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MoleMage
2020-05-11, 11:17 AM
Welcome to the eleventh homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

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. This contest, the theme is Classes that grant a signature trait. Suggestions offered include wielders of bonded heirlooms, specialists in a single weapon, or ultra-focused spellcasters who have mastered just one or two spells so completely it looks like they know more.


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 below. 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.


Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!


Chat Thread: https://forums.giantitp.com/showthread.php?612096-D-amp-D-Base-Class-Contest-XI-Chat-Thread&p=24502350#post24502350

Deadline: July 5th

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

sengmeng
2020-05-13, 12:16 PM
Kombatant

Finish him!

Hitpoints

Hit Dice: 1d8 per Kombatant level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Kombatant level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, short swords, long swords, rapiers.

Tools: None

Saving Throws: Dexterity, Strength

Skills: Choose any two.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

a simple weapon
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Studded leather



Level
Proficiency Bonus
Features


1
+2
Kombo, Glistening Abs


2
+2
Basic Move List, Agility


3
+2
Signature Move List, Block


4
+2
Ability Score Improvement, Toasty!


5
+3
Enhanced Kombo, Finish Him!


6
+3
Signature Move, Brutality


7
+3
Round Two Fight


8
+3
Ability Score Improvement


9
+4
Additional Signature Move


10
+4
Backstory Reveal


11
+4
Additional Signature Move


12
+4
Ability Score Improvement


13
+5
Additional Signature Move


14
+5
Flawless Victory


15
+5
Additional Signature Move


16
+5
Ability Score Improvement


17
+6
Palette Swap


18
+6
Additional Signature Move


19
+6
Ability Score Improvement


20
+6
Fatality



Class Features
The following are class features of the Kombatant.

Kombo
At first level, when you use your action to attack unarmed, you may make two attacks, and if you deal damage to an opponent with either attack, you may attack unarmed as a bonus action. When you use Kombo, your attacks deal 1 + your strength modifier damage and use your strength on the attack roll. Anything that changes your unarmed damage or allows you to use your dexterity modifier instead, including racial abilities, does not apply when you use Kombo.

Glistening Abs
When you are unarmored and not wielding a shield, your armor class is equal to 10 + your strength modifier + your dexterity modifier.

Basic Move List
At second level, your ability to string several blows together allows the performance of some universal Kombat maneuvers that are necessary for a serious Kombatant. Whenever you deal damage with an unarmed strike, you gain a Kombo point, and you can use your bonus action to give yourself two Kombo points automatically. Kombo points disappear at the start of your turn if you haven't dealt damage or taken damage since the beginning of your last turn. Spending Kombo points never counts as an action, but if it enhances or allows an attack, you must spend the Kombo points before the attack roll. Kombo points can be spent on three different moves at second level:
Flip Jump: You may spend 1 Kombo point to jump up to ten feet up and up to fifteen feet horizontally in any direction. You may move through an opponent's space or threatened squares with this maneuver without drawing opportunity attacks. The flip jump is in addition to any movement you make and does not require any action, and you can move both before and after the jump.

Leg Sweep: You may spend 1 Kombo point to enhance an unarmed strike. In addition to normal damage, on a hit the target must make a dexterity save vs a DC of 8 + your proficiency bonus + your dexterity modifier or fall prone.

Uppercut: You may spend 2 Kombo points to enhance an unarmed strike. You deal one additional damage and the opponent must make a strength save vs a DC of 8 + your proficiency bonus + your strength modifier or be knocked back ten feet and fall prone.
Agility
At second level, you may take the disengage action by expending half your movement and stand up from prone by expending five feet of movement.

Signature Move List
At third level, you develop a signature style of fighting that differentiates you from other Kombatants. Each has different signature moves that are detailed below
When you choose this style at third level, you gain access to two signature moves:

Get Over Here!
You spend 3 Kombo points and make a ranged attack in place of one of your unarmed strikes. It has a maximum range of 30 feet. The target takes 1d8 + dex modifier piercing damage and is moved to the nearest open space adjacent to you. Your next attack against them has advantage.

Hellfire
You spend 2 Kombo points and breathe fire in a 15 foot cone as an action. Creatures in the cone must make a dex save versus DC 8 + your proficiency bonus + your Con bonus, and take 4d6 fire damage on a failed save, and half as much on a successful save.

Teleport Attack
At sixth level, you learn to disappear in a burst of Hellfire and reappear next to an opponent, attacking in the process. You spend 3 Kombo points and teleport into an open space adjacent to an opponent up to 60 feet away in place of an unarmed strike. You roll a melee attack with advantage, and deal 1d4 + strength modifier in damage plus 1d8 fire damage.
When you choose this style at third level, you gain access to two signature moves:

Ice Blast
You spend 3 Kombo points and make a ranged attack in place of one of your unarmed strikes. If struck, your opponent takes 1d8 + your dexterity modifier cold damage and has their speed reduced to 0 until the end of your next turn.

Ice Slide
You may spend 2 Kombo points and in place of an unarmed strike, move up to 30 feet towards a space adjacent to an opponent and roll an attack at advantage that deals 1d8 + strength bonus damage.

Ice Clone
At sixth level, you may spend 3 kombo points to leave an ice statue behind when you move. You may do this at any time, but must leave the square in which you leave the ice clone. Any creature who can reach the ice clone with a melee attack must make a wisdom save of DC 8 + your proficiency bonus + your charisma modifier or waste its attack on the ice clone, taking 1d8 cold damage and having its speed reduced to zero until the end of your next turn. The ice clone is automatically destroyed if attacked.
When you choose this style at third level, you gain access to two signature moves:

Shoulder Ram
You may spend 3 Kombo points to deal your unarmed damage to any opponent whose space you enter, counting their space as difficult terrain. They are also shoved 10 feet away from you. This does not count as an action on your part, and you may do it multiple times, limited by your movement speed.

Spectral Warhammer
You may spend 2 Kombo points to enhance an unarmed strike. It deals 1d10 + strength bludgeoning damage and earns you a Kombo point if it hits.

Taunt
At sixth level, you learn to regain health by mocking your opponents. You may spend 3 Kombo points as an action to select an opponent to make a Wisdom save vs DC 8 + your proficiency modifier + your strength modifier. If they fail, they cannot attack you and you regain 2d8 plus your charisma modifier hitpoints.
When you choose this style at third level, you gain access to two signature moves:

Lightning Bolt
In place of an unarmed strike, you can spend 3 Kombo points and call down a lightning bolt on an opponent within 30 feet. They make a Dexterity save of DC 8 + your proficiency bonus + your strength modifier or take 4d6 lightning or thunder damage.

Teleport
You may spend 2 Kombo points to appear in an adjacent open space to an opponent up to 60 feet away. Your next attack against that creature has advantage.

Flying Tackle
At sixth level, you may spend 3 Kombo points to move up to 30 feet and attack an opponent in place of an unarmed strike. Your attack deals 1d8 plus strength modifier in bludgeoning damage and knocks that opponent prone and up to 10 feet away from you.
When you choose this style at third level, you gain access to two signature moves:

Spectral Tomahawk
You may spend 2 Kombo points to enhance an unarmed strike. It deals 1d10 + strength modifier force damage.

Spectral Bow
You may spend 3 Kombo points to make a ranged attack in place of an unarmed strike. It has a range of up to 60 feet and deals 1d10 + your dexterity modifier in damage.

Shadow Rush
At sixth level, you may spend 3 Kombo points to deal your unarmed damage to any opponent whose space you enter, counting their space as difficult terrain. They are also shoved 10 feet away from you. This does not count as an action on your part, and you may do it multiple times, limited by your movement speed.
When you choose this style at third level, you gain access to two signature moves:

Forceball Punt
You may spend 2 Kombo points to make a ranged attack in place of an unarmed strike against an opponent within 30 feet. They take 2d10 force damage if hit.

Low Blow
You may spend 3 Kombo points to enhance an unarmed strike, and also consume half your movement. Your target takes an extra 2d6 bludgeoning damage and must make a constitution save against DC 8 + your proficiency modifier + your strength modifier or be stunned and prone.

Shadow Kick
At sixth level, you may spend 3 Kombo points to move up to 30 feet and attack an opponenet with an unarmed strike. The attack deals an extra 1d10 force damage and knocks them prone and shoves them 10 feet away from you.
When you choose this style at third level, you gain access to two signature moves:

Vanish
You become invisible, as the spell, by spending 3 Kombo points and using you action.

Toxic Spit
You can spend 2 Kombo points to make a ranged attack in place of an unarmed strike against an opponent up to 30 feet away, dealing 2d8 acid or poison damage.

Force Ball
At sixth level, you can spend 3 Kombo points to launch a ball of force at an opponent within 30 feet, making a ranged attack in place of an unarmed strike. If struck, they take
2d8 force damage and are flung ten feet towards you.
When you choose this style at third level, you gain access to two signature moves:

Hat Throw
You may spend 3 Kombo points to throw a sharp-brimmed hat at an opponent within 30 feet as a ranged attack that takes the place of an unarmed strike. It deals 2d8 plus your dexterity modifier slashing damage.

Teleport
You may spend 2 Kombo points to appear in an adjacent open space to an opponent up to 60 feet away. Your next attack against that creature has advantage.

Bullet Kick
At sixth level, you may spend 3 Kombo points and all of your movement to make an attack at an opponent within 15 feet. You move to a space adjacent to that opponent and make an attack that deals 1d8 plus your strength modifier bludgeoning damage. It does not take the place of an unarmed strike.
When you choose this style at third level, you gain access to two signature moves:

Blade Spark
You may spend 2 Kombo points to make a ranged attack against an opponent within 30 feet in place of an unarmed strike. It deals 2d10 fire damage.

Impale
You may spend 3 kombo points to enhance an unarmed strike. It deals 1d10 + your strength bonus in piercing damage and you gain a Kombo point if it damages an opponent.

Shred
At sixth level, you may spend 3 Kombo points at the beginning of your turn to have all of your unarmed strikes deal 1 extra damage and all damage dealt is slashing damage instead of bludgeoning damage.
When you choose this style at third level, you gain access to two signature moves:

Fan Throw
You may spend 3 Kombo points to throw a sharpened fan at an opponent within 30 feet as a ranged attack. This takes the place of an unarmed strike and deals 2d8 + your dexterity modifier in slashing damage.

Fan Lift
You may spend 2 Kombo points to use you mastery over air to lift an adjacent opponent. They must make a Strength saving throw against DC 8 + your proficiency + your dexterity modifier or they fall prone and take 1d6 fall damage. This does not take the place of one of your unarmed strikes or require any other action, but can only be done on your turn.

Flying Punch
At sixth level, you may spend 3 Kombo points to fly through the air, moving up to 15 feet horizontally and vertically and attacking an opponent with advantage, dealling 2d8 plus strength bludgeoning damage. This takes the place of an unarmed stike and you gain a Kombo point if this attack damages an opponent.
When you choose this style at third level, you gain access to two signature moves:

Bustin' a Kap
You spend 3 Kombo points to make a ranged attack in place of one of your unarmed strikes at an opponent within 60 feet. It deals 3d6 plus your dexterity modifier piercing damage.

Nightstick
You may spend 2 Kombo points to enhance an unarmed strike. It deals 1d10 plus your strength bludgeoning damage and if struck, the target must make a strength save of DC 8 + your proficiency bonus + your strength modfier or fall prone.

Flashbang
At sixth level, you may spend 3 Kombo points to choose a ten foot by ten foot cube within 30 feet. All creatures in that area must make a dexterity save of DC 8 + you proficiency bonus + your dexterity modifier or take 2d6 fire and 2d6 thunder damage, and half as much on a successful save.
When you choose this style at third level, you gain access to two signature moves:

Energy Net
You may spend 3 Kombo points and make a ranged attack against an opponent within 30 feet in place of an unarmed strike. That opponent takes 1d6 radiant damage and is restrained until they or another adjacent creature uses their action to make a strength check equal to 8 plus your proficiency bonus.

Teleport
You may spend 2 Kombo points to appear in an adjacent open space to an opponent up to 60 feet away. Your next attack against that creature has advantage.

Chest Rocket
You may spend 3 Kombo points to launch an explosive projectile from your chest in place of an unarmed strike. You spend 3 Kombo points to choose a ten foot by ten foot cube within 60 feet. All creatures in that area must make a dexterity save of DC 8 + you proficiency bonus + your dexterity modifier or take 2d6 fire and 2d6 thunder damage, and half as much on a successful save

Block
Also at third level, as a reaction to being damaged by a spell or attack, you can make a strength save and reduce the damage by an amount equal to the result.

Toasty!
Beginning at fourth level, whenever you make a critical hit, you gain inspiration. At your option or when you would gain inspiration again, you roll your inspiration die and gain that many Kombo points.

Ability Score Improvement
At fourth level, you also gain an ability score improvement. We all know how that works. You get more at whatever levels the class table says so.

Enhanced Kombo/B]
At fifth level, when you use the attack action to make an unarmed strike, you may attack three times, and if any of those attacks deals damage, you may make two unarmed strikes as a bonus action.

[B]Finish Him!
At fifth level, you gain inspiration if you deal damage to an opponent who is at zero hitpoints but is still alive. At your option or when you would gain inspiration again, you roll your inspiration die and gain that many Kombo points.

Brutality
Beginning at 6th level, your unarmed strikes and damage from your signature moves ignore resistance, but not immunity, to that damage type.

Round Two Fight
Beginning at seventh level, you gain the ability to regain your feet after being brought to zero hitpoints. When you make a death save, you may instead expend a hit die to automatically pass it, and may expend up to all of your remaining hit die to gain half as many hitpoints as you normally would by expending them. This uses your action for the turn. Once you have used this ability, you must complete a long rest before you can use it again.

Additional Signature Move
At ninth level, you gain a signature move from another style, choosing either of the two options that style grants at third level. At eleventh, thirteenth, fifteenth, and eighteenth level, you choose another move granted by that style or another style, and if you have both third level signature moves from a style, you can choose its sixth level signature move as well.

Backstory Reveal
At tenth level, you gain the language, tool, an skill proficiencies of a background of your choice, but not the feature or equipment.

Flawless Victory
Beginning at 14th level, whenever you reduce an opponent to zero hitpoints while you are at or above your hitpoint maximum, you gain inspiration. At your option or when you would gain inspiration again, you roll your inspiration die and gain that many Kombo points.

Palette Swap
Beginning at 17th level, you may use a signature move from any signature move list. You must finish a short or long rest before you use this ability again.

Fatality
At 20th level, you may spend 5 Kombo points to enhance an unarmed strike to force a death save if it hits. Opponents with 3 failed death saves die no matter how many hitpoints they have. On a critical hit, even when not enhanced with Kombo points, your target gets a failed death save automatically.

BerzerkerUnit
2020-05-14, 04:45 PM
“The Monster”


Class: The Monster
This Class is presented with the goal of allowing you to become the monster of your nightmares. Subclasses are intended to provide more narrowly defined abilities to help you customize your monster for its particular role.

Note: this class best models creatures with vaguely humanoid forms, Vampire, Wolfman, Frankenstein’s Monster, the Creature from the Black Lagoon. These concepts can be stretched, (Mindflayer, Were-Winter-Wolf and Efreet come to mind) but creatures like a Chuul or Nightmare might be possible but require a lot more adjudication from the DM, not really fair to them, so maybe try to keep it simple.

As a general rule, Mystic Powers is intended to cover the many supernatural powers monsters have, if you want to be a fire breathing Dragon, the Unnatural Assault feature can cover you fairly well. If you want to be a Nightmare, Misty Step, blink, and Much later, Etherealness are your friends. Medusa? Take Unnatural Assault for psychic damage as your gaze and declare creatures slain by your Gaze are turned to stone. Later take Stunning Assault and eventually mystic powers for Flesh to Stone, but a such powerful Medusa might be able to summon a wall composed of all her stony victims (wall of stone) or transform stone into a slurry of flesh (Transmute Rock to Mud). Have as much fun as humanly possible with it if the DM gives you the thumbs up.

Here's The Monster (https://drive.google.com/file/d/1o_0nDYI2C0V37tX0lvckxgKBpAG0SSBy/view?usp=sharing) with Insomnia Art

Lanth Sor
2020-05-15, 09:32 AM
A totem based spell caster: The Shaman (https://www.gmbinder.com/share/-M8MWbKKW0KVOPd0G0M6)

Lvl45DM!
2020-05-21, 11:45 PM
The Metahuman



Level
Prof. Bonus
Martial Arts
Powers
Features


1
+2
1d4

Martial Arts, Origin Story


2
+2
1d4
2
Powers


3
+2
1d4
2
Journey


4
+2
1d4
2
Ability Score Improvement


5
+3
1d6
3
Extra Attack


6
+3
1d6
3
Origin Feature


7
+3
1d6
4
Costume


8
+3
1d6
4
Ability Score Improvement


9
+4
1d6
5
Unite The League


10
+4
1d6
5
Origin Ability


11
+4
1d8
5
Gadget


12
+4
1d8
6
Ability Score Improvement


13
+5
1d8
6
Training Room


14
+5
1d8
6
Origin Ability


15
+5
1d8
7
Costume Upgrade


16
+5
1d8
7
Ability Score Improvement


17
+6
1d10
7
Gadget Upgrade


18
+6
1d10
8
Get Off My Planet!


19
+6
1d10
8
Ability Score Improvement


20
+6
1d10
8
Superhero/Villain



Martial Arts: Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.

• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Origin Story: When you gained your powers they enhanced one aspect of your being, giving you a source of power. Choose from Speedster, Hulk, or Kinetic. You gain additional features for these origins at 6, 10 and 14th level.
Powers: You gain access to certain powers, based on your Origin, as you learn to use your power in new and creative ways.

Powers: Starting at 2nd Level you gain two Powers of your choice. Your Power options are detailed at the end of the class description. When you gain certain Metahuman levels, you gain additional Powers of your choice.

Additionally, when you gain a level in this class, you can choose one of the Powers you know and replace it with another Powers that you could learn at that level. A level prerequisite in an Power refers to Metahuman level, not character level.

Your power comes from within so your Power modifier is Constitution. In addition, you use your Constitution modifier when setting the saving throw DC for a Power you use and when Making an Attack roll with one.

Power save DC = 8 + Proficiency Bonus + Constitution modifier
Power Attack modifier = Proficiency bonus + Constitution modifier

Journey: You must choose the path you will walk. Will you be a paragon of justice, will you be a manaical overlord, or are you vengence, are you the night? Choose between The Cape, The Cowl and the The Tie.

Truth, Justice and the Prime Material Way. You are a protector of all those . You gain a Cape, a magical item, that flows and billows in a suitably heroic way. Whether you use this to inspire heroism, or fool saps is up to you. While wearing the Cape, When a creature you can see takes 5 feet of you takes damage, you can use your reaction to take that damage instead. If you do this, the damage is reduced by your Proficiency modifier. At level 17 the damage is reduced by double your Proficiency Modifier.
If you are reduced below 0 hit points by this ability, you automatically make your 1st death saving throw.
You can transform one magic cape, cloak or similar item into your Cape by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can't affect an artifact or a sentient weapon in this way, unless it lets you. The item ceases being your Cape if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Monsters are a cowardly and superstitious lot. You terrify your opponents. You gain the Cowl, a magical item, that turns your visage into something truly intimidating. You gain Darkvision while wearing the Cowl. You may study any creature you can see for 1 minute to learn its weaknesses. After you do so you may add your Proficiency modifier on Stealth, Insight and Intimidation checks against that creature as well as Initiative rolls in any combat where you are opposing this creature. This studying is a clearly threatening and hostile action.
You can transform one magic helm, hat or similar item into your Cowl by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can't affect an artifact or a sentient weapon in this way, unless it lets you. The item ceases being your Cowl if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Fools fight and die, while your plans continue unabated. You gain a Tie, a symbol of your authority and superiority. While wearing The Tie you may command minions to perform your bidding. You may cast an enhanced Friends cantrip at will. This cantrip has no duration limit, though only creature can be affected at a time. Creatures of higher Hit Dice than your level save at advantage. While your minion affected by Friends is within 10 feet of you, you can use them as a shield against harm. Any damage you take can be passed to the minion. This allows the affected creature another save against Friends. Note that this ability does not change the base nature of the creature. Many Tie wearers find it necessary to bribe minions into joining them into danger, though they find this bribery much simpler with the authority of The Tie.
You can transform one magic necklace, amulet or similar item into your Tie by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can't affect an artifact or a sentient weapon in this way, unless it lets you. The item ceases being your Tie if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Extra Attack: Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. This does not stack with Extra Attack gained from other classes.

Costume: You finally have put together your costume! A distinctive and armoured outfit that grants flexibility, protection and can become a symbol for people to follow or fear. You gain a suit of Chainmail, that does not give disadvantage on Stealth and can grant disadvantage on one ranged attack targeted against you per round as a reaction. Metahumans are always getting shot at but it never seems to hit. You may convert any armour you already have into this Costume, and maintain its magical properties.

At 15th level you are no longer threatened by the minions of your enemies. Your Costume grants resistance to one damage type of your choice out of bludgeoning, slashing and piercing, even against magical weapons. You may change the type of resistance on a long rest.

Unite The League: You might've started as a lone wolf, but you've learned the power of friendship, or at least the use of having other bodies around to take hits for you. Starting at 9th level any ally within 10ft of you, gains a +1 to hit or to Armour Class, you may choose which. This ability is always active, and expands to +2 and 30ft at 18th level. You may change the type of bonus as an action.

Gadget: Even the least tech-based heroes have one or two gadgets to help in their work. At 11th level choose any 2 skills or tools to gain proficiency in.

At 17th level, you have upgraded your gadget to be more general purpose. Youmay choose one ability score, and any ability check or saving throw involving that ability, you may roll with advantage.

Training Room: You have developed a training regimen to work on your general tactics and abilities, which just so happens to be exactly what you need! At 13th level, whenever you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this training rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You lose any unused training rolls on a long rest.

Get Off My Planet!: Hero or villain, this is YOUR planet. Whenever you score a critical hit you may immediately as a free action cast a Dismissal effect on the creature hit, using either your Constitution as you casting modifier.

Superhero/villain: You have reached the greatest mastery of yourself and your powers. At 20th level you gain resistance to 2 damage types from fire, cold, lightning, thunder, acid, poison or psychic, and immunity to either Radiant or Necrotic Damage. You gain a flying speed of 50ft, or your flying speed increases by 50ft.



SuperSpeed: You gain Speed Bursts equal to your level in Metahuman. Your base movement rate increases by 10 ft. You can spend a Speed Burst to Dash as a bonus action, but you cannot Dash 2 rounds in a row, needing to catch your breath afterwards. In any round where you move at least 10 ft you can spend a Speed Burst as a part of your movement action to make an extra unarmed attack. You may make two extra unarmed attacks in this way at 17th level. You regain Speed Bursts equal to your Con modifier on a short rest, and all of them on a long rest.

Lightning Fast: At 6th level, your base movement rate increases by a further 10 feet. While Dashing, you can ignore the effects of difficult terrain. You can run over any solid or liquid, while Dashing, as long as you both begin and end your movement on solid ground. Any round in which you Dash, you can add 2d6 damage to one melee attack you perform after the Dash. This damage increases to 3d6 at 10th level and 4d6 at 14th level.

Up, Down, Back and Forth: At 10th level your base movement rate increases by a further 10 feet. You can run along walls or ceilings while Dashing, as long as you both begin and end your movement on solid ground. You no longer provoke Attacks of Opportunity while Dashing.

Faster Than A Speeding...: At 14th level you reach speeds unheard of. In any round you spend a Speed Burst to perform an additional action ontop of any action and bonus action you have taken in the round. You may only use this once per round.


SuperStrength: Your carrying capacity is quadrupled. You may enhance your physical prowess for short bursts, gaining one Surge Of Strength per level of Metahuman. When you roll a Strength check, hit roll using Strength or Strength Saving Throw you can spend a Surge of Strength to gain advantage on the roll. You may decide this after the initial roll but before you know if it is successful. You can also use a Surge of Strength on any successful attack roll to double your Strength modifier on that roll. This becomes triple at 17th level. Surge of Strength can only be activated once a round. You regain Surges of Strength equal to your Con modifier on a short rest, and all of them on a long rest.

World's Strongest Person: At 6th level, you count as one size category larger for the purposes of Grapples and Shoves in combat. You gain the ability to throw rocks as a Ranged attack. If any rock of 5lbs or more is avaliable you may treat it as a thrown ranged weapon using dealing d8 Bludgeoning damage, range 20/60. This damage increased to d10 at 10th level and d12 at 14th. The range increases to 30/120 at 10th level and 80/320 at 14th.

Strength is your Strength:At 10th Level you have mastered control of your strength. You may spend a Surge of Strength to add your Strength Bonus to any Saving Throw. When you Shove a creature in combat you may Shove them 5 feet+5 feet for every point of Strength Modifier away. You may activate a Surge of Strength to double your Strength Mod for the purpose of this calculation. Note that Surges of Strength can only be used once a round, so you may not gain advantage on the roll as well as increasing the distance. If they impact a solid object before moving the full distance, treat them as if they have fallen the remaining distance. So if you shove a creature 30 ft, and they hit a wall after 20 feet, they take damage as if they have fallen 10 ft. If you attempt to Move A Grappled Creature you may move your full speed.

Stronger Than A...:At 14th level your strength is beyond calculation. Any physical manifestation of a magical effect can be destroyed by your might. If you activate a Surge of Strength and make a Strength save against the Save DC of the effect, you may destroy up to a 5ft cube of that effect. You suffer the effects of interacting with the spell. So you can punch a 5x5 hole in a Wall of Force easily, or rip apart 5x5 of Black Tentacles, but to punch a hole in a Wall of Fire would still damage you. This only works on effects that have a physical manifestation that could be targeted by an attack.


Energy Beams and Blades:At 1st level choose an element, Fire, Cold, Lightning, Thunder, Poison or Acid. You gain a pool of Energy Dice, 2 dice per level of Metahuman. Each time you use a Power Dice you may launch an Energy Beam up to 100ft, making a Power attack against your target, if you hit, dealing 1d10 damage of your chosen element for every Energy Dice spent. You may spend up to 1/3 of your level, rounded up on any individual attack. You may also spend an Energy Dice to wreath any melee weapon, including your unarmed attacks, in your chosen energy, dealing an extra d6 damage of your chosen element on every successful hit. This effect lasts until the beginning of your next turn. You regain Power Dice equal to your Con modifier on a short rest, and all of them on a long rest. This ability requires the use of at least one hand, identical to requiring a somatic component for a spell.

Energy Resistance: At 6th level you gain resistance to the damage type of your energy beams. Whenever you make a successful saving throw against an attack that deals your chosen energy type, you gain 1d10 hitpoints.

Energy Blast: At 10th level your powers have evolved and you have greater control over them. You may turn your energy beams into an Energy Blast, taking the shape of a 30ft cone, a 20ft radius sphere or a 50ft line. Instead of a ranged Power attack roll, all affected must make a Dexterity save against your Power DC or take the full damage. Those who pass take half damage. This ability is useable once per short rest.

More Powerful Than A...: POWER! UNLIMITED POWER! At 14th level you gain immunity to your chosen damage type. In addition you gain an additional affect to any creature you hit with your Energy Beams and Blades or Energy Blast. These additional affects cost an extra use of Power Dice, per creature affected.


Pyro: The affected must make a Dex save against your Power DC or catch on fire, taking an additional d10 points of damage per round at the beginning of your tun until extinguished. It takes an action to extinguish the fires. While on fire they have disadvantage on all attack rolls and saving throws.

Electro: The affected must make a Con save against your Power DC or become Stunned as lightning courses through their veins. This effect lasts until the beginning of your next turn.

Cyro: The affected must make a Con save against your Power DC or become frosted over. They are Restrained. They may make a new saving throw at the end of each of their turns.

Acido: The affected must make a Con save against your Power DC or be Incapacitated with searing agony. They may make a new save against the effect at the end of each of their turns. They take an additional d10 damage every round they are Incapacitated.

Veno: The affected creature must make a Con save against your Power DC or become Poisoned. They may make a new save against the effect at the beginning of their turns. If they fail 3 saving throws they become Unconscious but stable.

Bronto: The affected creature must make a Con save against your Power DC or become Deafened. In addition, any ability with a Verbal component requires a Concentration check, equal to your Power DC to use, or it fails.





Speedster Powers

Blur of Speed: You move so fast in combat you are difficult to hit. You may use the Dodge action as a Bonus Action when you spend a Speed Burst.
Quick Hands: Your fine control at high speeds is second to none. You may take the Use An Object Action as a Bonus Action when you spend a Speed Burst.
Phasing: By spending a Speed Burst and standing still for 1 round you may move through solid objects. You become Ethereal until the beginning of your next turn. Prerequisite: Level9
Destructive Phasing: Any creature you move through while ethereal takes your additional damage from Lightning Fast. Objects take double damage. Prerequisite: Phasing
Mind the Gap: You can cross even empty air with your speed. You may only move horizontally using this ability, and must begin and end your round on solid ground. Prerequisite: Up, Down, Back and Forth ability
Speed Fighting: You may spend a Speed Burst to confuse your enemies with quick attacks. You gain advantage on all attack rolls during your turn.
Quick Recovery: Once per short rest you may Dash 2 rounds in a row.
Beyond Speed: When you have no Speed Bursts remaining, you may use a Speed Burst in exchange for gaining a level of Exhaustion.
Round The World Strike

Hulk Powers
Knuckles Of Steel: You deal double damage to objects with your unarmed attacked. You do not take any damage for hitting an object due to its hardness.
Beyond Strength: When you have no Surges of Strength remaining, you may use a Surge of Strength in exchange for gaining a level of Exhaustion.
Shake The Earth: You can spend a Surge of Strength to force all creatures in a 10ft radius to make a Strength Save vs your Power DC or fall prone.
Shockwave Clap:You can spend a Surge of Strength to cast Gust of Wind.
In A Single Bound: You can spend a Surge of Strength to triple your jumping distance.
Strongest There Is!
Durable Skin: You gain resistance to one type of non-magical damage out of slashing, piercing or bludgeoning. At 15th level, if it is the same damage type as your Costumes resistance it becomes immunity. If it is not, you also gain resistance to magical damage of that type.
Megaton Punch: You may Shove any creature as part of a melee attack against them.
Bonebreaking Blows: You can spend a Surge of Strength to cripple an opponent. As part of a melee attack you can force a target you hit to make a Con Save vs your Power DC. If they fail something bad happens i dunno yet.
Nigh-Invulnerability: Muscles hard as steel! You gain resistance to one element out of fire lightining, thunder and cold. At level 15 you may choose a 2nd element to be resistant to.

Kinetics

Elemental Manipulator: Any time you deal damage of your chosen Element you may increase the damage by your Constitution Modifier. This Power can only affect one target per round.
Elemental Master: When you deal damage with your chosen Element, you may ignore resistance to the chosen type, and whenever you roll damage of the chosen type, treat any rolled 1's as being a 2.
Sense Energy: You can cast Detect Magic by spending a Power Dice. At level 12, you can cast True Sight by spending 3 Power Dice.
Laser Eyes: You no longer require a hand free to use your energy beams. The energy beams do not have to come from your eyes. A beam from your mouth or chest or feet.
Power from Beyond: You may change your chosen element to Radiant, Necrotic or Psychic damage. The extra affect of your More Powerful Than A... ability becomes as follows
Leuko/Umbra: The affected creature must make a Con save against your Power DC or become Blinded. They may make a new save every round at the end of their turn.
Psycho: The affected creature must make a Con save against your Power DC or become Unconscious. This effect lasts for 1 minute or until some creature takes an action to awaken them, or until they take damage.[/I]Min Level: 9
Raw Power: You may change your chosen element to Force damage. The extra affect of your More Powerful Than A... ability becomes as follows
DynamiThe affected creature must make a Con save against your Power DC or be thrown back 10 ft for every Power Dice spent on the attack. If they impact a solid object before moving the full distance, treat them as if they have fallen the remaining distance. Min Level: 15
Beyond Power: When you have no Power Dice remaining, you may gain 2 Power Dice in exchange for gaining a level of Exhaustion.
Secondary Mutation: You gain an additional element to use with your Power


Universal Powers
I'll Never Give Up: You can operate even while disabled. When reduced to, or below 0 Hit Points, you can remain conscious and able. Every round you do so automatically fails a death save. If you take damage while you are below 0 Hit Points you automatically fail another, and crits count as 2.
This Is Something I Have To Do Myself: If you are fighting without any allies within 10ft of you, you regain 1d4 Hit Points at the beginning of every round. This increases to d6 at level 10 and d10 at level 15
Secret Identity: You gain proficiency with the Disguise kit and gain proficiency in one tool or skill of your choice. At level 10 you gain Expertise in both.
Hidden Weakness: Choose an element, fire, lightning, cold, poison, acid or thunder. You gain vulnerability to that element. You gain an additional 2 Speed Bursts or Surges of Strength and an additional 4 Power Dice any time you take damage from that element.
Super Senses
Trained To Be A Living Weapon: You gain +1 Hit points per level and deal +1 damage with any melee attack. You gain disadvantage in all Persuasion, Deception, Animal Handling and Insight checks.


Cowl
The Hero We Deserve:
Vengeance of the Night: You do not fight at disadvantage while unable to see. Any creature that you have studied with the Cowl does not gain the advantage of being invisible or obscured against you, though you still must target the right area to hit them.

Cape
Yes, Commissioner?: The effects of Bard Song, Battlemaster Manuevers, or any similar bonus die granted by an ally, that is not granted by a spell effect, is increased by one dice. d4 becomes d6, d6 becomes d6.
You Can Be A Hero Too: You may grant one use of your Speed Burst, Surge of Strength or Energy Blast to an ally that you protect with your Cape. They may only use it to achieve a 1st level affect.

Tie
The Strongest Wills: No external affect can change your alignment. You have advantage on saving throws against any divination effect that targets you.
If It Wasn't For You: Theres one creature standing in your way. If it wasn't for them you'd have saved the world by now. You can designate any creature that has attacked you. Any creature that you have used the Friends spell of The Tie on, gains advantage on all attack rolls against them. Only one creature can be designated at any time. This ability is useable once per long rest

Leathalsandwich
2020-05-24, 04:28 PM
http://https://homebrewery.naturalcrit.com/share/XTdvSxwUL (https://homebrewery.naturalcrit.com/share/XTdvSxwUL)

The Gunslinger (b/c there aren’t enough of them), run around with a gun you made. Don’t shoot your eye out!

Schematics are in the making

ARTHAN
2020-05-31, 02:55 PM
Crusader
my signature is the cross and everything that carries my signature belongs to me. Even you, infidel scum!

Crusaders are holy divine warriors who pay homage to a long-forgotten holy symbol; the cross. Some crusaders say that the cross is a universal anicent holy symbol which was common to all the good aligned deities of the past while others claim that an uber deity of the future will appear and will use this as the ultimate holy symbol that will vanish all evil. Truth or lies, it is up to you to decide.
Crusaders use the cross as their signature and whatever has their signature belogns to them and to their deity (which is usually all the lawful or all the good or all the lawful good deities of a pantheon) and to their organization (which is usually a crusading army, a church, a team of zealots or a group of inquisitors). As they level up, they unlock more abilities to do with their cross symbols, from their lowly endows to their mighty miracles.
However, despite their level, Crusaders use the same signature each time; they either carve or paint a cross somewhere in order to unlock its power and they, according to their personality traits, have a certain color and shape they give to their cross. For example, those who have a lot and strong bonds draw more fat crosses than those with few and fragile bonds. Those who have few and minor flaws prefer lighter colors or straight carved lines while those with major flaws use darker colors and curly carved lines.
In spite of their bonds and flaws, all Crusaders belonging to the same organization share the same ideals; punish the infidels and the heretics and the evil itself, even if that means they have to start a whole crusade from scratch!

hit points at 1st level (and hit dice): 12 + CON modifier (and 1d12 hit dice)
hit points at each additional level: 7 + CON modifier (or 1d12 + CON modifier)
saving throws: STR and CON
skills: religion and intimidation
proficiencies: none (no weapon and no armor and no tools but read the "endow" ability below)
starting equipment:

(a) any melee weapon with a small carved cross on it or (b) any ranged weapon with a small carved cross on it
an explorer's pack with a cross carved or painted on it
any armor with a huge cross painted on it and any shield with a huge cross painted on it
(a) a holy knife or (b) a blessed drawing brush

level 1: signature 1/day (endow) description: You gain proficiency with the weapon or armor or tool in which you have carved or drawn your signature cross on it.
level 2: signature 2/day (lock) description: You lock miraculously a door or a container in which you have carved or drawn your signature cross on it. Treat it like locked with a simple lock.
level 3: signature 3/day (banisher 1-turn duration) description: You banish a being that doesn't belong to the material plane out of the material plane for 1 turn by carving or drawing your signature cross on it.
level 4: signature 4/day (comprehend) description: You understand a piece of text in which you have carved or drawn your signature cross on it. Alternatively, you understand the language of a single being in which you have drawn your signature cross on it.
level 5: signature 5/day (animate 1 attack) description: As a bonus action, you animate a melee weapon you wield in which you carved your signature cross on it and cause it to attack someone within 15 feet and then return to your hand.
level 6: signature 6/day (bash) description: You miraculously open a door or a container in which you carved or drawn your signature cross on it. While this ability can move even boulders blocking an entrance, it can not open any kind of locks.
level 7: signature 7/day (arrest) description: A single being in which you have drawn your signature cross on it suddenly falls prone and is restrained by invisible forces for 2 turns.
level 8: signature 8/day (banisher 2-turn duration) description: You banish a being that doesn't belong to the material plane out of the material plane for 2 turns by carving or drawing your signature cross on it.
level 9: signature 9/day (truthteller) description: A single being in which you have drawn your signature cross on it can not lie for 1 minute.
level 10: signature 10/day (animate 2 attacks) description: like animate, but your animated weapon attacks 2 times with your bonus action.
level 11: signature 11/day (torturer) description: A single being in which you have drawn your signature cross on it suddenly falls prone, feels great pain, takes 1d4 force damage per turn and is restrained by invisible forces for 3 turns.
level 12: signature 12/day (silvercrafter) description: You turn a weapon or ammunition to its silvered version by carving or drawing your signature cross on it.
level 13: signature 13/day (banisher 3-turn duration) description: You banish a being that doesn't belong to the material plane out of the material plane for 3 turns by carving or drawing your signature cross on it.
level 14: signature 14/day (chainbreaker) description: You miraculously open locked manacles or break chains, no matter how big or heavy, in which you carved or drawn your signature cross on them. This ability can open any kind of locks (except if DM says otherwise). Chain Devils are (or are not according to the DM) instantly destroyed if targeted by this ability.
level 15: signature 15/day (animate 3 attacks) description: like animate, but your animated weapon attacks 3 times with your bonus action.
level 16: signature 16/day (miracle 1/month) description: Once per month, you perform a miracle to the item or the person in which you have carved or drawn your signature cross on it. The DM decides the actual effect of this ability and how successful was it. Example effects are like the following: Duplicate any spell of 7th level or lower. Undo the harmful effects of certain spells. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Have any effect whose power level is in line with the above effects.
level 17: signature 17/day (animate shield) description: You animate a shield in which you have carved or drawn your signature cross on it. That way, as the shield floats around you, it still protects you but it lets both hands free to use in combat.
level 18: signature 18/day (banisher 4-turn duration) description: You banish a being that doesn't belong to the material plane out of the material plane for 4 turns by carving or drawing your signature cross on it.
level 19: signature 19/day (miracle 1/week) description: Once per week, you perform a miracle to the item or the person in which you have carved or drawn your signature cross on it. The DM decides the actual effect of this ability and how successful was it. Example effects are like the following: Duplicate any spell of 7th level or lower. Undo the harmful effects of certain spells. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Have any effect whose power level is in line with the above effects.
level 20: signature 20/day (animate 4 attacks) description: like animate, but your animated weapon attacks 4 times with your bonus action.

note: Signature always takes an action in order to be done and usually is performed with a holy knife that can carve even metal or a blessed drawing brush that always has paint on it via supernatural means. Also, the player has to tell what kind of signature (e.g. endow or banisher or whatever) is going to perform in advance. Only one type of signature is performed each time, so you either perform "endow" with your action or "animate" or "bash" but not altogether. If the target of the signature is a non-willing creature, a melee basic attack must be used (treat the holy knife or the blessed drawing brush like a dagger that you have proficiency with in that case). If you fail the attack, that signature attempt is wasted for the day. A being adjacent to a cross signature can scratch it in order to ruin it by spending an action, in which case its effects end...




level 1
signature 1/day
(endow)
description: You gain proficiency with the weapon or armor or tool in which you have carved or drawn your signature cross on it.


level 2
signature 2/day
(lock)
description: You lock miraculously a door or a container in which you have carved or drawn your signature cross on it. Treat it like locked with a simple lock.


level 3
signature 3/day
(banisher 1-turn duration)
description: You banish a being that doesn't belong to the material plane out of the material plane for 1 turn by carving or drawing your signature cross on it.


level 4
signature 4/day
(comprehend)
description: You understand a piece of text in which you have carved or drawn your signature cross on it. Alternatively, you understand the language of a single being in which you have drawn your signature cross on it.


level 5
signature 5/day
animate 1 attack
description: As a bonus action, you animate a melee weapon you wield in which you carved your signature cross on it and cause it to attack someone within 15 feet and then return to your hand.


level 6
signature 6/day
(bash)
description: You miraculously open a door or a container in which you carved or drawn your signature cross on it. While this ability can move even boulders blocking an entrance, it can not open any kind of locks.


level 7
signature 7/day
(arrest)
description: A single being in which you have drawn your signature cross on it suddenly falls prone and is restrained by invisible forces for 2 turns.


level 8
signature 8/day
(banisher 2-turn duration)
description: You banish a being that doesn't belong to the material plane out of the material plane for 2 turns by carving or drawing your signature cross on it.


level 9
signature 9/day
(truthteller)
description: A single being in which you have drawn your signature cross on it can not lie for 1 minute.


level 10
signature 10/day
(animate 2 attacks)
description: like animate, but your animated weapon attacks 2 times with your bonus action.


level 11
signature 11/day
(torturer)
description: A single being in which you have drawn your signature cross on it suddenly falls prone, feels great pain, takes 1d4 force damage per turn and is restrained by invisible forces for 3 turns.


level 12
signature 12/day
(silvercrafter)
description: You turn a weapon or ammunition to its silvered version by carving or drawing your signature cross on it.


level 13
signature 13/day
(banisher 3-turn duration)
description: You banish a being that doesn't belong to the material plane out of the material plane for 3 turns by carving or drawing your signature cross on it.


level 14
signature 14/day
(chainbreaker)
description: You miraculously open locked manacles or handcuffs or break chains, no matter how big or heavy, in which you carved or drawn your signature cross on them. This ability can open any kind of locks (except if DM says otherwise). Chain Devils are (or are not according to the DM) instantly destroyed if targeted by this ability.


level 15
signature 15/day
(animate 3 attacks)
description: like animate, but your animated weapon attacks 3 times with your bonus action.


level 16
signature 16/day
(miracle 1/month)
description: Once per month, you perform a miracle to the item or the person in which you have carved or drawn your signature cross on it. The DM decides the actual effect of this ability and how successful was it. Example effects are like the following: Duplicate any spell of 7th level or lower. Undo the harmful effects of certain spells. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Have any effect whose power level is in line with the above effects.


level 17
signature 17/day
(animate shield)
description: You animate a shield in which you have carved or drawn your signature cross on it. That way, as the shield floats around you, it still protects you but it lets both hands free to use in combat.


level 18
signature 18/day
(banisher 4-turn duration)
description: You banish a being that doesn't belong to the material plane out of the material plane for 4 turns by carving or drawing your signature cross on it.


level 19
signature 19/day
(miracle 1/week)
description: Once per week, you perform a miracle to the item or the person in which you have carved or drawn your signature cross on it. The DM decides the actual effect of this ability and how successful was it. Example effects are like the following: Duplicate any spell of 7th level or lower. Undo the harmful effects of certain spells. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Have any effect whose power level is in line with the above effects.


level 20
signature 20/day
(animate 4 attacks)
description: like animate, but your animated weapon attacks 4 times with your bonus action.

MoleMage
2020-06-14, 11:11 AM
6/14: Initial post.
6/14 (later): Added list of secret ingredients and effects (Except Nutmeg, Oregano, Paprika, Saffron, Tumeric, Vanilla effects), added spell list (Unique spells not yet written).


The Chef (https://www.gmbinder.com/share/-M8Ip1JQB8XMHWEQIeFI)







Spell
Slots





Level
Proficiency Bonus
Features
Secret Ingredients
1st
2nd
3rd
4th
5th


1st
+2
Chef's Special (d6), Secret Ingredient
1
-
-
-
-
-


2nd
+2
Spellcasting, Good Eats (d6)
2
2
-
-
-
-


3rd
+2
Cooking Focus
2
3
-
-
-
-



4th
+2
Ability Score Improvement
2
3
-
-
-
-



5th
+3
Extra Attack, Chef's Special (d8)
3
4
2
-
-
-



6th
+3
Rapid Cooking, Cooking Focus Feature
3
4
2
-
-
-



7th
+3
Exotic Ingredients
3
4
3
-
-
-



8th
+3
Ability Score Improvement
4
4
3
-
-
-



9th
+4
Good Eats (d8)
4
4
3
2
-
-



10th
+4
Chef's Special (d10)
4
4
3
2
-
-



11th
+4
Cooking Focus Feature
5
4
3
3
-
-



12th
+4
Ability Score Improvement
5
4
3
3
-
-



13th
+5
Good Eats (d10)
5
4
3
3
1
-



14th
+5
True Flavor
6
4
3
3
1
-



15th
+5
Chef's Special (d12), Cooking Focus Feature
6
4
3
3
2
-



16th
+5
Ability Score Improvement
6
4
3
3
2
-



17th
+6

7
4
3
3
3
1



18th
+6
Good Eats (d12)
7
4
3
3
3
1


19th
+6
Ability Score Improvement
7
4
3
3
3
2


20th
+6
Instant Banquet
7
4
3
3
3
2




Class Features
As a Chef, you gain the following features:

Hit Points
Hit Dice: 1d8 per Chef level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Chef level after 1st.

Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, longswords, scimitars, shortswords, and warhammers
Tools: Cook's utensils and one other type of artisan's tools
Saving Throws: Constitution and Intelligence
Skills: Choose two from Athletics, Deception, Investigation, Insight, Intimidation, Medicine, and Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) a martial weapon and a shield or (b) two martial weapons
(a) five light hammers or (b) any simple melee weapon
an explorer's pack and cook's utensils
(a) scale mail or (b) leather armor


Chef's Special
You have begun work on your signature dish. As a bonus action, you can produce a single serving of a food item from available materials. You must have chef's utensils on hand in order to use this feature. A creature can consume your chef's special as a bonus action, granting them 1d6 healing and an equal amount of temporary hit points. Only a single serving of Chef's Special can exist at one time. If you create a new one before the old one was consumed, the old one is destroyed.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest, which also destroys any Chef's Special which still exists from before the rest.

The die associated with your Chef's Special increases when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Secret Ingredient
The true secret to good cooking is the secret ingredient. At 1st level you know how to add one secret ingredient to your Chef's Special, chosen from the list of Secret Ingredients at the end of this class. Secret Ingredients typically modify your Chef's Special's effects in some way.

When you gain certain chef levels, you can add additional ingredients to your Special, as shown in the Secret Ingredients column of the Chef table.

Each time you gain a level in this class, you can exchange one of your Secret Ingredients for another Secret Ingredient for which you meet the requirements.

Spellcasting
By 2nd level, you have learned to draw on primal magic through natural ingredients to cast magic.

Preparing and Casting Spells
The Chef table shows how many spell slots you have to cast your spells. To cast one of your chef spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of chef spells that are available for you to cast, choosing from the chef spell list. When you do so, choose a number of chef spells equal to your Intelligence modifier + half your chef level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level chef, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of chef spells requires time spent experimenting with cooking: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your chef spells, since their power derives from the strength of your convictions. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a chef spell you cast when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus
You can use cook's utensils (see "Equipment") as a spellcasting focus for your chef spells.

Good Eats
At 2nd level, whenever you set up camp you produce a heartening meal for your friends. You and any friendly creatures sharing your camp during a long rest can roll a d6 at the end of the rest and increase their current and maximum health by the result for that day.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Cooking Focus
At 3rd level, you choose a type of cooking to devote your focus to, such as Baking or Roasting. Your choice grants you features when you pick it and again at 6th, 11th, and 15th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Rapid Cooking
At 6th level, you regain all expended uses of your Chef's Special whenever you finish a short or a long rest.

Exotic Ingredients
At 7th level, you can produce food from nearly anything. Any creature which benefits from your Chef's Special or Good Eats feature also receives enough nourishment to last for one day. They must still drink water as normal.

True Flavor
At 14th level, you unlock the true flavor of one of your Secret Ingredients. You can no longer change that ingredient out when you gain a level in this class, but you can add the benefit described under its True Flavor entry.

Instant Banquet
At 20th level, you can conjure a whole banquet during a short rest. You and your allies who partake of the banquet regain health and hit dice as if they had completed a long rest instead, and gain the benefit of Good Eats. They do not gain any other benefits of a long rest, including regaining spell slots or other class features.



Baking is about blending multiple ingredients into a single flawless product. Bakers can be confectioners, pie-makers, bread-makers, or a mix thereof. Their foods tend to be lighter side dishes or desserts that perfectly complement any number of main courses.

Shareable Portions
At 3rd level, you can produce more helpings of your Chef's Special because you design the portions to be shared. You can use your Chef's Special ability two additional times.

A Good Rise
At 6th level, whenever a creature consumes a helping of your Chef's Special, they can roll twice and use the better result one one of the associated dice.

Mana Biscuits
At 11th level, you learn to produce a mana biscuit. Each time you complete a long rest, you produce a number of mana biscuits equal to the highest level spell slot you possess (maximum 5). A creature capable of casting spells can eat one of your mana biscuits as an action to regain a 1st level spell slot. If you eat a mana biscuit which you created, you can instead increase the level of one of your unexpended spell slots, up to a a maximum of 5th level.

Extra Secret Ingredient
At 15th level, you can mix in even more secret ingredients to your Chef's Special. You know how to use an additional Secret Ingredient. You can change which ingredient you know whenever you complete a long rest.

Roasting is about bringing out the best in a piece of meat or sometimes a vegetable. Roasters are more aggressive as their foods tend to require intense heat and rapid adjustments.

Bonus Proficiencies
At 3rd level when you choose this focus, you gain proficiency with martial weapons.

Cleave Mastery
Also at 3rd level, you have mastered the use of edged weapons in the creation of fine cuisine. You can use an edged weapon instead of cook's utensils for the purposes of spellcasting and producing your Chef's Special.

It's Too Raw
At 6th level, when you deal damage with a weapon attack, you can use your bonus action to consume a helping of Chef's Special. If you do, instead of its normal effects you deal additional fire damage equal to two of its dice.

Improved It's Too Raw!
At 11th level, you deal additional fire damage equal to one of your Chef's Special dice, even if you do not consume your Chef's Special on that attack.

Bonfire Roasters
At 15th level, you always have the spell fireball prepared and it does not count against your normal limit for spells prepared. Additionally, you can cast fireball once at 3rd level without consuming a spell slot. You regain the ability to do so whenever you complete a short or a long rest.

Soup is an almost meditative food, well suited for restful days and careful contemplation, but it is also convenient and bolstering. Soup chefs tend to be more flexible of thought as they do not need to worry as much about precise changes in recipe.

Bonus Proficiencies
At 3rd level when you choose this focus, you gain proficiency with heavy armor.

Keep It in a Flask
Also at 3rd level, you learn to preserve your Chef's Special, keeping it fresh and hot for longer. You no longer are limited to having a single helping of your Chef's Special created at one time.

Chowder
At 6th level, you learn to create a thicker soup that really sticks to the ribs. You can use two of your uses of Chef's Special to create a Chowder Special. A creature which eats a Chowder special combines the effects of two Chef's Specials. Once you have created a Chowder, you cannot create another one until you have completed a long rest.

Deep Pot
At 11th level, whenever you create one of your Chef's Specials, you may create a second one for free as part of the same action. The extra Chef's Special uses a d4 instead of your normal die when determining its effects.

Ironsides
At 15th level, your long experience with heavy iron cookwear has strengthened your body and mind. You are proficient in all saving throws.


If a secret ingredient has prerequisites, you must meet them to learn it. You can learn a Secret Ingredient at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Anise
Someone who consumes Chef's Special made with anise gains resistance to poison damage and immunity to the poisoned condition for 1 hour.

True Flavor. They are instead immune to poison, and whenever they would take poison damage they gain the same number of temporary hit points instead.

Basil
Someone who consumes Chef's Special made with basil deals additional damage when striking in melee. Once per turn, they may add your Chef's Special die to the damage they deal with a melee weapon attack. This effect lasts up to a minute and may be used a number of times equal to your Intelligence bonus (minimum 2). Additional Chef's Specials eaten do not increase the damage dealt by this effect but do allow it to be used additional times.

True Flavor. The effect now lasts one hour and may be used any number of times. You may only grant the benefit of basil's true flavor to one creature at a time; other creatures get the normal effect of basil. If a new creature consumes your special, you choose whether the old creature or the new creature benefits from stoneroot.

Basilisk Flank
Requires 7th level

Someone who consumes Chef's Special made with basilisk flank also receives a bonus on all saving throws equal to your Intelligence bonus for the next minute.

True Flavor. While the effect lasts, if the eater fails a saving throw, they can use their Reaction to succeed instead. Then the effect ends.

Bay leaves
Someone who consumes Chef's Special made with bay leaves increses the healing and temporary hit points of your chef's special by an additional die.

True Flavor. The healing and temporary hit points are increased by two more additional dice, for a total of four dice.

Cardamom
Someone who consumes Chef's Special made with cardamom can breathe water as well as air for one hour.

True Flavor. For the duration of the water breathing effect, the eater also has darkvision and a swim speed equal to their land speed.

Clarified Ochre Jelly
Requires 7th level

Someone who consumes Chef's Special made with clarified ochre jelly becomes mildly acidic. Whenever a creature strikes them in melee, that creature takes acid damage equal to your Intelligence modifier (minimum 1). This effect lasts for one minute.

True Flavor. The acid damage increases to 1d4 plus your Intelligence modifier, and the consumer gains immunity to lightning damage for the duration.

Cloves
Someone who consumes Chef's Special made with cloves gain advantage on Charisma checks for one hour.

True Flavor. While the effect lasts, the eater may attempt to charm a single creature which they are speaking to. After a minute of conversation, their target must make a Wisdom saving throw against your Spell Save DC. On a failed save, they are charmed by the eater for the remaining duration of the cloves effect. On a successful save, they are immune to this effect for 24 hours.

Demon Pepper
Requires 13th level

Someone who consumes Chef's Special made with demon pepper sheds heat with every step. Once on each of their turns without using their action, they may deal fire damage equal to your Chef's Special die to a creature they specify within 5 feet of them. This effect lasts up to a minute and may be used a number of times equal to your Intelligence bonus (minimum 2). Additional Chef's Specials eaten do not increase the damage dealt by this effect but do allow it to be used additional times.

True Flavor. The damage of this effect increases to twice your Chef's Special die, and its number of uses doubles.

Dragon Cutlets
Requires 13th level

Someone who consumes Chef's Special made with dragon cutlets gains the ability to spew a cone of fire once within the next minute. As an action on their turn, they can exhale a 30-foot cone of flame. Creatures in the area must make a Dexterity saving throw against your spell save DC. On a failed save, they take damage equal to three rolls of your Chef's Special die. On a successful save, they take half damage.

True Flavor. The damage of the cone increases by an additional die, and it can now be used a number of times equal to your Intelligence modifier (minimum 2).

Ectoplasm
Requires 7th level
Someone who consumes Chef's Special made with ectoplasm becomes slightly intangible. They have advantage on Dexterity (Acrobatics) checks made to squeeze through small spaces. Additionally, they do not provoke opportunity attacks for movement and they can move through and occupy other creatures' spaces without penalty (including enemies). This effect lasts for one minute.

True Flavor. For the duration, the creature can move through solid objects not made to repel ghosts as if they were difficult terrain. If they end their movement in a solid object they take 1d10 force damage and are ejected into the nearest empty space.

Ginger
Someone who consumes Chef's Special made with ginger can communicate telepathically with creatures they share a language with for the next hour. The range of the telepathy is 10 feet times your Chef level.

True Flavor. The creature is also immune to psychic damage, the charmed and dominated conditions, and magical effects which attempt to read its thoughts or influence its emotions for the same duration.

Hot Pepper
Someone who consumes Chef's Special made with hot pepper becomes flushed with heat. For the next hour, they have resistance to fire damage.

True Flavor. They are instead immune to fire damage. For the same duration, they gain a special ranged attack with a 30 foot range. This special ranged attack deals fire damage equal to your Chef's Special die, and

Manticore Steak
Requires 7th level

Someone who consumes Chef's Special made with manticore steak gains insight into ranged weapon trajectories. The close and long range of their ranged weapon attacks are doubled for one minute.

True Flavor. The first time the eater hits with a ranged weapon attack each turn while the effect lasts, they may make an additional ranged weapon attack as a bonus action.

Nutmeg
Someone who consumes Chef's Special made with

True Flavor.

Oregano
Someone who consumes Chef's Special made with

True Flavor.

Paprika
Someone who consumes Chef's Special made with

True Flavor.

Roc Eggs
Requires 13th level

Someone who consumes Chef's Special made with roc eggs grows a pair of powerful wings for one minute. They gain a fly speed equal to their land speed. A creature can dismiss this effect early as a bonus action.

True Flavor. Their fly speed increases to twice their land speed, and the duration increases to one hour.

Saffron
Someone who consumes Chef's Special made with

True Flavor.

Shrieker Caps
Requires 7th level

Someone who consumes Chef's Special made with shrieker caps becomes more aware of their surroundings. They have advantage on Wisdom (Perception) checks relating to touch or sound for one hour.

True Flavor. The eater also gains blindsight with a range of 20 feet for one minute after eating the special.

Stoneroot
Someone who consumes Chef's Special made with stoneroot has their armor class increased by 1 for the next minute.

True Flavor. The armor class increase improves to 2, and the duration improves to one hour. You may only grant the benefit of stoneroot's true flavor to one creature at a time; other creatures get the normal effect of stoneroot. If a new creature consumes your special, you choose whether the old creature or the new creature benefits from stoneroot.

Treant Acorns
Requires 13th level

Someone who consumes Chef's Special made with treant acorns increases their current and maximum HP by the same amount as their healing from the Chef's Special for the next hour. This effect is cumulative with other effects which increase maximum HP.

True Flavor. For one minute after consuming the Chef's Special, the eater regains hit points at the start of each of their turns equal to your Intelligence modifier (minimum 1). Once a creature has benefited from the True Flavor of treant acorns, you cannot grant that benefit to another creature until you have completed a short or a long rest.

Turmeric
Someone who consumes Chef's Special made with

True Flavor.

Vanilla
Someone who consumes Chef's Special made with

True Flavor.

Wyvern Venom
Requires 7th level

Someone who consumes Chef's Special made with wyvern venom becomes venemous themselves. For the next minute they can spit a 30-foot line of poison as an action on their turn. Creatures in the area must make a Constitution saving throw against your spell save DC. On a failed save, they take damage equal to two rolls of your Chef's Special die. On a successful save, they take half damage.

The eater can use this poison spit a number of times equal to your Intelligence modifier (minimum 1).

True Flavor. The damage increases to three rolls of your Chef's Special die, and there is no limit on the number of times it can be used. Once a creature has benefited from the True Flavor of Wyvern Venom, you cannot grant that benefit to another creature until you have completed a short or a long rest.


1st Level
Burning Hands
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
False Life
Goodberry
Grease
Purify Food and Drink
Ray of Sickness
Sleep

2nd Level
Alter Self
Continual Flame
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Flame Blade
Hold Person
Lesser Restoration
Locate Object
Magic Mouth
Ray of Enfeeblement
Scorching Ray
Suggestion

3rd Level
Dispel Magic
Fireball
Haste
Nondetection
Plant Growth
Protection from Energy
Remove Curse
Vampiric Touch
Water Breathing

4th Level
Conjure Minor Elementals
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Polymorph
Stone Skin
Wall of Fire

5th Level
Commune with Nature
Conjure Elemental
Dominate Person
Flame Strike
Greater Restoration
Mass Cure Wounds

MoleMage
2020-07-06, 04:25 PM
https://forums.giantitp.com/showthread.php?615371-D-amp-D-5e-Base-Class-Contest-XI-Voting-Thread&p=24599477#post24599477

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

MoleMage
2020-07-27, 12:03 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