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MoleMage
2020-05-11, 11:15 AM
Welcome to the chat thread for the eleventh Base Class Competition for D&D 5e. If you wish to say anything about the competition which is neither a submission nor a vote, then it belongs here. You do not need to be a contestant to post here. You are allowed to critique a competitor’s work and offer suggestions on how to improve their homebrew through this thread, but it is preferred if you do so through that class’ specific thread (if applicable).

Current Contest: Contest XI: Signature Creation (https://forums.giantitp.com/showthread.php?612097-D-amp-D-5e-Base-Class-Contest-XI-Signature-Creation&p=24502355#post24502355)

Voting Thread: https://forums.giantitp.com/showthread.php?615371-D-amp-D-5e-Base-Class-Contest-XI-Voting-Thread&p=24599477#post24599477

1st contest: Who Needs Swords or Sorcery? (http://www.giantitp.com/forums/showthread.php?556338-D-amp-D-5e-Base-Class-Contest-I-Who-needs-Swords-OR-Sorcerery), won by WarrentheHero with the Inventor

2nd contest: Expect a low Margin of Terror (http://www.giantitp.com/forums/showthread.php?560208-D-amp-D-5e-Base-Class-Contest-II-expect-a-low-Margin-of-Terror), Won by Mourne with the Sleepwalker

3rd Contest: The Elements, and not the Periodic Ones (Probably?) (http://www.giantitp.com/forums/showthread.php?565360-D-amp-D-5e-Base-Class-Contest-III-The-Elements-and-not-the-periodic-ones-(probably-)!), won By Pygmybatrider with The Shaman

4th contest: Does Not Meet Expectations (http://www.giantitp.com/forums/showthread.php?570496-D-amp-D-5e-Base-Class-Contest-IV-Does-Not-Meet-Expectations), won with a tie by Molemage with the Destined and Pygmybatrider's Mesmer

5th contest: Time to Chill out (http://www.giantitp.com/forums/showthread.php?576131-D-amp-D-5e-Base-Class-Contest-V-Time-to-Chill-Out&p=23567807#post23567807), won by Molemage with the Wintreborn

6th contest: The Monster Mash (http://www.giantitp.com/forums/showthread.php?581138-D-amp-D-5e-Base-Class-Contest-VI-The-Monster-Mash), won with a three-way tie by Molemage with the Golem, theVoidWatches with the Lycanthrope, and daemonaetae with the Elemental Scion

7th contest: Remix Mastery (http://www.giantitp.com/forums/showthread.php?587919-D-amp-D-Base-Class-Contest-VII-Remix-Mastery&p=23906232#post23906232), won by KOLE with the Ranger Remixed

8th contest: Contest VIII: Magic Without Slots (http://www.giantitp.com/forums/showthread.php?594571-D-amp-D-Base-Class-Contest-VIII-Magic-Without-Slots&p=24070927#post24070927), won by MoleMage with the Cultist

9th contest: It's Time for Time (http://www.giantitp.com/forums/showthread.php?600537-D-amp-D-5e-Base-Class-Contest-IX-It-s-Time-for-Time&p=24361802#post24361802), won by MoleMage with the Clockwinder

10th contest: Blast from the Past (https://forums.giantitp.com/showthread.php?606841-D-amp-D-5e-Base-Class-Contest-X-Blast-from-the-Past), won by PairO'DiceLost with the Martial Adept



1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 8 weeks unless an extension is requested by participants. Voting threads then go up for 3 weeks before the next contest begins.


Dragons
Based in Science
Heroes from Myths
Partial Casters
Hybrid Vigor
Other Media

Breccia
2020-05-13, 02:11 PM
Reserving for Kombatant.

Should be a hybrid similar to the half casters, but special combos instead of spells and monklike for the martial side.

Actually, a monklike who specializes in fighting one-on-one duels seems highly appropriate for this contest. Don't forget hadoken tho!

Breccia
2020-05-13, 02:12 PM
And yes, Elemancy is definitely discount Bending

I object to anything equal to a 9th-level spell being discount anything. Seriously, go nuts at higher levels.

Leathalsandwich
2020-05-13, 03:22 PM
Reserving for Kombatant.

Should be a hybrid similar to the half casters, but special combos instead of spells and monklike for the martial side.

Have you ever played duantless, cause if you have, sort of reminds me of their gauntlets ( in a good way)

http://playdauntless.com

Lanth Sor
2020-05-14, 09:37 AM
The Protagonist, They have a pool of interest points. These are not necessarily bad or good just interesting.

Roll a nat 1 vs intimidate a gnome, I use an interest point. You were attacked but small children and never got over it, this gnome looks like a child.

BerzerkerUnit
2020-05-14, 04:48 PM
Lanth Sor
Pls take a look at this for inspiration:

https://drive.google.com/drive/folders/13VGtlAoQTJgLk5UN1NQ_hdypQAKeZGtL

BerzerkerUnit
2020-05-14, 05:24 PM
So, a Monster Class with archetypal subclasses that can be flavored to lean into “villain” roles more like a heist group than heroic party.

I’m considering allowing higher level Subclass abilities be swapped for equal or lower level abilities from other Monster subclasses so you can really flavor the monster to taste.

Start with “Monstrous Form” this would be a list of resistances, Attack types you can pick from and layer onto a race of your choosing. Maybe a baseline of “magic resistance” against most spells but particular weaknesses to specific abilities like turn undead/detect evil/magic circle etc.

From there we segue into Subclasses

I’m thinking
Parasite- you eat some biological resource, could be blood, could be brains, could be something like beauty or years of life.

Hulk- your large monstrous form makes you a terror

Creeper- you use stealth or subterfuge to kill, maybe a sneak attack mechanic with a unique kill mode, like a Medusa whose gaze does psychic damage until you’re stone?

Later you can get followers maybe
Hulks might get toadies
Parasites might get Spawn or Thralls
Creepers will probably get some organization of similar monsters.

So a Hulk that takes Spawn could be like a Slaad, while one that takes “Magical Gifts” could be an Oni.

We’ll see how it turns out.

BerzerkerUnit
2020-05-15, 12:50 AM
Here's the Monster Base, still working on subclasses.
https://docs.google.com/document/d/1wkyTH2p9hcR7uEcu5FbNz3dNjzmJbUvmNu4vuqqy8Xg/edit?usp=sharing

It's open for comment on the doc

Also have a bunch ported into the spoilers in the entry. I'll get to formatting soon.

BerzerkerUnit
2020-05-19, 08:08 PM
Early thoughts on Petitor:

I think you might be porting in text from a previous edition's write up? I saw reference to BAB as a prereq.

I'm also seeing a lot of percentile values. For the mathletes that like figuring out percentage chance of success on the fly, I'm sure it's a treat, but for the average player it might be easier if you made it something like "When you roll 18-20 on the die for an ability check." or "when your dice come up the same number when you have advantage or disadvantage" for Fate points or something.

Not sure if you can marry your desired outcomes to a system more like that.

Just a thought.

Lvl45DM!
2020-05-22, 12:20 AM
Ok rough outline for the Meta, the guy with the signature superpower.

Sort of a monk/paladin/warlock hybrid.

Powers, Journeys and Origin stories to come. The idea is that there will be a nice range of Speed powers that only speedsters can use. So like a chain of "phase through" stuff Powers and a chain of "Hit things faster and harder" powers. Superstrength is gonna have "Break stuff" and "Hit people" and "Shockwaves", in addition to the general powers they will get as they level.

BerzerkerUnit
2020-05-22, 02:53 PM
I look forward to your Meta write up, the Monster is probably going to be replaced with “The Adaptive” a psionic survivalist Class.


In a world where magic runs wild some inhabitants have no choice but evolve their minds and bodies to survive. These few are known as Adaptives and they live on a razor’s edge of supernatural power and bodily horror.

Hit die: d10
Armor: none
Weapons: simple
Saves: Con, Cha
Skills: 2 from Arcana, Nature, Medicine, Athletics, Acrobatics, Perception, Survival, Stealth

1 Enhanced Metabolism, Survival Instinct
Enhanced Metabolism: food 1/2 the food normally required, rest for 4 hours instead of 8 (elves get no benefit from rest Feature). Your unarmed attacks deal 1d4 Bludgeoning and you regain 1 additional hitpoint when rolling hit dice during rest.
Survival instinct- Psi die Feature. You may Add die to Survival, Perception checks. 1x per turn add to damage with unarmed strikes and Attacks granted by this class (includes die size increase/reduction mechanic from UA)

2 Reactive Resistance
As a reaction when damaged you can roll your Psi die and reduce the damage by that amount. You then gain resistance to the triggering damage type until the beginning of your next turn. If the triggering damage included multiple types (like an Ice Storm that deals Cold and Bludgeoning), choose only one.

3 Survival Mode
Choose your survival mode from the following: Mimic, Symbiogen, Apex. These modes are detailed below.

4 ASI

5 Survival Mode Feature

6 ASI

7 Overwhelm Resistance
Your attacks with Unarmed Strikes and Natural weapon’s granted by this class are considered magical for the purposes of overcoming damage resistance.

8 ASI

9 Swift Escape
You may add your Psi die to any roll to escape or avoid a grapple or restrained condition. Alternatively, you may roll your Psi die as a reaction to move a number of feet equal to 5x the die result when a creature moves within 5 feet of you.

10 Survival Mode Feature

11 Pain Management
You can roll your Psi die as an action and suppress one of the following conditions: Poisoned, Exhausted, or Wounded (such as from a Sword of Wounding). You suppress the effects of these conditions for a number of rounds equal to the result on the die.

12 ASI

13 Compartmentalized Mind

14 Survival Mode Feature

15 Regeneration
As an Action you can spend a hit die and roll your Psi die and add them together. You regain 1 hitpoint per turn for a number of turns equal to the result. If you hold a severed limb to the stump during this time, the limb will reattach.

16 ASI

17 Reactive Immunity
When you use your Reactive Resistance Feature you can choose to become Immune to the triggering damage. When you do you reduce the size of your Psi die regardless of the result.

18 Survival Mode Feature

19 ASI

20 Paragon
You gain +6 ability points which you assign to your Ability scores as desired. If you are playing with optional Feat rules you can choose up to two feats and gain +2 ability points.



Your Survival Mode is the specific means by which you excel at surviving, through the power of Mimicry. Duplicating the deadly threats present and disguising yourself as something harmless, as a Symbiogen, pairing up with other powerful or well adapted creatures to thrive, or as an Apex, dominating a particular environment as the most deadly.


3 Swift Disguise and Psychic Gear
You can cast Disguise Self at will but it does not Disguise your equipment. You can choose to instead roll your Psi die as a bonus action, casting Alter Self and adding the result to the difficulty to pierce your disguise. Your form can include armor and weapons of any sort however they are part of your form, cannot be discarded. Instead of its normal benefit, Armor allows you to calculate your AC as 10+Dex+Proficiency. Your weapon damage is based on your Psi die but otherwise behave normally for its form.

5 Mimic’s Flurry
As a bonus action you can choose a creature you can see within 30 feet and roll your Psi Die. For a number of rounds equal to the result you can duplicate that creature’s attacks, including multiattack, breath weapons, eye rays, etc. but not spells. Your form warps wildly as you temporarily transform you body parts to make the attacks. You use the target’s bonus to hit and damage as well as any save DC. If the target creature’s CR or level is more than 1/3 of your level in this class, you reduce the size of your Psi die regardless of the result.

10 Shapeshift
As an action you can roll your Psi die and shapeshift into another creature you have seen that is one size larger or smaller than your base form. You retain your own personality, ability scores, and hit points in this form but have the target creature’s senses and movement modes and are limited to the actions the form can take. You can remain in this form for a number of hours equal to the result on the die or until you change back as an action.

14 One of Us
At this level, when you use your Swift Disguise you can attempt to charm a number of creatures of a similar or associated type equal to the result on the die. The targets must succeed on a Wisdom save DC 8+ Con+Proficiency. On a failure the targets are Charmed by you for the duration of that Disguise.

18 Master of Infinite Forms
As an action you may reduce the size of your Psi die to cast the Shapechange spell once, ignoring the material component. When the spell ends reduce the size of your psi die again. You regain the use of this ability after a long rest.



As an Apex you adopt a simplest is strongest approach. Once you’ve adapted to an environment you learn to dominate it and it’s inhabitants.

3 Iron Body
You may calculate your AC as 10+Con+Proficiency Bonus when not wearing armor or using a shield. Your unarmed attacks can deal bludgeoning, piercing, or slashing damage. Their damage improves as a Monk’s Damage does. When you attack with an unarmed strike, you can make an unarmed strike as a bonus action. You can add your strength modifier to this damage.

Terrain Adaptation
Choose a terrain from the following: Forest/Jungle, Coastal/Aquatic, Mountain, Underdark, Plains
While in your preferred terrain you can add your Psi die to Stealth, Athletics, and Acrobatics checks.
When you complete a long rest in a new type of terrain you can attune to that type of terrain and apply your bonuses there.

5 Rending, Extra Attack
When you take the attack action on your turn you can attack twice instead of once. When you hit a creature with 2 or more unarmed strikes on your turn you deal additional damage equal to your Psi die. You can forgo this additional damage to instead reduce one of the target’s speeds to 0 until the end of your next turn.

10 Sky Lord
Regardless of terrain you become death from above. You can roll your Psi die as a bonus action. You gain a fly speed equal to your speed for a number of minutes equal to the result.

14 Enzyme
When a creature attacks you in melee your body creates an offensive mucus that eroded their defenses and efficiently consumes their substance. When you use your Reactive Resistance ability against a melee Attack the triggering creature gains vulnerability to your unarmed attacks until the end of your next turn.

18 King of Monsters
As an action you can reduce the size of your Psi die and cast Invulnerability once. When the spell ends you reduce the die size again. You regain the use of this feature after a long rest.



You form a psionic bond with another creature So both of you can thrive.

3 Psionic Symbiont
You can form a symbiotic bond with a Plant or Beast (including swarms) of your size or smaller that is unconscious or willing. The creature’s CR or level cannot be more than 1/3 your level in this class. (Inanimate plants use the Awakened Shrub or Twig/Vine Blight Stats as appropriate for size and possible CR.) Once the bond is formed the creature is Charmed by you and its hitpoints become 5 x your level in this class. It otherwise retains its normal Traits and abilities. At any time you may roll your Psi die to enhance its attacks, damage, saving throws, ability checks, and AC by your proficiency bonus for a number of rounds equal to the result on the die. You may use your reaction to apply your Reactive Resistance to your Symbiont if it’s within 60 feet.

The creature moves as you direct and can use its reaction without being instructed. It automatically takes the dodge, dash, or disengage action when you do unless directed otherwise.

You must use a bonus action to direct the creature. If you direct it to attack, it makes a single attack. If the creature has the Multiattack action, you can instead use your action and direct it to multiattack.

As long as you’re on the same plane, you can roll your Psi Die to use your Symbiont’s senses for a number of minutes equal to the result. You are deaf and blind while you maintain concentration on this ability.

When you rest with your Symbiont you can divide the results of your hit dice as desired between you.

If you die and your Symbiont lives, it remains friendly to your allies and will travel with them for 1d10 weeks or until you are brought back to life. The bond otherwise ends when you form a bond with another creature or the Symbiont dies.

5 Superior Symbiosis
When you rest with your Symbiont you may roll your psi die and add the result to each hit die expended to heal. You gain proficiency in one skill your Symbiont is proficient in until your bond ends. Your Symbiont gains the benefits of your Enhanced Metabolism.

10 Monstrous Symbionts
You may now become a Psionic Symbiont to an Ooze, Monstrosity or Aberration. These generally ill tempered and wild creatures do not remain friendly to your allies and depart immediately upon your death.

14 Endosymbiosis
If your Symbiont is within 5 feet you can roll your Psi die, temporarily fusing with it as an action, absorbing it into your body or being absorbed into it. This fusion lasts for a number or minutes equal to the result of the die and has the following effects.
You gain temporary hp equal to the symbiont’s current hit points.
You gain all of its traits, movement modes, senses and attacks. You may enhance your traits with your Psi die as described in the Psionic Symbiont feature.
The fusion ends when the duration expires or you choose to end it as an action. If you die while fused the Symbiont dies as well. When the fusion ends your Symbiont appears in an empty space within 5 feet with Hitpoints equal to the Temp HP remaining or 1, whichever is higher.

18 Parasitic Symbiosis
You can reduce the size of your Psi die as an action and direct your Symbiont to begin fusing with the remains of another creature that has been dead for less than 200 years. If there are no remains you can reach out psychically to the soul of the creature and the Symbiont will painfully transform into a suitable vessel for it. This torturous process requires your full concentration and takes 1 hour and has the effect of a True Resurrection spell. Your Symbiont is killed in the process, the whole of its body and soul consumed with the effort. It can only be restored if a Wish is used to restore its soul first.

Leathalsandwich
2020-05-24, 04:35 PM
I look forward to your Meta write up, the Monster is probably going to be replaced with “The Adaptive” a psionic survivalist Class

I actually like the idea of the monster(villain?) class, though it is your choice in the end, I would like to encourage your to continue with the Monster/Villain class.

Leathalsandwich
2020-05-24, 04:48 PM
How I made this : The Gunslinger Edition

(Read with British or Australian accent)

First, I know that a Gunslinger/Gun Smith Class is as plentiful as the Ranger Homebrews, which I have stopped looking at due to some really bad ones I have seen, so yeah. Feel free to not look at this.


When making this homebrew I first looked at all the things not in DND right now. Brutal Critical for ranged weapons, a system to create a weapon for yourself, pouching from other classes—oh wait— scratch that last one. I then imagined a picture of a gunslinger (Insert image of Talisan Jaffe), I immediately threw that out the window.

The Gunslinger starts at low levels customizing their 💪, I mean 🔥 💪, though this will continue, the later levels consist of being able to shoot said gun really well or really interestingly.

From the Champion Fighter, Improved and Superior Critical was pouched, and from Barbarian a form of Brutal Critical. Thus making a critical fishing, gun wielding, murder hobo class for you to play.

You can also make stuff to add to your murder hoboing like hitting better, or firing more, or building another gun and taking the Dual Wielder feat.


As a Marksman, you can choose were you murder hobo, like on there arms, legs, chest, or head?. You can also look into the distance like Legolas, and find were your enemies are weak.

As a Spell Shot, you can cast spells and cantrips, or just Smite— I mean Arcane Shot and be total ranged Paladin. Later you can see magic and use magic better 🙀.


Then the writer of the class got tired but wanted to show that he was still participating, thus the lack of schematics. I Blame the Writers.

BerzerkerUnit
2020-05-24, 08:35 PM
I actually like the idea of the monster(villain?) class, though it is your choice in the end, I would like to encourage your to continue with the Monster/Villain class.

Thank you!

I'm pretty happy with the Adaptive as is (so much so I'm going to ask to playtest it during the next home game my group starts), but I don't think it matches "signature feature" as a theme as well as the very customizable Monster does.

Messing with the monster I've made what I feel are pretty successful creatures. The danger is spells. By design they acquire higher level spells at the wizard rate though they'll never have the staying power a full caster will or even a warlock. The spells are really intended to let you duplicate signature monster abilities consistently but no ad nauseum. So a "mindflayer" can get planeshift and Dominate Person ASAP, but would never be able to do both in one combat. That said, if... I don't know... FFVII "Genova" or a regular old Djinn were your concept, at 17th level you can Meteor Swarm or Wish after every short rest...

As a DM, I'm okay with that but know not all will be and I can see some players assuming they can dig up or make up whatever wacky folklore to make a creature that gets to treat mystic powers like a smorgasbord.

The damage is actually pretty middling but I think it's a fair trade for unique concept and the potential to get some very strong benefits (permanent flight?) at fairly early levels.

A Flesh golem can range from "Frankenstein's Monster" to "Monster from Van Hellsing" to Promethean: The Created reanimates, and a Vampire can go full WoD to Strahd, to 30 Days of Night, to Castlevania. So I'm happy with it over all. I'll post some builds later and try and break out some of the math.

Edit: Here are those builds! (https://docs.google.com/document/d/1c38smdCLZClTwvb2VySdL33n_6nbIO9ka17D1bYKC2U/edit?usp=sharing)

Leathalsandwich
2020-05-25, 01:48 PM
My Thoughts on: The Petitor

Okay looking at it, it seems like it is meant for a different system. Skill Points? Bucklers? They aren’t in 5e.

The percentages have already been addressed.

Then we get into class features, in which there are too few and too many at the same time.

Focus points: So you get feats ? If so, NO all dnd 5e class do not offer feats explicitly because it is an optional rule.


I personally get the whole, mix and match make your own, but this mess of tales and talents is confusing and against the 5e belief in simplicity.

I think with more time this class could become fleshed out, simplified, fun to play, and really cool.

The Concept is Amazing, the execution is the problem.

BerzerkerUnit
2020-05-28, 01:24 PM
Here’s the finalish copy. Might add a few things later: got some art in there too.

The Monster (https://drive.google.com/file/d/1OO_Q91KqBRUZZfvYUp5Rau_CNNCcdvoY/view?usp=sharing)

MoleMage
2020-05-28, 01:57 PM
I started work on The Chef, a sort of support/combat hybrid. Their core feature is Chef's Special, a little mini-potion they can make at the same potency and frequency as Bardic Inspiration. Their main supporting feature is Secret Ingredients, a sort of Eldritch Invocation that modifies the effects of Chef's Special.

I've still got to write the Secret Ingredients and spell list for the class and then I'll post it.

BerzerkerUnit
2020-05-28, 03:16 PM
I started work on The Chef, a sort of support/combat hybrid. Their core feature is Chef's Special, a little mini-potion they can make at the same potency and frequency as Bardic Inspiration. Their main supporting feature is Secret Ingredients, a sort of Eldritch Invocation that modifies the effects of Chef's Special.

I've still got to write the Secret Ingredients and spell list for the class and then I'll post it.

This sounds adorable but I’m shocked you didn’t name their schtick “Signature Dish.”

MoleMage
2020-05-28, 10:16 PM
This sounds adorable but I’m shocked you didn’t name their schtick “Signature Dish.”

The phrase is in the first line of the feature description. I may change it still but it felt too on the nose given the contest name (less so than the class I briefly considered about literally signing its name on things but still pretty on the nose).

Lvl45DM!
2020-05-29, 02:26 AM
Ok base Archetypes of Speedster Superstrength and Energy Projection (god i need better names for them) are added, as well as what the Cape, the Cowl and the Cloak do.

Powers are next.
Jeez what have I gotten myself into...


Taking suggestions on the basics, like HD, Save profs that sort of thing.

BerzerkerUnit
2020-05-29, 05:17 PM
Meta- I’m liking it so far. Early thoughts-

Speedster
Level 17 gadget upgrade nerfs lvl 1 speedster feature as Advantage is something they can always have?
Speedster: Level 1 feature needs a power up: maybe, Dash as bonus action, con mod/day you can make 1 melee or ranged Attack after you have moved 10 feet while dashing. Increases to 2 attacks @17th
I’d give the Speedster Action Surge but allow them to do it more if they take a level of Exhaustion.
Energy guys (Might just call them Manipulators since they could take Poison and make it plant or snake manipulation etc)
Origin- Maybe a pool of dice for energy wielder and the con mod Damage is the always on back up. So you get 2 dice per level and can throw half level rounded up at one time. Give them a “recharge” to use a bonus action to get one die back or an action to get 2. So they can recharge fairly quickly. I’d change the con mod bonus damage to Martial Arts die or Proficiency.
L14 Feature is out of balance, Cold petrifies and Poison Poison’s is incongruous. Maybe Cold Slows instead?

Right now it’s skewing very strong in some ways, that makes me think the Powers won’t be that powerful.

Lvl45DM!
2020-05-29, 10:10 PM
Meta- I’m liking it so far. Early thoughts-

Speedster
Level 17 gadget upgrade nerfs lvl 1 speedster feature as Advantage is something they can always have?
Speedster: Level 1 feature needs a power up: maybe, Dash as bonus action, con mod/day you can make 1 melee or ranged Attack after you have moved 10 feet while dashing. Increases to 2 attacks @17th
I’d give the Speedster Action Surge but allow them to do it more if they take a level of Exhaustion.
Energy guys (Might just call them Manipulators since they could take Poison and make it plant or snake manipulation etc)
Origin- Maybe a pool of dice for energy wielder and the con mod Damage is the always on back up. So you get 2 dice per level and can throw half level rounded up at one time. Give them a “recharge” to use a bonus action to get one die back or an action to get 2. So they can recharge fairly quickly. I’d change the con mod bonus damage to Martial Arts die or Proficiency.
L14 Feature is out of balance, Cold petrifies and Poison Poison’s is incongruous. Maybe Cold Slows instead?

Right now it’s skewing very strong in some ways, that makes me think the Powers won’t be that powerful.

Yeah its pretty rough. I just wanted to get something down you know.

Lvl 1 Speedster too weak and gels badly, yeah got it. I like the exhaustion mechanic

Ooooh ooh! Kinetics? like Pyrokinetic? Hrm. Manipulators is good. Allows for better fluff.
Hrm that is interesting. Puts the focus on pre-existing elements, and more like a Ki pool for their laser blasts.
Cold Slowing does fit, but then its weaker right? bah. Needs work.

The powers are much more about altering the basic chassis rather than granting full on new powers, but of course they are also trying to reference as much superhero lore as possible. The hardest part is going to be scaling the powers down to below level 5, so much superhero stuff is...superheroic.

I was thinking, to weaken it overall, making it a d8 Hit Die character? Not that I have Hit Die down anyway.

BerzerkerUnit
2020-05-31, 12:24 AM
Yeah its pretty rough. I just wanted to get something down you know.

Lvl 1 Speedster too weak and gels badly, yeah got it. I like the exhaustion mechanic

Ooooh ooh! Kinetics? like Pyrokinetic? Hrm. Manipulators is good. Allows for better fluff.
Hrm that is interesting. Puts the focus on pre-existing elements, and more like a Ki pool for their laser blasts.
Cold Slowing does fit, but then its weaker right? bah. Needs work.

The powers are much more about altering the basic chassis rather than granting full on new powers, but of course they are also trying to reference as much superhero lore as possible. The hardest part is going to be scaling the powers down to below level 5, so much superhero stuff is...superheroic.

I was thinking, to weaken it overall, making it a d8 Hit Die character? Not that I have Hit Die down anyway.

I think a D8 hit die works well. maybe give the Strength character +1 hp/level.

Not sure what I expected the Cape/Cloak/Cowl to be, but it wasn't those. Not necessarily against the concept, just unexpected. I guess, since it seems a significant RP choice I thought they'd branch a little more like Pact Boons. Maybe you could block Powers together to make different Metas more niche. Like, a wizard is a wizard is a wizard, their spells impact play a lot more than their subclass, but Different Pact Boons and patrons make very different warlocks.

The pool of dice thing I think of a little like Dragonball Z. You can throw a big blast or lots of small ones and then you can stand there charging up to get it back. You could let them substitute or tack it on to their unarmed damage.

You could think of Powers as Cantrips with level requirements. Weak effects that expand automatically as you level. You could have them in Steps so the later you take one the less powerful it will be at 20th, or just have them be like cantrips.

So let's look at Flight. It might just be floaty leaps, or the Storm Sorc level 1, use a power, fly your speed till end of turn. At 5th it boosts to give yourself a fly speed of your speed for 10 minutes. At 11th it's like boots of flying. At 17th you can fly all the time.

Detection. Level 1 you can sense a specific object you have seen or heard described within 30 feet. At 5, it's objects or creatures within 100. At 11 it's 300. At 17 it's 1 mile. Blocked by metal, wood, etc.

Maybe you could apply the dice pool mechanic to each.
- You have a pool of strength dice, roll to add to feats of strength or melee or ranged weapon damage/
- you have a pool of speed dice, roll to add to feats of acrobatics or melee or ranged weapon damage/
- you have a pool of energy dice, roll to add to applicable tool or survival checks or melee or ranged weapon damage.
You could even add in an optional sidebar about how if the maximum total of strength/speed/energy dice exceeds the max damage of a nonmagic weapon it causes them to break or melt.

Maybe brick your powers together based on subclass or give them riders based on Cowl/Cloak etc.

Lvl45DM!
2020-06-02, 12:18 PM
Changes and additions have been made to the Metahuman.

Some powers Ive taken a stab at, the Power list is still a WIP. Things like prereqs need to be added. Alot of them are just ribbons to their Origin Story powers.

Huge changes to Cape, Cowl and Cloak.

This class is so dumb, why did i do this

ARTHAN
2020-06-04, 10:29 PM
I do not know if this is the right topic to ask this, but has the voting began? Are we, the participants, allowed to vote? Are there going to be polls of some sort? Thanks in advance.

BerzerkerUnit
2020-06-04, 10:51 PM
I do not know if this is the right topic to ask this, but has the voting began? Are we, the participants, allowed to vote? Are there going to be polls of some sort? Thanks in advance.

Contest runs until early july (6th i think?). That's when final copies have to be in the thread and we start voting. It's ranked choice for top 3.

ARTHAN
2020-06-05, 01:12 AM
Contest runs until early july (6th i think?). That's when final copies have to be in the thread and we start voting. It's ranked choice for top 3.

Thanks for the fast reply. I had misread the deadline. I thought it was June 5th instead of July 5th, that is the reason I started to panic. :P

sengmeng
2020-06-05, 07:50 PM
The Kombatant is playable. That was a lot of work! Anyone's favorite character left out?

Lanth Sor
2020-06-13, 07:20 PM
OK so I have a working class. I plan on working on the spell list, and adding some new archetypes. The class is a Shaman based on casting spells via totems. There may be major holes as It required re-contextualizing how many spells function fundamentally.

MoleMage
2020-06-14, 11:28 AM
I suppose if I'm going to write a class I should at least post it.

Reviews coming over the next week. Hopefully it isn't too late to be helpful this time.

pygmybatrider
2020-06-16, 06:54 AM
G'day dudes, been out of the game for a while.

Have tentative ideas for an Int-based Mage class that can be taken in virtually any direction depending on subclass - thinking Battle Mage, Red Mage, White Mage, and maybe Blue Mage and/or Black Mage.

Thinking base class is a full caster who prepares a small number of spells from a pretty limited class list, but the more casty subs have access to a mechanic similar to magical secrets, limited via school, or a smaller set of "domain" spells. Battle gets extra attack at 6 and maybe some form of scaled-down Smite.

The "signature creation" comes from the specific focusses of the subclasses and also the ability to create your own "signature creation" via the class.

Will have a think and see if I can come up with something in the timeframe.

MoleMage
2020-06-16, 12:29 PM
Feedback time! Splitting the contest into two halves; I'll get the other classes tomorrow.


Gotta say this isn't what I expected, though a signature fighting style or finishing move definitely fits the theme.


The wording on Kombo could be tightened a bit to prevent stacking abuse from other effects which modify unarmed strikes. "As an action, you can make two unarmed attacks. These attacks deal damage equal to your Strength modifier plus 1 (minimum 1) on a hit. If at least one of these attacks hits, you can make an additional such attack as a bonus action."
Basic Moves: What action do the moves require? Can you choose to use leg sweep and uppercut after you know whether the attack hits (like smite)?
I like Agility. A half-speed disengage isn't a lot, but it's enough to move around.
Toasty! gives a huge spike in Kombo points (1d20 compared to the maximum of 4 previously possible in a single turn, or 5 possible with Enhanced Kombo a level later) but critical hits aren't common enough to rely on it so it's probably fine. Just swingy.
Enhanced Kombo: It becomes extra important here to have the tighter wording; Kombatant 5/Monk XX basically gets a free Extra Attack (2) and Flurry of Blows at will, but also retains the ability to make monk unarmed strikes (or up to d8 with them).
Finish Him! is like Toasty! in that it provides a great variance in Kombo point generation but it's more controllable. It's interesting to me that there isn't any other feature in 5e that requires or benefits from attacking an already-defeated opponent.
Can you wait to use Round Two Fight after seeing if you succeed on your death save or do you have to do it before making it?
Flawless Victory is pretty unlikely to happen in most normal play, especially since the class doesn't have any form of healing. Block can carry them a long way but incidental damage is still going to happen. Still, it is faithful to the source to include it.
Fatality is interesting. The thought of someone using it on a tarrasque or an ancient red dragon tickles me, and I can't really complain about it breaking the balance of the game too much when it is competing with the likes of Wish.


Overall it's got a clear structure and theme, and it delivers on that theme quite well. The only things I'm worried about are the swingy generation of Kombo points through inspiration and the potential for abuse when combining Kombo with other features that enhance unarmed attacks (a lizardfolk kombatant will be doing 12.5 damage more on a full Kombo than any other race at level 5).



Looking over this puts me in the mind of World of Darkness (Beast: the Primordial). I haven't actually played that splat yet but I've had an interest.


Monstrous Weakness: Even assuming you're choosing your weaknesses to fit theme instead of to exploit the mechanic, Creature, Substance, or Plant are probably going to be a lot easier to avoid than Energy or Item. Energy also doesn't explain how to calculate for instantaneous effects (if my Weakness is Cold, obviously I am affected by Cone of Cold, but I can't end my turn within 5 feet of an effect that isn't persistent). If a player isn't operating in good faith, they could choose something like Creature(Tarrasque) that prevents them from ever coming up against their weakness unless the DM is willing to commit to killing the whole party.
Natural Weapons: Additional Claws. Is there a limit on the number of additional claws I can grow, or could I be a murderpede with 7 pairs of claws if I wanted? Multiattack would mean 14 attacks evil laughter.
Rending Claws grants a benefit for hitting with both claws when taken (as early as level 1), but does not offer a way to hit with both claws until multiattack at level 5. Allowing a bonus action attack with the off-hand claw seems to be the intent, but isn't mentioned in the description.
Unnatural Assault's level 5 bonus action option is probably not necessary; the Instinct bonus already allows it to remain competitive with other limited-use damage options. It implies that you can take unnatural assault multiple times but does not mention that anywhere in the feature.
Expressive Assault: changing a damage type is nice but not worth a whole Aspect in my opinion.
Assailing Wave: Allowing a monster to take this feature more than once to get more frequent usage would be nice.
Stunning Assault: I don't like the expenditure to extend. From a gameplay standpoint stunned is too strong for such a wide and long duration effect, and from a narrative standpoint the duration should be locked in when the effect happens.
Fearsome Mien: Creatures should get follow-up saves in certain conditions (such as at the end of each of their turns or when you or your allies attack them).
Multiple Heads: Could you expand the example to indicate circumstances which would allow 3 or more bite attacks?


I did read through the Archetypes and my only concern there is there seems to be a gap for aggressive predatory monsters (like manticores or dragons). Hulk is probably the closest option for building something like that as it stands now, but a dedicated Predator subclass would be nice. Overall you've got a really solid framework here, but you rely on players making their choices to fit a theme instead of for mechanical benefits more than I'm accustomed to seeing.




I think your link points to an older version of your document; I'm seeing a table for "The Accompanied". I'll check back periodically and get a review up when the link is fixed.

BerzerkerUnit
2020-06-16, 10:30 PM
Feedback time! Splitting the contest into two halves; I'll get the other classes tomorrow.


Looking over this puts me in the mind of World of Darkness (Beast: the Primordial). I haven't actually played that splat yet but I've had an interest.


Monstrous Weakness: Even assuming you're choosing your weaknesses to fit theme instead of to exploit the mechanic, Creature, Substance, or Plant are probably going to be a lot easier to avoid than Energy or Item. Energy also doesn't explain how to calculate for instantaneous effects (if my Weakness is Cold, obviously I am affected by Cone of Cold, but I can't end my turn within 5 feet of an effect that isn't persistent). If a player isn't operating in good faith, they could choose something like Creature(Tarrasque) that prevents them from ever coming up against their weakness unless the DM is willing to commit to killing the whole party.
Natural Weapons: Additional Claws. Is there a limit on the number of additional claws I can grow, or could I be a murderpede with 7 pairs of claws if I wanted? Multiattack would mean 14 attacks evil laughter.
Rending Claws grants a benefit for hitting with both claws when taken (as early as level 1), but does not offer a way to hit with both claws until multiattack at level 5. Allowing a bonus action attack with the off-hand claw seems to be the intent, but isn't mentioned in the description.
Unnatural Assault's level 5 bonus action option is probably not necessary; the Instinct bonus already allows it to remain competitive with other limited-use damage options. It implies that you can take unnatural assault multiple times but does not mention that anywhere in the feature.
Expressive Assault: changing a damage type is nice but not worth a whole Aspect in my opinion.
Assailing Wave: Allowing a monster to take this feature more than once to get more frequent usage would be nice.
Stunning Assault: I don't like the expenditure to extend. From a gameplay standpoint stunned is too strong for such a wide and long duration effect, and from a narrative standpoint the duration should be locked in when the effect happens.
Fearsome Mien: Creatures should get follow-up saves in certain conditions (such as at the end of each of their turns or when you or your allies attack them).
Multiple Heads: Could you expand the example to indicate circumstances which would allow 3 or more bite attacks?


I did read through the Archetypes and my only concern there is there seems to be a gap for aggressive predatory monsters (like manticores or dragons). Hulk is probably the closest option for building something like that as it stands now, but a dedicated Predator subclass would be nice. Overall you've got a really solid framework here, but you rely on players making their choices to fit a theme instead of for mechanical benefits more than I'm accustomed to seeing.





Thanks so much for your feedback, I've been waiting for some with baited breath but I realize the world at large has a lot more important stuff going on.

I'll answer your last point first RE: themed building vs minmaxing.
-I don't think this will be as big a problem as a lot of folks make it out to be. If you have a problem player that looks to break things this will hardly be the first class that presents such opportunity. I think most players would rather really try to recreate their favorite monster, or create a really interesting one, more than just find the biggest pile of dice. I've been blessed with great players that want to work together to tell a fun story, I know that's not always the case, but even then, put this side by side with the Oath of Glory or Necromancer Wizard and it's probably not too crazy.

Now from the top:
The point of the weakness is for the DM to heighten tension when appropriate or reign you in if your build peaks a little early. While it's intended to be player's choice a DM can always let them know what will fly at the table. As for Plants vs Energies etc. If a player chooses wolfsbane, peasants probably carry that to ward off lycanthropes, it might be growing nearby (or planted by townsfolk for the above reason). If they choose an energy it's far more likely they'll suffer the Branding effect, 10 damage is not hard to deal with a spell and the effect is brutal. Like cut and run brutal, but they can have party members help them.

Also, a DM should never forget that omnipotence has its privileges.

If my player said "Weakness: Creature: Tarrasque" I'd remind them that the Tarrasque rests in the earth, it could be anywhere underfoot at any time as it becomes more active. So they could find themselves wilting at any moment.
I might make it their destiny to face the Tarrasque in mortal combat, perhaps it's a natural predator and they are a delicacy, or a rival, or maybe it's their mom. They might constantly push the party to be pirates and go to sea to try and avoid this weakness only for the legendary Everblood Phial (a few drops of T-Blood used as a holy symbol by the evil cleric) to be brandished in a final battle. That's a fun idea and I appreciate the inspiration, thanks!

Jeremy Crawford recently posted to twitter about natural weapons and off hand attacks, I think (and was kind of wrong IIRC). Even if he hadn't, I thought the baseline was use 2 weapon fighting rules for any offhand attack. Monk MA allows you to add ability mod. TWFighting style allows you add ability mod, this class provides neither but multiattack fills the niche at 5. While your Murderpede is absolutely in the confines of what's possible, I'd discourage going that way for the same reason I encourage a Necromancer to limit the # of skeletons they wander around with (but at least they can pass them off). 14 attacks/turn won't be fun for other players and will probably get a little boring (though a poisonous murderpede creeper that makes 6 attacks wouldn't be too egregious). As a DM I'd probably limit the # of claws to the number of limbs your base race has and allow you to buy more by taking Tentacle/Tail for each additional limb. So if you started with Centaur you'd have 6 ready to go and could kit them out by level 3 and that makes more sense to me narratively as I picture a millipede rearing up leaving half it's legs on the ground for stability. If you bought an extra tail you could grapple like you're coiling around the target and oh I may vomit...

And we're back. Paragraph 1, last sentence says you can take it multiple times for different attack types, I'll have to start a new paragraph there. I know for sure you're supposed to be able to use Unnatural Assault as a bonus action when you use unnatural assault (so you could shoot two eye rays for example). Note: using it as a bonus action denies you the ability to scale it up so it's basically like a quickened cantrip and a pew pew option appeals to the warlock player in me. I need to clarify stunning assault that you can only enhance it when you use your action to do it.


This should have a sentence indicating you spend a point of Monstrous Instinct to enhance it the way you enhance Unnatural Assault (kinda like a smite).


I wanted to leave this is a 1/encounter type ability. It's really so amazing as is since Unnatural Assault is an attack roll instead of a save and this doesn't change that, so that's numerous crit chances akin to steel wind strike.


Combined with Assailing Wave this is explicitly the Mindflayer Mindblast combo. It's deliberately very costly, more so than a monk's stunning strike. Trying to use it to lock down 3 enemies for 3 rounds is the absolute limit you could achieve in an encounter at 17th, and they're still saving every round. 1 Monstrous Instinct per target, and another 1 for a chance to extend, but that means you can limit the stun to preferred targets (like the enemy caster). It limits the effectiveness but gives the player more control.

As an 18th level fear effect I thought a minute of fear was fair. I was always so put off by the Dragon Sorc ability which is costly and weak.

The example of a Hydra.
Extra Heads (for the 6 heads) and Bite @ level 1. Limit 1 bite attack.
What Large Teeth @ 3rd. Still 1 Bite attack.
Multiattack @ 5th. 3 Bite attacks (2 bite aspects and 1 multiple heads aspect)
Two Heads are Better at 6th. 4 Bite attacks (2 bite aspects and 2 multiple heads aspects)
What Large Teeth 2 @ 10th. 5 Bite attacks (3 bite aspects and 2 multiple heads aspects)
Swallow @ 15th. 6 Bite Attacks (all the Bite aspects and both multiple head aspects)
You've probably been killed long before now though because you had 0 versatility.

probably Goliath for reach on your turn
1 Hulk Archetype, multiple heads, Bite
3 Natural Armor
6 Bite d8
10 Natural Armor again if dex is bad or Monstrous Vitality
15 Mystic Powers (Regeneration Spell, Cloudkill, maybe Enlarge/Reduce)
18 Bite d12 (now making 5 attacks/round, 4 bites and a d4 punch/slam as a bonus action)


Again, thank you so much for your insights and critique. Now, I have some editing to do.

MoleMage
2020-06-17, 02:29 PM
Some more feedback!


I don't know why my gut instinct is to assume superheroes don't mix with high fantasy. They're just people with unique and barely explainable powers for the most part. They should be right at home!

General

Costume and Get Off My Planet! are both missing their level gained in the description.
Speedster: Superspeed as written imposes limitations on the basic Dash in addition to the special Dash as a bonus action which it grants. Is that intentional?
Speedster: Faster than a Speeding...'s description seems to be missing a word. Is it supposed to be "In any round you may spend a Speed Burst to [...]"? Either way, this is way to strong, even buried at level 14. Compare Action Surge, which is the same effect but only can be done twice at level 17; Faster than a Speeding could be done 14 times when it is gained.
Kinetics: Energy Blast doesn't specify the range at which you can create the sphere, cone, or line. If it centers on you, keep in mind that by default a sphere includes its origin so you can't use sphere without potentially harming yourself (though you'll have resistance and may regain 1d10 hit points if you make your own save).

For the most part the core features look fine. The only concern I have is that the class doesn't have much in the way of a clear mechanical identity in its core features (the subclasses have plenty), so much as it get a bunch of unrelated features covering different parts of superhero fiction.

Powers

Blur of Speed and Quick Hands have the phrasing "you may do X when you spend a Speed Burst". As I read it, you can do those things whenever you spend a Speed Burst to do something else, but the intent seems to be you can spend a Speed Burst to do those things. Instead, try a wording of "You can spend a Speed Burst to X"
Quick Recovery should specify that it lets you use Superspeed 2 rounds in a row; the basic Dash action (taken as an action) doesn't have restrictions.
Shake the Earth, Shockwave Clap, In a Single Bound should specify what action (or no action) type is needed to use them.
This is Something I Have to Do Myself should stop functioning when you have 0 hit points.
How does Hidden Weakness interact with features that grant resistance or immunity to that element (whether racial, magic item, or from Kinetics or Nigh-Invulnerability)?


This class's frame does allow you to build yourself into a signature style, but it feels like some powers are must-gets (Something I Have to Do Myself, Speed Fighting, Durable Skin, Elemental Manipulator and Secondary Mutation). It's the same issue with the baseline warlock having semi-mandatory Invocation taxes. That said, when I was looking back through them to get examples, there's still a lot of variety possible, so you're probably okay.



Crafting a signature weapon definitely fits the theme. Having it be a gun gives you space to work in without stepping on the toes of other creatures.


Gunsmithing doesn't put a limit on the amount of ammunition you can stockpile. A weight, size, or cost would be appropriate options here if you don't want to impose arbitrary limitations.
I like your tables for generating the baseline firearm. Right out the gate you're choosing what sort of gun you'll be slinging (for me I think I'd go with a double-barrel, Lowest Range, Two-Handed, Reload 2). I am curious why the table goes up to 11 when choosing the highest modifier option in each table gives a result of 9. I assume modifications are involved.
Looking back at the feature description, Personal Creation doesn't specify what the limit on crafting firearms is, how long it takes, or how much it costs. Can I make more than one gun?
Extra Attack is odd; if you didn't take Reload you can't really benefit from it using your firearm because of the loading property. I assume some modifications will also grant you things to do with the other attack.
Quickdraw implies you can use Personal Creation to create additional guns, so Personal Creation should list a cost and time for doing so.
Spellshot: Arcane Shot is significantly weaker than Divine/Eldritch Smite pre-18 and significantly stronger at 18. Is that intentional?


I'm always fond of tinker classes and this is no exception. I'm really looking forward to seeing the Modifications section.



Your table is throwing me a bit. Does this class not get Ability Score Increases?


Giving the class proficiency in exactly two skills really limits it. In fact, no other class in 5e gives a static skill proficiency. Even rogues have to pick stealth or get it from their background (though with 4 skills that's not a huge limitation for them). What about Animal Handling, Athletics, History, Insight? Those are all fairly crusadery as well.
Level 1 characters should not have access to Full Plate. Heavy armor users start with Chain Mail instead.
Does Endow have a limit on number of items or a duration? Otherwise this class is basically proficient in Tools: All and Instruments: All.
Several Signatures are very powerful to be tied to a single melee attack. Torturer especially, considering the heap of penalties tied to the restrained condition.
Miracle should provide an example of the rough power level appropriate to Miracle (as Clerics' Divine Intervention does).
Animate Shield comes very late in the class and isn't a huge change in their actions (now they can hold their weapon in one hand and their brush in the other, but their weapon is probably being used with Animate anyway). It also doesn't specify a duration, suggesting that I can animate my shield once and it is permanently animated from then on out.
The class is too dependent on Animate to provide any function in combat. Without it, they can make one weapon attack (admittedly, they can use any weapon they want) on their turn and have better health and armor than most other classes, but that's it. Giving the class something to do without expending their single shared resource pool would go a long way.


Overall, the writing style for this class feels like an older edition (3.5 or maybe AD&D though I didn't do much of that). 5e doesn't tend to use terms like Per Day anymore (it favors "you regain all uses on a short/long rest"), and Ability Score Improvements are treated as class features rather than a normal part of leveling up, meaning you have to include them in the table (Fighters and Rogues even get extras) and if you multiclass you explicitly don't get Ability Score Improvements until a specific individual class grants them.

That said, I can understand the intent of the class, and honestly I hoped someone would interpret this contest with a class that required writing something on enemies, so that's pretty cool. Signature gives a good mix of combat and utility, meaning the class would be interesting to play...until you run out of signature since you have no features which can function without your limited resource. I would look at mixing up the class a bit with features that aren't Signature-dependent.

ARTHAN
2020-06-18, 03:43 AM
@Molemage: Thank you for your honest review and yes, the class has a 3.5 feeling on it because it is the edition I started with and, despite 4th being my favorite edition, the influence of 3.5 is obvious on Crusader. I thought that, in 5th edition, proficiencies and ability score increases were fixed for all classes but it seems I misunderstood some things of the edition. I also noticed that I used once the term "standard action" which is not a 5th edition term.

1) Indeed, Religion and Intimidation limit crusader but, taking into account the power of Endow, I don't think they are so limited skill-wise. They are excellent battle musicians, for example.

2) Indeed, but when I think of Crusader I think of a full-plate with a big red cross on it and/or a heavy shield with a big red cross on it. I can't help it! I know that balance-wise is wrong... After all, level 1 & 2 in 5th edition are farmed really fast and the real game begin at level 3. Ok, enough with the excuses, I will try to fix this without ruining the theme.

3) The Cross-like Signatures have not a duration or a limit, including Endow. However, anyone near or adjacent to the Endowed item who scratches or ruins even slightly the Signature cross by any means destroys the power of the Signature cross (but he/she/it must spend an action to do so but that action can be theoretically performed even during combat). That means a Crusader who wears/holds/uses an item may suddenly finds himself/herself in a combat situation where he has no proficiency with the respective item and the Crusader will need to either take our his drawing brush (or holy knife) to create the Signature cross from scratch (by spending an action to do so) to the respective item or fight without having proficiency with the item. Now, imagine a Crusader in full-plate and someone ruining the marvelous signature of his armor... The Crusader is in his/her full-plate without the proficiency, full-plate is not an item that can be just dropped and iirc that means disadvantage to almost everything Crusader is doing (till he take out his brush or knife to fix the problem with an action and by wasting a usage of the Signature/Day).

4) You absolutely can not tie several signatures to a single attack. Sorry for not making this clear. A signature cross would either be Endow or Lock (if you are level 2 Crusader or higher) or Banisher (if you are level 3 Crusader or higher) or Comprehend (if you are level 4 Crusader or higher) etc. but not all these things together.

5) Actually, that is exactly the power I had in my mind while writing down Miracle; Cleric's Divine Intervention. Miracle would just be a little more powerful than Divine Intervention but not much. Maybe I need to analyze this power a little bit more.

6) Animate Shield comes indeed late to the game but it is indeed permanent; you sleep, you wake up and the shield stays there, animated...

7) Actually I think I see where the misunderstanding comes. I wrote "you attack X times with your bonus action" while I meant "your animated weapon attacks X times with your bonus action". I think that explains a lot and sorry for this...

I think I may have to change a few things here and there to make Crusader a more proper submission. In general, I really thank you for your kind words and I will really try to improve in the future.

sengmeng
2020-06-19, 07:54 AM
Gotta say this isn't what I expected, though a signature fighting style or finishing move definitely fits the theme.


The wording on Kombo could be tightened a bit to prevent stacking abuse from other effects which modify unarmed strikes. "As an action, you can make two unarmed attacks. These attacks deal damage equal to your Strength modifier plus 1 (minimum 1) on a hit. If at least one of these attacks hits, you can make an additional such attack as a bonus action."
Basic Moves: What action do the moves require? Can you choose to use leg sweep and uppercut after you know whether the attack hits (like smite)?
I like Agility. A half-speed disengage isn't a lot, but it's enough to move around.
Toasty! gives a huge spike in Kombo points (1d20 compared to the maximum of 4 previously possible in a single turn, or 5 possible with Enhanced Kombo a level later) but critical hits aren't common enough to rely on it so it's probably fine. Just swingy.
Enhanced Kombo: It becomes extra important here to have the tighter wording; Kombatant 5/Monk XX basically gets a free Extra Attack (2) and Flurry of Blows at will, but also retains the ability to make monk unarmed strikes (or up to d8 with them).
Finish Him! is like Toasty! in that it provides a great variance in Kombo point generation but it's more controllable. It's interesting to me that there isn't any other feature in 5e that requires or benefits from attacking an already-defeated opponent.
Can you wait to use Round Two Fight after seeing if you succeed on your death save or do you have to do it before making it?
Flawless Victory is pretty unlikely to happen in most normal play, especially since the class doesn't have any form of healing. Block can carry them a long way but incidental damage is still going to happen. Still, it is faithful to the source to include it.
Fatality is interesting. The thought of someone using it on a tarrasque or an ancient red dragon tickles me, and I can't really complain about it breaking the balance of the game too much when it is competing with the likes of Wish.


Overall it's got a clear structure and theme, and it delivers on that theme quite well. The only things I'm worried about are the swingy generation of Kombo points through inspiration and the potential for abuse when combining Kombo with other features that enhance unarmed attacks (a lizardfolk kombatant will be doing 12.5 damage more on a full Kombo than any other race at level 5).


Thanks for the feedback! I have adjusted the Kombo wording and clarified that spending Kombo Points is not an action, but rather that it enhances an action, or in the case of the Flip Jump is intended to be a free action or non-action as a bit of movement that doesn't count against your normal speed; still not sure if that got across correctly.

I also realized that I forgot the actual description for "Backstory Reveal," the tenth level feature. The lone utility feature, it grants you the proficiencies of a background of your choice, but not the feature or equipment.

Lanth Sor
2020-06-19, 02:21 PM
Updated the link, sorry I forgot last time.

BerzerkerUnit
2020-06-19, 09:07 PM
MoleMage,

I'm doing my editing and I reviewed your last point about archetypes. I'm not sure what you're leaning toward RE: predator class. When I conceived of the archetypes I thought a lot about predators natural and supernatural.

They really seem to be divided between big strong types (Like most Great Cats and bears) and stealth types (like snakes, spiders, and... smaller cats). Predatory Aspects are how you make 1 Hulk a Giant and another a Dragon and separate a Displacer Beast Creeper from a Shadow Demon Creeper.

Notably, Hulks are not penalized when performing stealth operations and nothing prevents you from choosing Centaur or Bugbear or Goliath as a Creeper to really fill a doorway when you need to. I benefited greatly from the earlier critique so I wouldn't mind some elaboration on this point if you get the chance.

MoleMage
2020-06-20, 10:38 AM
I guess to my mind there's a space for a third type of predator that is about the chase. Not large or stealthy, but cunning, fast, and efficient. You're right though the hulk gives enough tools to allow you to fill that market if you combine it with the right aspects.

Lanth Sor
2020-06-20, 03:26 PM
So currently i have 4 Callings(Archetypes) one for Totems Everywhere, one for Earth and Fire Blaster, one for Storm Mage, and one for Restoration and Water Magic.

Leathalsandwich
2020-06-24, 10:52 AM
Sry all, I have to withdraw from this competition because life got in the way. I’m sure my silence and lack of updates might have clued you in but, life has gotten hectic at the moment and I haven’t had a chance to finish the Gunslinger as of now. And don’t feel I will be able to soon.

MoleMage
2020-06-30, 01:32 PM
Feedback for Shaman (sorry it took me so long)


I've seen a couple of different shaman classes, but I don't think I've ever seen a full caster Spells Known Shaman before.


I'm guessing that totems are the signature trait of the Shaman that ties them to the theme? Everyone went in different directions on this theme I'm starting to lose track of what it even is.
Totem Spells is a long feature but I guess it has to be. It does need clarification on two points: What type of action is required to place the totem and what duration the totem has if not ended early. I'd also like it to be clearer that each totem placed represents a single spell; right now it feels like the Shaman can cast any Shaman spell through any active totem (unless the latter is how it's supposed to work in which case it should be stated explicitly).
The ability to cast two spells at once seems too strong, but it may depend on what type of action is required to place totems (If I have to burn two actions getting the totems down, I'm only breaking even on turn 4 compared to other spellcasters, which is as long as many combats).
I am a little concerned about the level of power in buff totems. A couple examples from the Shaman list (assuming that totems can't be used for spells from other sources): Dominate Beast, Hold Person, Protection from Energy. On top of these now being area spells (and fairly large ones assuming they use the normal spell range instead of a specific aura size), the debuff spells now refresh their duration after a creature makes its save if it is still in the area.




Storm Strikes should probably require the damaging spell normally be one that can be activated as an action. I can't think of any counterexamples though so you might be safe.
Storms' Resilience is going to be up pretty frequently for its effect. I'd make it specific damage types, or variable damage types (resistance to any type of damage you have dealt or received since the start of your last turn).
I like Lightning Stride; I feel like more spells should get unique benefits from upcasting and this is a pseudo-spell.
Avatar of the Maelstrom lets you cast lightning bolt, but lightning bolt is not on the shaman spell list (lightning bolt should probably be on the shaman spell list).




Is there a limit on Water Shell? As written you could stack all your healing on people and never have to worry about putting down totems.
Cleansing Deluge Totem: As written you could do, for example, Cleansing Deluge Call Lightning and give call lightning's effects to everyone in a 10 foot radius. Is that intended?
Purifying Warding: As with Totem Spells, needs an action and duration in the description. In its specific case it also needs a size.




Totemic Placement: Does this allow the shaman to cast more spells or just set down totems?
The rest of this calling feels a little uninteresting until Totemic Mastery when suddenly the class can basically throw down 5 spells a round starting on the second round of any combat. That's far and away the strongest capstone I can imagine. It's bonkers.




Earth Shock! Well old school Earth Shock before they moved the interrupt to Wind Shear. (I played a Shaman when I was active in WoW).
Lava Burst is pretty limited since the class has no way to reliably get advantage on spell attacks.
Claim the Land is confusing to me. You spend a 3rd level spell slot and deal 2 damage in an area around all totems, then you can spend another 3rd level slot to deal 5d6 in an area around 1 totem? That is a lot of spell slot for not a lot of output.
Molten Core says you extend the cast time of a spell by one step, but 5e doesn't have an easy conversion for that (the only real measurement of cast time is "Action"). If you mean you have to take an extra action it might be conditionally worth it (maximized meteor swarm is possible, but meteor swarm twice is not).
Avatar of Earth's Fury: as with Avatar of the Maelstrom, you gain the ability to cast spells at will which are not on the shaman list (fireball in this case).



I like the class, and I like the idea of totems, but the wording of the features could use a clean up. I'd also consider making specific totems with unique effects instead of tying them to spells, but I have a complexity addiction which has been well documented throughout these contests.

MoleMage
2020-07-06, 04:27 PM
https://forums.giantitp.com/showthread.php?615371-D-amp-D-5e-Base-Class-Contest-XI-Voting-Thread

The voting thread has been created! Three weeks to pick your favorites.

MoleMage
2020-07-27, 12:10 PM
It's time to call it, and tally it, and declare our winners!

In 3rd place, with 5 points earned, it's Lvl45DM!'s Metahuman! Be your own superhero.

In 2nd place, with 7 points earned, it's sengmeng's Kombatant! Develop a unique blend of your favorite fighting styles, and use them all to get a FATALITY!

And our winner, with 8 points earned, it's MoleMage's Chef! Cook up a signature dish right in the middle of combat. Some of them give fire breath!

For contest we had the following votes (since I didn't ask for ranked votes I am counting all of them equally):

Hybrid Vigor: 2 votes
Divine Judgment: 1 vote (new theme)
Dragons: 1 vote
Science: 1 vote
Partial Casters: 1 vote

So I guess we're doing Hybrid Vigor next! I'll have the new chat and contest threads up soon, so keep your eyes open!

Contest concluded! See the new entry thread here: https://forums.giantitp.com/showthread.php?616515-D-amp-D-5e-Base-Class-Contest-XII-Hybrid-Vigor&p=24632299#post24632299

And the new chat thread here: https://forums.giantitp.com/showthread.php?616516-D-amp-D-5e-Base-Class-Contest-XII-Chat-Thread&p=24632306#post24632306

Lanth Sor
2020-07-31, 10:08 PM
Response to Molemage

MM: I've seen a couple of different shaman classes, but I don't think I've ever seen a full caster Spells Known Shaman before.

me: :D

MM: I'm guessing that totems are the signature trait of the Shaman that ties them to the theme? Everyone went in different directions on this theme I'm starting to lose track of what it even is.
Totem Spells is a long feature but I guess it has to be.

me: Yeah it was a mountain to start with.

MM: It does need clarification on two points: What type of action is required to place the totem and what duration the totem has if not ended early.

me: It is the same action as casting the spell. I did specify, but if its not obvious then I need to do better.

MM: I'd also like it to be clearer that each totem placed represents a single spell; right now it feels like the Shaman can cast any Shaman spell through any active totem (unless the latter is how it's supposed to work in which case it should be stated explicitly).
The ability to cast two spells at once seems too strong, but it may depend on what type of action is required to place totems (If I have to burn two actions getting the totems down, I'm only breaking even on turn 4 compared to other spellcasters, which is as long as many combats).

me: When a totem is placed you designate a spell, then you spend your bonus action to activate the spell.

MM: I am a little concerned about the level of power in buff totems. A couple examples from the Shaman list (assuming that totems can't be used for spells from other sources): Dominate Beast, Hold Person, Protection from Energy. On top of these now being area spells (and fairly large ones assuming they use the normal spell range instead of a specific aura size), the debuff spells now refresh their duration after a creature makes its save if it is still in the area.

me: So buff totems last the normal spell duration. They apply their effect to the target each round, but leaving the range of the totem ends the duration at the start of their next turn. So how dominate would work, is you would dominate something in range of your totem, and it would stay dominated as long as the duration didn't end and the totem was in range. The key is the totem is stationary for the most part. I am looking at rebuilding the spell list.

MM: Storm Strikes should probably require the damaging spell normally be one that can be activated as an action. I can't think of any counterexamples though so you might be safe.

me: None of the core rule book ones break this, but I see your point.

MM: Storms' Resilience is going to be up pretty frequently for its effect. I'd make it specific damage types, or variable damage types (resistance to any type of damage you have dealt or received since the start of your last turn).

me: The idea was to turn them into a good replacement for having a barbarian to tank stuff for you. But I can see the issue. I like the any type of damage you have dealt or recieved since start of

MM: I like Lightning Stride; I feel like more spells should get unique benefits from upcasting and this is a pseudo-spell.

me: I too found this to be something bizarrely lacking. Like why cast 9th level fireball when I could cast a 9th level spell that does damage way cooler.

MM: Avatar of the Maelstrom lets you cast lightning bolt, but lightning bolt is not on the shaman spell list (lightning bolt should probably be on the shaman spell list).

me: I gave them lighting blot as it fits the aesthetic of what the class would be able to do, being a living storm, I get the disonance, may make some path specific bonus spells to really sell it.

MM: Is there a limit on Water Shell? As written you could stack all your healing on people and never have to worry about putting down totems.

me: Yes there is, as Water shell is a type of totem so it is caped by proficiency bonus. I added a line specifying that they count as totems.

MM: Cleansing Deluge Totem: As written you could do, for example, Cleansing Deluge Call Lightning and give call lightning's effects to everyone in a 10 foot radius. Is that intended?

me: I probally should make a hard list of spells, but the idea is its suppose to be spells like casting cure wounds, restoration etc. I did change it to specify nondamaging spells.

MM: Purifying Warding: As with Totem Spells, needs an action and duration in the description. In its specific case it also needs a size.

me: The duration is as long as the totems are placed. The size is how ever large of space you are willing to place. IE if you place your 5 totems 1 mile apart the area would be 1 mile radius. The issue is you have to physically place all the totems that far apart. I thought about needing an action but your already spending 5 setting each totem down.

MM: Totemic Placement: Does this allow the shaman to cast more spells or just set down totems?

me: It allows multiple totems to be placed at one time, which is like casting 2 spells at once at the level it is gained. May need to nerf that to have per long rest uses.

MM:The rest of this calling feels a little uninteresting until Totemic Mastery when suddenly the class can basically throw down 5 spells a round starting on the second round of any combat. That's far and away the strongest capstone I can imagine. It's bonkers.

me: The calling is mostly for those that want to go ham on the totems as a tactical tool. So they get to do dumb **** in the last boss fight.

MM: Earth Shock! Well old school Earth Shock before they moved the interrupt to Wind Shear. (I played a Shaman when I was active in WoW).

me: Yeah shaman make me happy too.

MM: Lava Burst is pretty limited since the class has no way to reliably get advantage on spell attacks.

me: I'll have to look into that.

MM: Claim the Land is confusing to me. You spend a 3rd level spell slot and deal 2 damage in an area around all totems, then you can spend another 3rd level slot to deal 5d6 in an area around 1 totem? That is a lot of spell slot for not a lot of output.

me: I didn't set a minimum level for the 2 damage, so it could be 1st level. The flare up deals damage on par with fireball which my understanding was intentionally overtuned.

MM: Molten Core says you extend the cast time of a spell by one step, but 5e doesn't have an easy conversion for that (the only real measurement of cast time is "Action"). If you mean you have to take an extra action it might be conditionally worth it (maximized meteor swarm is possible, but meteor swarm twice is not).

me: As a bonus action you may maximize the next fire or bludgeon spell you cast on the next turn. ?

MM: Avatar of Earth's Fury: as with Avatar of the Maelstrom, you gain the ability to cast spells at will which are not on the shaman list (fireball in this case).

me: I chose fireball as a short hand for Literally shooting molten rock at people. I get your concern, I think I'm going to leave it as I don't want the class to "wizard better" so to speak, which is why it doesn't have lightning bolt either.

MM: I like the class, and I like the idea of totems, but the wording of the features could use a clean up. I'd also consider making specific totems with unique effects instead of tying them to spells, but I have a complexity addiction which has been well documented throughout these contests.

me: I really like crunchy things too. Its why people look at me like mad man when I'm like "Got My Calc" and am playing a class that uses 10 different equations to determine damage and half are 10-25% increase. I love the Jarian wow classes. On whole sale it might be easier to mechanic the totems, but i also like the fear of god at "WHAT HAVE YOU DONE?" statements. I also find myself playing The UNIVERSALLY BANNED Tinker class form WOW RPG cause I like crunching the number to make crazy devices.