than 250 words onto paper, parchment, or another similar surface.

When the story is read aloud, vivid semi-transparent illusions briefly appear in the air above the page, depicting the story in graphic detail. The illusions can be realistic or they can be stylized in a manner of your choosing. You cannot use this spell to reveal information you do not know: for example, you cannot write "The mystery knight removes his helmet" to learn the real identity of a mystery knight you have encountered.

You can cast this spell multiple times to tell a longer story if you desire, with each subsequent casting adding up to 250 words (and accompanying illustrations) to a story you have already begun.

Scroll of Instruction
2nd level Enchantment

Casting Time: 1 Minute
Range: Touch
Components: M (10 gp worth of rare ink, which the spell consumes)
Duration: 10 days
Classes: Artificer, Wizard, Bard

To cast this spell, you spend its casting time writing an essay of about 250 words onto paper, parchment, or another similar surface. The essay is a very basic overview of a language, skill or tool of your choice with which you are proficient. Even if the essay is laughably incomplete or even entirely inaccurate, it magically fills a reader with skill and confidence: when a creature reads the essay entirely, the spell ends, and that creature gains proficiency with the chosen language, skill or tool for 24 hours if they didn't already have it. If your proficiency bonus is higher than that of the creature who read the scroll, that creature uses your proficiency bonus for that skill, tool, or language during that time.

If you can cast the spell Illusory Script, you can cast that spell at the same time as this one, using the text of this spell as either the hidden message or the illusion other creatures see when they attempt to read it. The two spells share the same material components when cast this way.

The text vanishes when the spell ends.

Reveal Deception
3rd level Divination

Casting Time: 1 action
Range: Touch
Components: S, V
Duration: 1 hour
Classes: Artificer, Cleric, Paladin

When you cast this spell, you touch a document of 500 words or less. Any sentence which was known by the writer to contain at least one lie at the time it was written glows with a dim red light for the duration of the spell. The whole sentence glows this way, even the parts which may be true.

AT HIGHER LEVELS: When cast using a spell slot of 4th level of higher, you can effect an additional 500 words and the spell lasts 1 hour longer for every spellslot above 3rd level.

Compelling Narrative
4th level Enchantment

Casting Time: 1 minute
Range: Touch
Components: M (10 gp worth of rare ink, which the spell consumes)
Duration: 10 days
Classes: Artificer, Wizard, Bard

To cast this spell, you spend its casting time writing a simple story of about 250 words onto paper, parchment, or another similar surface. The text is magically compelling: a creature who starts reading it will desire to finish reading it, though they will not ignore danger or forsake other duties to do so.

If you can cast the spell Illusory Script, you can cast that spell at the same time as this one, using the text of this spell as either the hidden message or the illusion other creatures see when they attempt to read it. The two spells share the same material components when cast this way.

A creature who reads the text in entirety must make a wisdom save. If they succeed, they believe the story is no more than a strangely entertaining tale, but if they fail they believe the story is an accurate description of actual events. A creature whose first-hand experiences contradict the story will automatically succeed on this save, and a creature with a relevant knowledge proficiency will make the save with advantage.

A creature who believes the story will continue to do so indefinitely until they see direct contradictory evidence, or until they are convinced by another creature the story is false. To do so, that creature must make a persuasion check, or a relevant knowledge check, against your spell DC. A creature cannot attempt this check more frequently than once every 24 hours.

The text vanishes when the spell ends.

Vivid Wordscape
5th level Conjuration

Casting Time: 1 Minute
Range: Touch
Components: M (10 gp worth of rare ink, which the spell consumes)
Duration: 10 days
Classes: Artificer, Wizard, Bard

To cast this spell, you spend its casting time writing a description of your current location in about 250 words onto paper, parchment, or another similar surface. When a creature reads this description in entirety, the spell ends, and that creature and everything it is wearing or holding is immediately teleported to the described location.

If you can cast the spell Illusory Script, you can cast that spell at the same time as this one, using the text of this spell as either the hidden message or the illusion other creatures see when they attempt to read it. The two spells share the same material components when cast this way.

The text vanishes when the spell ends.

Forbidden Enigma
6th level Enchantment

Casting Time: 1 Minute
Range: Touch
Components: M (10 gp worth of rare ink, which the spell consumes)
Duration: 10 days
Classes: Wizard, Warlock

To cast this spell, you spend its casting time writing text onto paper, parchment, or another similar surface. The text is a word-based puzzle of some kind which compels creatures to solve it, and hidden within the answer is an unfathomable truth not meant for mortal minds.

If you can cast the spell Illusory Script, you can cast that spell at the same time as this one, using the text of this spell as either the hidden message or the illusion other creatures see when they attempt to read it. The two spells share the same material components when cast this way.

Upon seeing this text while within 60 feet of it, a creature which can read and understand the text must pass a wisdom save or be compelled to read it. Creatures compelled in this way cannot willingly cause themselves or another creature to stop reading the text or to move more than 60 feet away from it. Each round a compelled creature must spend its action reading the text: when it does, it makes an intelligence save. On a successful save, that creature completes reading the text, takes 6d10 psychic damage, and the compulsion is broken. On a failed save it remains compelled to continue reading. If a creature stops reading the text, or remains more than 60 feet away from it, for at least 6 consecutive seconds (one round), the compulsion is broken. A creature who breaks free from the compulsion of this spell cannot be compelled by Forbidden Enigma for 24 hours.

The text vanishes when the spell ends.




How is it fair that a half-caster gets access to a wizard's whole spell list?
One of the major limitations of the Volumancer is that they need to make their scrolls at the start of the day. A wizard will have several options for his his limited higher level spell slots, but the Volumancer is stuck with the scrolls he prepared the night before. In some ways, this makes him more like the way wizards used to work, where they were locked into the spells they had prepared for given slots. He's also always going to be a small step behind the wizard in terms of spells per day. I don't think he's stepping on the wizard's toes.

So if we consider a Volumancer's infused scrolls exactly equivalent to a Wizard's spell slots, how do the two compare in spells per day?
It's close, with the wizard having a slight edge at each level. At level 3, the wizard has 4 1st level slots and 2 2nd level slots. The Volumancer has 3 1st level slots and 2 infusions which can both be 2nd level spells. By level 20 the artificer and wizard have the same number of slots of levels 1-4. The wizard has 3 5th level slots, two 6th and 7th level slots and one 8th and 9th level slot, while the volumancer has two 5th level slots, can two 5th level scrolls, plus one 6th, 7th, 8th and 9th level scrolls, so the wizard is casting one more 6th and 7th level spell while the volumancer has one extra 5th level spell. In addition, the volumancer begins to be able to make a scroll of a given spell level one level after the wizard does, to the wizard can cast 5th level spells starting at level 9, but the volumancer has to wait until level 10.

Why is is cheaper and faster for a Volumancer to copy spells into their Master Scroll compared to a Wizard and his Spellbook?
A wizard is learning to cast the spell: the cost and time spent isn't just copying text from one surface to another, it's also experimentation. By contrast, the Volumancer is simply copying the spell. He can never learn to cast the spells he copies to his Master Scroll normally. If you notice, the price and time for a wizard to copy a spell from one spellbook into another is the same as the values you see here for the Volumancer.

If I find a scroll of a cleric spell on my adventures, can I copy it to my Master Scroll?
Yes, you can. You're only limited to the wizard spell list for the spells you add to it for free when you gain a level. For spells you find in the wild it's irrelevant what lists it's on. But keep in mind non-wizard spell scrolls are less common; you're probably unlikely to come across a scroll of class-unique spells like Find Greater Steed or Swift Quiver.

Why are Silence and Private Sanctum on this spell list?
Librarian says "Shhh".

What about Contact Other Plane and Divination?
Penpals.

sengmeng
2020-04-28, 12:12 PM
College of Law
Bard college


Contract
When you join this college at 3rd level, you gain the ability to write a magically binding contract with another creature. With this ability, you enter into an agreement with another creature, who must be intelligent, willing, and share a language with you. You treat this creature as your familiar, following all of the normal rules for a familiar except it is able to attack, does not disappear upon death, retains it's normal creature type, and while the contracted creature is within 100 feet of you, half of any damage you take is transferred to that creature. You can only have one contracted creature and cannot have both a contracted creature and a familiar, and if you have another way of transferring damage to another creature, such as being attuned to the amulet of a shield guardian, you must choose one of the creatures to take the damage. The contract is broken if either of you die, though it can be renewed after a resurrection. Entering into the contract involves drawing up the agreement on a piece of paper and both you and the contracted creature must sign it. It can be done as part of a short rest, and you designate it as broken only by death, or giving either yourelf or the other creature, or both, the option to dismiss the contract at any time with no action necessary.

Legalese
Also at 3rd level, you gain the ability to use your words to empower your spells which affect the mind with the power of law. You can expend a bardic inspiration die to add it to the save DC of any illusion or enchantment spells you cast. If the spell did not have a verbal component, using legalese adds a verbal component to it. You also gain the ability to use a legal document as an arcane focus.

Restraining Order
At 6th level, you gain the ability to force a creature to stay a certain distance away from you. As an action, you expend a bardic inspiration die and present the restraining order paperwork, adding the creature's name or other identifying criteria as part of the action. You must have line of effect to the creature. The creature must maintain its current distance from you or greater, which can be up to 300 feet. It must succeed on a will save equal to your spell save DC to approach within that distance, and even if successful, every turn it starts within that distance of you, it takes psychic damage equal to your bardic inspiration die, and must repeat the save or spend its turn moving away from you. You can have restraining orders on a number of creatures equal to your charisma bonus, minimum 1. They last until nullified or broken by the death of either you or the affected creature. You can nullify a restraining order on a short res, and it also ends if you approach the creature and cause it to come within the specified distance. The affected creature instantly understands all of the criteria and consequences of the restraining order, and knows when it is about to cross the threshold of being too close to you.

Injunction
At 14th level, you can present an injunction to stop other spellcasters. When a creature that you can see and hear casts a spell, you may spend your reaction and expend an inspiration die to force them to make a concencration check of DC 8 + the die roll or lose the spell and also any spell they are concentrating on. The spell slot is still expended.

BerzerkerUnit
2020-04-28, 02:03 PM
The Qualitherate Wizard
As a Wizard you have expanded your mind to encompass the Arcane arts, but for whatever reason, you have chosen to master the mindbreaking written language of the Illithids, Qualith.

The seemingly incomprehensible structure of the language has granted you deep insight into the minds of these deadly creatures and awakens unnatural gifts in the reader.

Bonus Proficiencies
Beginning at level 2 you learn the language Qualith and gain proficiency in Your choice of stone mason tools or calligraphy kit.

4th Dimensional Spellbook
Also at 2nd level, you complete a copy of your Spellbook in Qualith. This spellbook does not have to conform to cover and page format, but can be a manysided geometric shape with sliding faces, or organized such that reading different faces in different orders has different meanings.

The nature of Qualith as a language that must be read as a whole to glean meaning from the beginning leads your mind to garner limited information about the future by reading your past. Essentially, things that -will- be in your spellbook are already influencing what’s written in there now.

Your spellbook becomes indecipherable to non Illithids. Your Qualith spellbook follows the normal rules for adding spells. Your Qualith Spellbook has two benefits

First, you can peruse your spellbook as a 1 minute ritual to cast Augury with no components. Second, each time you prepare spells for the day you can prepare one spell of any level you can cast from the Wizard list even if that spell is not in your spellbook. At some point in some future, it will be.

Mindspeech
At 6th level your mastery of Qualith transcends the written form and you gain the ability to drive your thoughts into the minds of others. You gain Telepathy out to a range of 30 feet. A creature must be able to understand a language for you to communicate in this way.

Altered State
By 10th Level your psyche has become so altered by the Illithids language that it warps your perceptions. Each time your prepare a spell using your Qualith spellbook roll a d6. Your altered mental state gains you one of the following.
1-Sense Aberrations: you know the location and number of all Aberrations in one mile. You will be aware of their presence but stealth functions normally.
2- See Invisible Creatures and objects.
3- Warped Logic: You become Immune to the Charmed condition.
4- Mind over body: you become immune to poison and disease. When you are hit with a critical attack you can use your reaction to turn a critical hit into a normal one.
5- Iron Will: You have advantage on saves against Stunning and cannot lose your concentration on spells due to damage.
6- choose one ability from among the others.

Thoughtcasting
At 14th level the language of Qualith has transformed your mind into an engine of psionic force that effects your will.
Your Mindspeech feature can always be used to execute the Verbal Components of your spells.
Additionally you learn the Telekinesis Spell if you don’t already know it. Concentrating on the Telekinesis Spell meets the Somatic Component requirement of your spells.

nickl_2000
2020-04-28, 02:47 PM
Monk, Way of the Shrine Guardian
Monks of the way of the shrine guardian have dedicated their lives to the protection of the shrines to their gods and spent much of their life living within its walls. They have studied the ways of their elders and learned to channel the divine energy within the shrine into magical Omamori charms to protect themselves, their allies, and enhance their own abilities.


Mystical Calligraphy
After much practice you have become skilled with a brush and quill. As such, at level 3, you gain proficiency with a calligraphy kit.
Additionally, at the end of a long rest, you may create Omamori charms. You may have multiple copies of the same charm, or all different ones, but can only have a maximum of your Wisdom Modifier (minimum 1) charms prepared. All previously created Omamori charms turn into harmless pieces of paper when you complete a long rest.


Empowered Omamori
Additionally at level 3, as a bonus action, you may spend 2 ki to activate one of your Omamori charms. For the next minute, you gain the passive ability of the charm. Once you get to level 6 or 11, you gain additional active abilities. At the end of the activation time, the Omamori charm bursts into flame and burns to ashes. You may only have one Omamori charm active at a time, if you activate a new one the old one burns out instantly.

If you are concentrating on a spell when the Omamori charm burns up, the spell remains active as long as you retain concentration on it. However, the passive ability is gone and you are unable to cast new spells through it. All spells cast through this ability use wisdom as your spell casting modifier.


Precise Kanji
At level 6, your skill with the brush and quill is unmatched. You gain expertise with calligraphy tools. Additionally, you may create more Omamori charms during a short rest, although you still may only have a maximum of your wisdom modifier.


Omamori Master
At level 11, when you channel your ki to activate an Omamori you can push extra power into it to make it last longer. If you spend an additional 2 ki (4 total), you may make the duration of the Omamori charm 10 minutes.


Summon Shrine Guardian
At level 17, as an action, you may spend 8 ki to summon the Shrine Guardian to a spot you can see within 30 feet of you. The shrine guardian acts on your initiative immediately after you, and responds to your commands. It is able to act normally on the round it is summoned. If you are knocked unconscious, it will attempt to stabilize you, then it will guard your body until it’s destruction. When it is destroyed or released by you as a bonus action, it disappears in a puff of smoke and returns to the shrine until it is called upon again. The guardian will disappear when you take a long or short rest.

A Shrine Guardian uses the Stone Defender stats (MToF or here (https://5e.tools/bestiary.html#stone%20defender_mtf)) and has an additional action of being able to cast Spare the dying at will using wisdom as it’s spell casting ability.


Omamori charms

厄除け (Yakuyoke) - Ward off Evil : The symbol for avoidance of evil grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You are considered under the effect of the Detect Evil and Good spell
Level 6: As an action, you may spend 1 ki to cast the Protection from good and evil spell.
Level 11: As an action, you may spend 3 ki to cast the Banishment spell.


運 (Un) - Luck: The symbol for luck and fortune grants you the following passive ability and may spend additional ki to gain the active ability.
Passive ability: Anytime you roll a 1 on a d20 for an ability check or an attack roll, you may re-roll that d20, taking the result of the second roll. This ability may only be used once per turn.
Level 6: As an action, you may spend 1 ki to cast the bless spell.
Level 11: As an action, you may spend 2 ki to cast the bestow curse spell.


健康 (Kenkō) - Health: The symbol for good health grants you the following passive ability and may spend additional ki to gain the active ability.
Passive ability: At the start of each of your turns, you gain your wisdom modifier (min 1) in temporary hit points.
Level 6: As a bonus action, you may spend 1 ki, to cast the healing word spell.
Level 11: As a bonus action, you may spend 3 ki to cast the mass healing word spell.


火 (Huǒ) - Fire: The symbol for flame grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: Your body erupts into flame. Any creature who ends it’s turn within 5 feet of you takes your wisdom modifier in fire damage.
Level 6: As a bonus action, you may spend 1 ki to cast searing smite. Unarmed strikes may be used to trigger this effect.
Level 11: As an action, you may spend 3 ki to cast the Fireball Spell.


風 (Fēng) - Wind: The symbol for wind grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You gain advantage on all acrobatics checks and all jumps you make are considered moving jumps even if you aren’t moving.
Level 6: As an action, you may spend 1 ki to cast the Gust of Wind spell
Level 11: As an action, you may spend 4 ki to cast the Cloudkill spell


土 (Tǔ) - Earth: The symbol for earth grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: While this charm is active your bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your wisdom modifier (minimum 1)
Level 6: As an action, you may spend 2 ki to cast the Erupting Earth spell.
Level 11: As an action, you may spend 4 ki to cast the Move Earth spell


水( Shuǐ) - Water: The symbol for water grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You gain the ability to breath under water. Additionally, in place of an attack, you may hit the target with a focused spray of water. This attack has a range of 20 feet and does your martial arts die + dexterity mod bludgeoning damage.
Level 6: As an action, you may spend 1 ki to cast the Create or Destroy Water spell
Level 11: As an action, you may spend 5 ki to cast the Cone of Cold spell


空( Kū) - Void: The symbol for void, sky, and heaven grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You gain blindsight to a 10 foot range
Level 6: As an action, you may spend 1 ki to cast See Invisibility.
Level 11: As an action, you may spend 4 ki to cast Greater Invisibility.


あく (Aku) - Evil: The symbol for evil grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: You learn the ability to speak and understand Abyssal, Infernal, Deep Speech, and Undercommon
Level 6: As an action, you may spend 1 ki to cast the Inflict Wounds spell
Level 11: As an action, you may spend 5 ki to cast the Harm Spell



木材 (Mokuzai) - Wood: The symbol for wood grants you the following passive ability and may spend additional ki to gain the active ability if you are a high enough Monk level.
Passive ability: Any staff or club you are carrying is considered under the effects of the Shillelagh spell, utilizing Wisdom as your spellcasting ability.
Level 6: As an action, you may spend 1 ki to cast the Entangle spell
Level 11: As an action, you may spend 2 ki to cast the Plant Growth spell









Added in the Evil and Wood Omamori charms.
Fixed the wording in the charms since there was confusion of lasting a minute and lasting an hour. It should be a minute per
Changed the wind passive ability.
Changed the level 11 ability to allow 2 active charms at a time for the same ki cost. However, you only get wis mod charms made at a time instead of 2x wis mod.
Reworded empowered Omamori to be more clear.
Changed the level 11 spell on void to be greater invisibility.
Changed level 11 ability again to be able to spend more Ki to make a charm last longer.
massive reduction in Ki costs to cast spells. Many were higher the 4e monk spells, and to even access the abilities you have to spend Ki.
changed level 11 spells on water and air to be more thematic.

RickAsWritten
2020-04-28, 03:02 PM
This contest was screaming to me for a lighter, humorous take, so parlaying my job as a quality control inspector for a big ol' red-tape-strewn, bureaucratic-nightmare of a corporate conglomerate and the desire for something light, I present...the Barbarian Primal Path: Path of the Bureaucrat.

Barbarian: Path of the Bureaucrat

Some people just want to watch the world burn…but others…others know that a permit for outdoor burning must be submitted to the proper authority for verification before the pyre can be lit, and that a deforestation contract must be signed and notarized before the trees can be chopped for fuel, and that the axe that cuts the wood must be inspected and registered in the national woodcutter’s tooling index before use. Yes, some people are just barbaric, but you…you’ve taken the bureaucratic path, and you always strive to follow the established rules and procedures. Some people, rude and indolent people, don’t follow those procedures, don’t submit the proper paperwork and… That. Makes. You. Angry.

Skilled Bureaucrat

Starting when you choose this path at 3rd level, you gain proficiency in a new skill, Bureaucracy. When you make a check involving the filling of forms, following of procedures, or other bureaucratic measures, you may roll to use this skill. You can add your proficiency bonus and your Constitution modifier to the roll. It takes great stamina and great heart to be a bureaucrat.
Several of your abilities require creatures to attempt saving throws against your Bureaucracy save DC to avoid an effect. The DC for these saving throws equals 8 + your proficiency bonus + your Constitution modifier.

Formulated Rage

Starting at 3rd level, you can present your prospective enemies with a form that allows them to proceed with combat in a document-approved manner. Once during your Rage, as an action you can present a creature within 5 feet of you with a magically binding combat approval form. A creature must be able to understand a language for this ability to function, but it does not need to share a language with you. The creature must attempt a Wisdom saving throw against your Bureaucracy save DC. On a success it suffers no effects, but on a failure it must spend its next action filling out the form and signing it for verification. As a part of this action, it must make a contested Intelligence check against your Bureaucracy skill. On a successful check, the creature correctly completes the form, and the form disappears. On a failure, it must repeat this action again on its next turn. While a creature is in the process of filling out the form, you cannot make weapon attacks against that creature. Impertinence is unbecoming of you.
While a creature is in the process of filling out the form, your Rage can only be ended early if you fall unconscious or if you choose to end it.

Form an Orderly Queue

At 6th level, you demand that the unorganized masses form an orderly queue. As an action, you can magically command a number of creatures within 30 feet of you, up to your Strength modifier, to form a line. They must attempt a Wisdom saving throw against your Bureaucracy save DC. On a failed save, the creatures must immediately use their movement to form a queue that starts within 5 feet of you and extends away from you. This movement triggers opportunity attacks. On a success, the creature is unaffected, but is quite rude and is immune to this ability for 24 hours. You can use this ability a number of times equal to your Strength modifier per long rest.
A creature that is in the process of filling out your Formulated Rage form has disadvantage on this saving throw.

Contracts are Universal

When you reach 10th level, you learn the spell Tongues and can cast it a number of times equal to your Constitution modifier per long rest. For the duration of the spell, you have advantage on any social skill checks that are involved in the negotiation of a contract. When you reach 14th level, you can cast this spell while you are raging.
In addition, you may add your Charisma modifier to any Bureaucracy checks that you make, as you’ve perfected the art of dour looming.

Rejected

At 14th level, you are granted control of the ultimate artifact of bureaucratic bureaucracy, the Rejected stamper. As a bonus action you can imbue one melee weapon with the power of the stamper for one minute. When you successfully hit a creature with a melee attack with the stamper-imbued weapon, the creature becomes marked as Rejected. A Rejected creature has the word “rejected” in a glowing red text printed across its body, and it takes extra Psychic damage from all weapon attacks equal to your Bureaucracy skill modifier. Once you use this ability, you must complete a long rest before you can use it again.



Fixed limiting omission on Formulated Rage (once per Rage).
Added attack limitation to creatures that are filling out the form.
Added immunity to Queueing for creatures that pass save.
Changed the language requirement for Formulated Rage. A creature now must be able to understand a language before it can fill out a form. This prevents the ability from working on the dumbest, languageless monsters. It also makes Tongues more useful. Tongues is now an offensive spell that allows you to give a creature the ability to understand a language and thus you can make them fill out the form.
Swapped the 6th and 10th level abilities.
Added the ability to cast Tongues while raging at 14th.
Added one minute duration to Rejected.
Added Wisdom saving throw on activation of Formulated Rage.
Added Bureaucracy save DC to Skilled Bureaucrat text for overall brevity.

Phhase
2020-04-29, 03:29 PM
I just finished making some Bloodborne content, so here's:

Warlock Otherworldly Patron:

The Forbidden Ones

There are some things in existence that actively defy understanding. Things that having even secondhand knowledge of is corrosive to one's sanity. Whether a madman's experiment, a god's great folly, or a glitch in Creation, the knowledge of these things, once free, was all but destroyed utterly in an effort to protect all that is. But the truth wants to be free, and information never truly dies. And every now and then, a mortal with a thirst for seeking the unknown comes across a thread that leads them down the path to discovering these terrible secrets...


Some things were not meant to be known. Possessing such experiences can inflict the Frenzy status, which acts in a similar tiered fashion to exhaustion.



Frenzy Level
Effect


1
The affected creature has disadvantage on Perception and Investigation checks. If it fails a check by 5 or more, it takes a number of d4s in psychic damage equal to the depth of its failure, as it instead sees or hears something that it dearly wishes it did not.


2
Mounting dread causes involuntary twitches, causing disadvantage on attack rolls.


3
Fear begins to erode the psyche. The affected has disadvantage on mental ability checks and saves.


4
Poised on the precipice of a horrific revelation, the afflicted is on hair trigger alert. Whenever the afflicted takes damage, they must make a Wisdom Saving throw against the damage taken or become frightened of the source until the end of their next turn. While so frightened, their speed is reduced to zero, and they cannot avert their gaze from the source of their fear.


5
At 5 Frenzy, the mind and body both buckle beneath the burden of the truth, wracked through and through by waves of horror. The afflicted loses all levels of Frenzy as the mind forcefully shuts down the parts of itself that threaten to break it. However, the afflicted takes 5d6 piercing damage and 5d6 psychic damage in the process, this damage cannot reduce them below 1 hp. For the next minute, they are considered vulnerable to psychic damage. At the DM's option, the victim may also gain a flaw from the list of types of long-term madness.


Any method that can be used to remove mental status effects like frightened or charmed can be applied to remove 1d4 levels of Frenzy. When finishing a long rest, remove 1d4-2 levels of Frenzy. A negative result indicates that horrific nightmares cause continued erosion of their mind, adding another level.

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


Spell Level
Spells


1st
Identify, Hunter's Mark


2nd
Skywrite, Zone of Truth


3rd
Glyph of Warding, Bestow Curse


4th
Death Ward, Confusion


5th
Creation, Geas


Tabula Rasa
At 1st level, your hunger for knowledge has prepared your mind to receive what may come. You know the cantrips Message and Amanuensis, gain the Keen Mind feat, and have advantage on saves or checks versus effects that require the target to read or visually interpret something, such as Glyph of Warding, or Symbol. You also become proficient with calligraphy tools and forgery kits.

Amanuensis
Transmutation
Components: V, S
Casting Time: 1 Action
Range: 30ft
Target: Object or objects with writing/A memory of such an object
Duration: 10 minutes/level

You point at the writing (or focus on the relevant memory) and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand.

You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.

The spell does not trigger writing-based magic traps in the material being copied.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of
blank pages. At any time during the spell's duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

Pact Boon: Pact of Memories
Your arcane research has revealed to you a special ritual used by those that require safer storage for their memories, or deal in mind-damaging knowledge. Over a 1-Minute ritual, you transform one of your memories of an event, object, or encounter into a physical item, usually a scroll, crystal, tablet, or other encoding device. The memory is removed from your mind, although you still recall possessing it, and key events revolving around that memory still make sense. As an action, you can recall a stored memory for 1 minute without risk if you need to access its details. If the object containing the memory is destroyed, the memory returns to your mind fully (Along with any side effects). As an action, you can activate the memory object, which then plays the memory like a video for others to see and hear. Playing a memory that contains painful or damaging information does not inflict this knowledge on those observing, observers only come away with the impression that some awful insight that they could not grasp was contained therein.

For example, you have a memory of an encounter with a Great Old One. You gained great insight, but the memory is burdensome and painful to you, causing you to gain 2 points of Frenzy. You turn that memory into a scroll. You still remember that you encountered a Great Old One, and that you gained great insight into something, but no longer remember the exact details, and the memory no longer burdens you. You lose the two points of Frenzy.

Memory Objects can be used as arcane foci. You can have a max number of Memory Objects equal to your Intelligence Score at any one time.


Memories, like the edge of my Sword
Prerequisite: Pact of Memories
When creating a Memory Object, it can take the shape of a simple or martial weapon. Alternatively, you infuse an existing weapon with that memory. You are proficient with either such weapon. When such a weapon deals damage to a creature, the memory is discharged, forcing the affected creature to live out the memory as if it was their own. They suffer any negative effects associated with viewing that memory. The memory then vanishes from the weapon (or entirely, if the weapon was purely memory).

Total Recall
Prerequisite: Pact of Memories, 5th level
When viewing a memory, you can inhabit it as if you were physically present. You can't take actions that require you to interact with objects physically (such as opening a drawer), but you can take purely mental actions (Such as looking much more closely at something or someone you hadn't had the time to before).

Remember Me
Prerequisite: Pact of Memories
When casting a spell, you can use a Memory Object as a material component. Affected creatures experience that memory as if it were their own.

Not Quite the Same
Prerequisite: Pact of Memories, 8th level
You can cast trapping spells such as Glyph of Warding into Memory Objects. Creatures that experience or attempt to view the memory trigger the trap. At your option, you can set the trap to trigger only if the viewer attempts to view certain sections of the memory.

Blow Mind
Prerequisite: 5th level
You can use a warlock spell slot to cast Explosive Runes once per long rest.

Explosive Runes
Abjuration [Force]
Level: War 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One touched object
Duration: Permanent until discharged
Saving Throw: Dexterity Half

You trace these mystic runes upon a book, map, scroll, or similar surface bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Creatures within 10 feet of the runes are entitled to a Dexterity save for half damage. The object on which the runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful Dispel Magic, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

Poisoned Mind
Prerequisite: 5th level
You can use a warlock spell slot to cast Sepia Snake Sigil once per long rest.

Sepia Snake Sigil
Conjuration (Creation) [Force]
Level: War 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text
Saving Throw: Dexterity negates

When you cast Sepia Snake Sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level above 3rd have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A Dispel Magic can remove the sigil.

Sepia Snake Sigil can be cast in combination with other spells that hide or garble text, such as Illusory Text:

Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Spell Memory
Prerequisite: Pact of Memories, 7th level
You can create a Memory Item out of the memory of a spell you know. You lose your memory of that spell, and a number of warlock spell slots up to your Charisma Modifier. You can use that Memory object to cast that spell as an action a number of times equal to the number of invested spell slots. When the last use is consumed, you regain your memory of that spell. You can only have one such Spell Memory at a time.

Extract Thoughts
Prerequisite: Pact of Memories, 8th level
You can use a warlock spell slot to cast Modify Memory once per long rest. If you remove a memory, you can choose to turn it into a Memory Object.

Smite Memory
Prerequisite: 13th Level
Once per long rest when you deal psychic damage to a creature, you can choose to force it to make a Wisdom saving throw. On a failure, it loses all memory of a creature, object, or event of your choice, and its other memories shift to cover any inconsistencies. At your option, the memories can be turned into a memory object, but otherwise, a spell such as Greater Restoration is required to repair that creature's memory.

Forbidden Symbol
Prerequisite: 13th Level
You can use a warlock spell slot to cast Symbol once per long rest.

Need-to-Know
At 6th level, your ability to gather information sharpens, and your mind expands to accommodate. You can use Amanuensis to copy spells from scrolls and caster's spellbooks, this requires 1 minute per level of the spell. Once per long rest, you can replace one spell you know with one spell you have so copied. You can only have one so copied spell prepared at any one time, and it must be of a level you can cast. You also have advantage on Perception checks made to find writing-based traps.

Beyond Ken
At 10th level, cracks are beginning to show. Your mind has suffered somewhat from the terrible things you have learned, but in return, you have learned how to wield the knowledge of those things like a cudgel against the minds of others. As an action, you speak a terrible arcane truth that rends the minds of all creatures within earshot that can hear you (Normally 30ft, but see below). Creatures must be able to understand a language you speak in order to be affected.

Affected creatures are forced to make a Charisma (Self-Deception) check contested by your Charisma (Persuasion) check. If either you or the creature are affected by a Zone of Truth, your checks are made with advantage or disadvantage respectively. On a failure, an affected creature gains a level of Frenzy and takes 2d8 psychic damage.

You can use this ability as part of any action of direct communication, such as telepathy or the Message spell (But not Skywrite).

You can use this ability a number of times equal to your Charisma Modifier per long rest.

The Truth, The Whole Truth, and Nothing But the Truth
At 14th level, you make a terrible breakthrough into the true nature of the secrets you gather. You can spend a spell slot in order to infuse a writing with the effects of Beyond Ken (a simple scribble, a Glyph of Warding, a Memory Object, anything that is read). Creatures that attempt to read the writing or who would be otherwise affected by it suffer the effects of Beyond Ken. Once the item has affected one creature, it no longer bears the effects of Beyond Ken.

Additionally, whenever Beyond Ken is invoked, you can spend a spell slot to add one of the following effects on a failed save:

You Are A Hollow: The affected creatures are Stunned until the end of your next turn.

We are Only a Mote Amidst the Maelstrom: The affected creatures gain 2 levels of Frenzy instead of 1.

This is Your Hell: The affected creatures suffer the effects of Enemies Abound until the end of your next turn.

sleepyhead
2020-05-04, 09:59 AM
Bardic College of the Brush


Bonus Proficiency
When you join the College of Brush at 3rd level, you gain proficiency with calligrapher's supplies and painter's supplies. You can magically create one set of supplies in an unoccupied space within 5 feet of you as a bonus action. Though the product of magic, the supplies are nonmagical, and they vanish when you use this feature again.

Magical Paint
Starting at level 3 your gain a pool of magical paint equal to your level. You can make this paint as part of a long rest and lose any left over from the previous rest. Any effects or creations produced also end after the new batch is made.

Living Art
As an action you can create a piece of living art within 20ft. by dipping your brush into your magical paint and waving it through the air. You can have a number of living art by spending 2 uses of your magical paint. During creation you may choose its appearance and its attack damage type from bludgeoning, piercing or slashing. Your artistic abilities also allow you to alter your living art by using artistic details while using more of your magical paint. Living art takes its turn right after its creator. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. You may create as many living arts as you like as long you can spend magical paint.
Living Art
Small construct, unaligned

Armor Class 12
Hit Points Level *5
Speed 30 ft.

STR 10 (+0)
DEX 10 (+0)
CON 8 (-1)
INT 3 (-4)
WIS 12 (+1)
CHA 1 (-5)

Skills Perception +3
Damage Immunities Poison, Psychic
Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 13
Languages Understands language of creator but can't speak


Actions
Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d4) bludgeoning, piercing or slashing(chosen at creation) damage.

Protection of Expression
Starting at 6th level, you gain the ability to bolster your allies defenses.

As a bonus action, you can expend one use of your Bardic Inspiration to surround your allies with swirling paint. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each creature gains a shield of paint, the paint intercepts attacks against the creature, the hit points of the paint equal to your bard level + your Charisma modifier. The paint lasts for a number rounds equal to half your level.

Renewable Art
Starting at 14th level you learn to be more resourceful with your magical paint. Whenever a living art gets destroyed you regain half of your spent magical paint used to create it.


Size Increase
Two uses of magical paint for each size increase up to large
Increase size by one category and gain +2 strength.

Improved Damage
Two uses of magical paint for each die increase up to d10.
Increase damage die by one step.

Improved Natural Armor
One use of magical paint for each improvement up to 16 AC
Gain +2 AC.

Magical Attacks
One use of magical paint.
The living arts attacks become magical and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Mount
Two uses of magical paint.
Living art becomes mountable.

Reach
One use of magical paint.
Living art gains an extra 5ft of attack distance.

Swim
One use of magical paint.
Living art gains a 30ft swim speed.

Energy Attacks
Two uses of magical paint
Pick one energy type: acid, cold, electricity, or fire. The living art now deals that type of damage.

Flight
Three uses of magical paint
Living art gains a 30ft flying speed.

Burrow
Two uses of magical paint
Living art gains 15ft burrowing speed.

Precise Hits
One use of magical paint for each improvement up to +3
Living art gains a +1 to hit

MoleMage
2020-05-21, 04:04 PM
Martial Archetype: The Constellar

I have recorded many constellations in my life, both on paper and in the very forms of combat I use.

Bonus Proficiency
When you select this martial archetype at 3rd level, you gain proficiency in astronomer's tools and either calligrapher's supplies or painter's supplies.

Artisans Tools. Weight: 7 lb. Cost 50 gp.

Signs of Power
At 3rd level, you master two signs from the Higher Constellations at the end of this subclass description. The signs you choose must be allied with one another. Each time you complete a long rest, choose one of your signs to etch or paint on a single weapon in your possession. Until the next time you complete a long rest, that weapon gains the bonus associated with that sign so long as you wield it. Many of your other features are also tied into the signs you choose.

You master an additional sign at level 7 and again at level 15. These signs must be allied with a sign which you already know.

Constellar Technique
Also at 3rd level, you learn to unleash the power of a Higher Constellation which you have mastered in a unique combination of mysticism and martial mastery known as a Constellar Technique. Using a Constellar Technique requires no action, but must be done on your turn and uses up your Action Surge. If you have more than one Action Surge, you may still only use one Constellar Technique on your turn. You can use the Constellar Technique associated with any sign you have mastered, even if you do not have that sign currently etched on any object. Refer to the descriptions at the end of this subclass for the effects of each Constellar Technique.

Armor Etching
At 7th level, you learn to mark your armor with the power of signs you know as well. Whenever you etch a weapon after you complete a long rest, you may also etch one suit of armor or shield which is in your possession with a sign you have mastered. You may etch the same sign on both your weapon and armor, or a different sign if you so choose. The sign etched on your armor only functions for you.

Convergence Signs
At 10th level, you learn to reverse the energies of the High Constellations. You master a single opposition sign for a sign which you already have mastered.

Starlight Stance
Also at 10th level, your etchings glimmer as you attune to them. Whenever you use your Constellar Technique, you may choose to gain the benefits of that sign's Weapon or Armor (your choice each time) etching for up to 1 minute or until you use another Constellar Technique.

Dual Etching
At 15th level, you can etch two signs, instead of one, on either your weapon or your armor whenever you etch a new sign, or you may etch an additional weapon, shield, or armor set with a sign. Two signs etched on the same object must be either allied with or opposed to one another.

Improved Constellar Techniques
At 18th level, you can use a Constellar Technique without consuming one of your uses of Action Surge. Once you have done so, you cannot do so again until you have completed a short or long rest.


Though these are the most commonly given names for the Higher Constellations, many cultures assign their own significance to each collection of powerful stars. If you wish, you may change the names (but not the effects) of these 8 constellations to better fit your character's culture.


The hunter represents personal growth. It is associated with early spring and allied with The Soldier and The Gambler. Its opposition sign is The Emperor.

Weapon. When etched on a weapon, the Hunter causes that weapon to deal +3 damage when it rolls either its minimum or its maximum damage value.
Armor. When etched on a shield or suit of armor, the Hunter grants Advantage on stealth checks if that armor did not already grant Disadvantage, or removes the Disadvantage from that armor if it did.

Constellar Technique. When you use this Constellar Technique, all of your attacks until the end of the turn deal their minimum damage on a miss, or their maximum damage on a hit.



The Soldier represents cultural change. It is associated with late spring and allied with The Hunter and The Vizier. Its opposition sign is The Pilgrim.

Weapon. When etched on a weapon, the Soldier causes that weapon to deal an additional die of damage on a critical hit.
Armor. When etched on a shield or suit of armor, the Soldier grants its wearer 2 temporary hit points whenever an attack misses them. This increases to 4 temporary hit points at level 15.

Constellar Technique. You can use this Constellar Technique when you hit with an attack roll, but do not deal a critical hit. That attack deals a critical hit instead.



The Vizier represents power through control. It is associated with early summer and allied with The Soldier and The Judge. Its opposition sign is The Siblings.

Weapon. When etched on a weapon, the Vizier grants advantage on Strength (Athletics) checks made to Shove, and allows you to attempt to Shove as a bonus action after taking the Attack action on your turn.
Armor. When etched on a shield or suit of armor, the Vizier allows you to use your Reaction after being targeted by an attack to move up to ten feet without provoking opportunity attacks.

Constellar Technique. When you use this Constellar Technique, all creatures within 5 feet of you must make a Strength Saving Throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or be affected as if by the Shove action. You choose for each creature whether it is knocked prone or pushed away from you.



The Judge represents power through authority. It is associated with late summer and allied with The Vizier and The Emperor. Its opposition sign is The Gambler.

Weapon. When etched on a weapon, the Judge causes half of that weapon's damage (rounded up) to be force damage.
Armor. When etched on a shield or suit of armor, the Judge allows you guard another. When a creature within 5 feet of you takes damage, you can use your reaction to transfer an amount of that damage up to your Fighter level to you. Damage transferred in this way cannot be reduced or avoided.

Constellar Technique. When you use this Constellar Technique, a single creature you can see within 30 feet must make a Wisdom Saving Throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or be stunned until the end of your turn.


The Emperor represents leadership. It is associated with early autumn and allied with The Judge and The Pilgrim. Its opposition sign is The Hunter.

Weapon. When etched on a weapon, the Emperor causes that weapon to deal 1 additional damage. This increases to 2 additional damage at level 15. This effect does not stack with bonuses to damage granted by other effects or magic weapons.
Armor. When etched on a shield or suit of armor, the Emperor causes that object to grant an additional +1 bonus to Armor Class. This effect does not stack with bonuses to Armor Class granted by magic armor or shields, but does stack with the Defensive Fighting Style.

Constellar Technique. When you use this Constellar Technique, allies who can hear you within 30 feet, up to a maximum of the number of attacks you can make when you take the Attack action, can make a single weapon attack against a creature you can see as a Reaction. At the end of your turn, the target takes an additional 2 damage for each unique creature that damaged it this turn.



The Pilgrim represents piety and gentleness. It is associated with late autumn and allied with The Emperor and The Siblings. Its opposition sign is The Soldier.

Weapon. When etched on a weapon, the Pilgrim causes that weapon to glow like a torch. Once per round, you may deal 1d4 additional radiant damage when you hit with that weapon.
Armor. When etched on a shield or suit of armor, whenever you gain healing from any source, you gain additional healing equal to your proficiency bonus.

Constellar Technique. You may use this Constellar Technique even an effect prevents you from taking actions. Regain hit points equal to half your fighter level. If you are under the effects of any spell or ability which allows you to make saving throws each round to end it, you may make an additional saving throw with Advantage against each such effect immediately.


The siblings represent fellowship with those closest to you. They are associated with early winter and allied with The Pilgrim and The Gambler. Their opposition sign is The Vizier.

Weapon. Once per turn when making an attack roll, you may grant yourself advantage on that attack if another ally is within 5 feet of your target and not incapacitated.
Armor. As a reaction when a creature attacks an ally within 5 feet of you, you may reduce your armor class by up to your proficiency bonus to increase their armor class by the same amount, possibly causing that attack to miss them. Changes to armor class from this effect last until the start of your next turn.

Constellar Technique. You make a single weapon attack against a target you can see. An ally you can see can take the Attack action as a reaction, including Extra Attacks if they have them. They must attack your target as part of this action if they are able.


The gambler represents fellowship with strangers. It is associated with late winter and allied with The Siblings and The Hunter. Its opposition sign is The Judge.

Weapon. The gambler allows you to roll twice when you make an attack roll once per turn. If both attacks would hit, your damage with that attack is increased by 1d6. If only one would hit, your damage is instead reduced by 1d6. If neither would hit, you miss, as normal. If you have advantage on this attack roll, you instead roll three dice, and take the best two for this effect. If you have disadvantage, you instead roll one die, and if it hits treat it as if this attack had hit with one roll but not the other.
Armor. When etched on a shield or suit of armor, creatures attacking you which roll a 1 on their d20 deal 2d6 damage to themselves. When an attack critically hits you, you may choose one of the damage dice and reroll it, taking the lower value.

Constellar Technique. A single creature you can see within 30 feet makes a weapon attack against another creature within its range which you can see. If both creatures are hostile to you, that attack roll is made with advantage. At level 10, you can affect two different creatures in this way, but their attacks must not be against each other.





5-22-20: Wording fix on Armor Etching and Dual Etching. Etchings now function only for the character that etched them. Improved Constellar Technique now refreshes on a short or a long rest. Clarification on The Judge (Weapon) and The Emperor (Armor). The Siblings (Weapon) changed [Old: You have +1 to attack rolls if there's an adjacent non-incapacitated ally| New: Once per turn you may give yourself advantage if there is an adjacent non-incapacitated ally]. The Siblings (Technique) changed [Old: you and an ally can attack as reactions when the other attacks for up to one minute|New: You make 1 attack and an ally makes as many attacks as their Extra Attack allows immediately]. The Gambler (Technique) no longer prevents both attacks from targeting the same creature at level 10 (creatures affected still may not target each other). Added Starlight Stance.

MoleMage
2020-05-25, 02:26 PM
Voting thread is up now!

https://forums.giantitp.com/showthread.php?612981-D-amp-D-Subclass-Contest-XV-Voting-Thread&p=24528746#post24528746

MoleMage
2020-06-15, 12:29 PM
The ink has dried, and it's time to call this contest finished!

In 3rd place, with a total of 9 points earned, we have Damon_Tor's Volumancer! It's scrolls all the way down with this artificer subclass.

In 2nd place, with a total of 10 points earned, we have MoleMage's Constellar! Your star sign might not say a lot about your future but it does say something about how you fight.

And our winner, 1st place, with a total of 11 points earned, it's nickl_2000's Way of the Shrine Guardian! Paint Omamori charms then use them to cast spells, get passive boosts, and just generally be versatile at subduing evil spirits.

Our theme votes came out with a clear winner in It Came From Beyond, and a clear runner up in Hold the Line which stays in the voting pool for next time. Look for Contest XVI soon!

Okay, voting is tallied, results are posted, and the new thread is already up!

Contest XVI: It Came From Beyond II