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MoleMage
2020-06-15, 12:23 PM
It's time for our next subclass contest! Subclass Contest XVI: It Came From Beyond II.


The class must fit the theme of the contest. For our fifteenth contest, that means subclasses which focus on the beyond, whether that's space, other planes, mental realms, or some other interpretation of the beyond. Last time the theme winner was a mirror sorcerer. Maybe this time you want to make an ectoplasmic tracker, or a rogue that can teleport through different dimensions, taking part of their power with him. For once, the sky isn't the limit.
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
Your subclass must be complete by 11:59 PM Central Time on Sunday July 12th. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
Have fun, be respectful.


Chat thread: http://www.giantitp.com/forums/showthread.php?559110-D-amp-D-5e-Subclass-Contest-Chat-Thread
Voting thread: To be created July 13th.

RickAsWritten
2020-06-15, 02:36 PM
Fighter
Martial Archetype – Froghemant

Through an unknown mutation, a familial curse, or exposure to an alien relic, you’ve been altered. Altered to become like the froghemoth; one of the strangest monstrosities of the known world, and one that is, originally, not of this world. This alien amphibian is a ruthless predator, and you, by extension, just might become one too.

Snatching Tongue

When you reach 3rd level, you gain the ability to use your tongue to attack and grasp your enemies. Your tongue is a natural weapon, which you can use to make unarmed strikes. It has a range of 15 feet, and if you hit with it you deal bludgeoning damage equal to 1d6 + your Strength modifier.

As a bonus action, you can force a creature that you hit with your tongue attack to make a Strength saving throw. The DC for this save equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pulled into an unoccupied space within 5 feet of you. You can use this ability a number of times equal to your Constitution modifier per short or long rest.

Swamp Natural

At 3rd level, your curious mutation makes you to feel at home in the swamp. When you are travelling through swamplands or wading through water, nonmagical difficulty terrain costs you no extra movement. In addition, bullywugs and grungs don’t regard you as hostile unless you harm them.

Swallowed

Starting at 7th level, you’ve developed a magical frog-like gullet that allows you to swallow things that are much larger than humanly possible. As an action, you can attempt to swallow a Medium or smaller creature that is within 5 feet of you. The creature must attempt a Dexterity saving throw or be pulled into your gullet. The DC for this save equals 8 + your proficiency bonus + your Strength modifier. A swallowed creature is transported to a featureless, clutching demi-plane inside of your body. While there, the creature is blinded and restrained, has total cover against attacks and effects outside your body, and takes 2d6 acid damage when swallowed and at the start of each of your subsequent turns. A swallowed creature can attack you according to the normal rules for combat. You may only fit one creature in your gullet at a time.

At the end of a swallowed creature’s turn, they may attempt a Strength saving throw against the initial DC to attempt to escape. If you take more than 20 + your Fighter level damage in a single turn or take any lightning damage, you must immediately regurgitate any swallowed creature. A creature that is killed while swallowed is regurgitated. A creature that succeeds on an escape attempt or that is regurgitated takes 2d6 bludgeoning damage on the way out, lands in an unoccupied space within 5 feet of you and is prone.

Man of the Frog

Beginning at 10th level, your features become more amphibian and more alien. You grow a hidden eyestalk from the top of your head that you can extend and completely hide as a bonus action. When extended you have advantage on Perception checks that involve sight. In addition, you can breathe both air and water, and your tongue attack counts as magical for the purpose of overcoming resistances.

Froghemoth of the Man

At 15th level, your frogemoth-like tendencies have increased in the following ways:

The damage die for your tongue attack is increased to 1d10.
You gain resistance to lightning damage.
The acid damage taken by swallowed creatures increases to 4d6.
You can fit two creatures in your gullet demi-plane at one time.

Froghemoth Shape

When you reach 18th level, you gain the ability to transform into a froghemoth for a short amount of time. As an action, you can magically assume the shape of a froghemoth, as per the Druid’s Wild Shape feature. The transformation lasts for one minute, after which you revert to your normal form. Any creature that is currently swallowed when you revert to your normal form can immediately attempt a saving throw against the Swallowed ability DC to try to escape, otherwise they are trapped in your gullet demi-plane. Once you use this ability, you must complete a long rest before it can be used again.



Removed fire resistance from 15
Increased acid damage from 3d6 for 15
Changed name from Froghemon to Froghemant
Added a clause for death while swallowed *shudder*
Added scaling to damage before regurgitation
Added clause for attacks from swallowed creatures
Rewrote level 18 to be a 1/LR Wild Shape, per suggestion

BerzerkerUnit
2020-06-15, 03:01 PM
I cooked this up in another thread yesterday but have removed it there and altered it since. If that doesn’t fly I’ll pull it.

Other wise, here’s a thing.

Patron: Mean Green Mother from Outer Space (https://drive.google.com/file/d/1t3fWZCSBZOrCqc2YQdNvqnxXhl0Z8wdf/view?usp=sharing)


Eclipse Spawn will be broken in two features gained at level 1.
Mother’s Whispers
The feature that allows you to spend max hp for spectacular skill and tool checks.

Feed Me! (I’ll rename the other one)
The feature that allows you to attack with the plant as a bonus action and store blood to be used with other features granted by this Patron.

Update Doom Bud entry for clarity: Bite should grapple.

Update 2: clarified Doom Bud had no loyalty and attacked any creature that moved.
Clarified capstone reduces max hp.

Update 3: better art and tighter language on Doom Bud. Added text to Feed Me! regarding the upgrade for Pact of Chain.

Phhase
2020-06-16, 01:47 AM
Claiming my spot! I don't know what it'll be yet, but my hipster sense tells me there's gonna be a ton of Warlock, so not that.


Roguish Archetype:

Dreamhacker

Have you ever had a dream where you, um, you, had, where, um, there's you...don't answer, we all have. That state, that waking or sleeping wandering of the mind, is where the Dreamhacker lurks. Subtly or overly, Dreamhack rogues hunt the mindscape of the demiplane of Dream for vulnerable or exposed facets of one's thoughts, striking at the very core of the enemy's foundation.

Get to the JIP!
At 3rd level, you've mastered the basics of projecting your consciousness into the mindscape. As an action, a number of times per long rest equal to your Intelligence Modifier, you can project your consciousness into the local pocket of the demiplane of Dreams. During this time, your physical body is Incapacitated, emits dim light out to 40ft, and you gain Temporary HP equal to your Intelligence Score.

Immediately upon projecting, you can designate up to your Intelligence Modifier in visible willing targets to sync with. A telepathic link is established between you and any synced target, allowing two-way communication between you and them.

Sustaining the connection is strenuous, so at the end of each turn spent projecting after the first, you take 1d4 psychic damage (This damage bypasses buffers such as Arcane Ward). If you begin your turn with none of this Temporary HP remaining, you are ejected from Dream and return to your body (This includes cases where another source of THP replaces these).

Thoughtrunning
The Dream realm is somewhat coterminous with the Material, so while you cannot see what the environment look like, the minds of intelligent creatures appear as small clouds of bubbles that are 1:1 with where the creature is on the Material Plane. You can move in any direction at twice your speed, with a maximum range of 1 mile from your body's current location. If you are within 5 feet of the mindsphere of another creature, you can enact the following Methods upon it:

Method: Eyejack
Requires: No action, but only usable once per turn
Make a Dexterity(Sleight of Hand) check. If the result is higher than the target's Passive Wisdom, you gain access to that creature's senses for the duration of your projection. You can spend a turn to look through that creature's eyes and ears. If you fail to gain access, the enemy gets the feeling someone was looking over their shoulder. Not enough to conclude anything, but if it keeps happening, suspicions might arise. You can mentally project anything you see through that creature's eyes onto your view of the Dream plane, to aid future planning.

Method: Datamine
Requires: 1 Action
Make a Dexterity(Stealth) check contested by the target's Wisdom Save. On a success, you can choose up to your Intelligence Modifier in facts from the list below to learn. Some facts require others to be learned first. If you fail, you can try again, but must roll with disadvantage, as the target is now on guard, having experienced the sensation of someone attempting to steal something from them.

The target's AC
The target's Current HP
One of the target's classes
A spell of any level that the target has available (requires knowledge of spellcasting classes)
The target's race
The target's alignment
The target's current task
Whether or not the target is currently affected by mind-altering effects
The target's name


Method: Setup
Requires: 1 Bonus Action
Make a Dexterity(Persuasion) check contested by the target's Passive Wisdom. On a success, you can cause the target to move up to its speed and interact with an object. You cannot make the target do something harmful or obviously illogical (For example, walk off a cliff, unlock the main gate, walk back towards an enemy it is fleeing from). The target will remain in the new location for up to 1 minute, until you use Setup on them again, or another creature solicits their attention, at which point they have a "What was I doing again?" moment. On a failure, the target simply dismisses the suggestion as an odd idle thought.

Mindsplinter
At 9th level, you've become adept at leaving traces of yourself inside the minds of others, even once you end your projection. You gain access to the following Methods:

Method: PsiMine
Requires: 1 Action
Make a Dexterity(Sleight of Hand) check against the target's Wisdom Save. On a success, the next time they take Sneak Attack damage from you, they must make an Intelligence Save against the damage or become Stunned until the end of their next turn. You cannot plant more than one PsiMine on the same creature simultaneously. If you fail the plant, the target takes 1 psychic damage and feels a distinct mental intrusion. You also take an additional 1d4 psychic damage at the end of that turn.

Method: Directive
Requires: 1 Action
Make a Dexterity(Persuasion) check against the target's Intelligence Save. On a success, you set up a trigger in the mind of that creature. If the the condition is met within the next week, the Directive activates, and has an effect identical to the spell Suggestion, except that the content of the suggestion is determined at the time of planting, and the target will only attempt to carry out the the action for a course of 5 rounds. If you fail the plant, the target takes 1 psychic damage and feels a distinct mental intrusion. You also take an additional 1d4 psychic damage at the end of that turn.

Method: Memory Leak
Requires: 1 Action
Make a Dexterity attack roll against the target's Passive Wisdom. On a hit, roll your Sneak Attack Damage. If the enemy's HP falls to an amount equal or less than that amount in the next hour, they pass out, asleep. On a miss, you take an additional 1d4 psychic damage at the end of that turn. This Method does not stack with itself.

Invisible War
At 13th level, your allies can now depend on you to protect their own minds from hostile intrusion. Method: Datamine can now tell the user about any magical effects on the target, any spells they are concentrating on, and you gain access to the following Methods:

Method: ICE Barrier
Requires: 1 Action
Make a Dexterity(Persuasion) check. For one hour, if the target must make a mental saving throw, they can use the result of your check instead (This can be done after they see their own roll). A creature can only benefit from one ICE Barrier at any one time.

Method: ICE Break
Requires: 1 Bonus Action
Roll Sneak Attack damage against a target that is magically Frightened, Charmed, or Stunned. If the result is greater than the level of spell (if applicable) + the caster's spellpower/the save, then the effect is removed.

Method: Disrupt
Requires: 1 Bonus Action, or 1 Reaction taken when a creature you can see begins to visibly cast a spell
As an action, make a Dexterity attack roll. The target must immediately make a Concentration check against the result, or lose the spell they are concentrating on, or casting.

Nightmare Architect
At 17th level, your mastery of the waking and sleeping is a thing of wonder - and terror. Your Methods have enhanced or modified effects against creatures that are asleep.

Method: Eyejack
Against a sleeping creature, Eyejack will notify the Dreamhacker when the creature awakens, and will show them footage of the first minute of the creature's waking activity.

Method: Datamine
Repeated attempts do not cause disadvantage.

Method: Setup
The action is performed once the creature awakens.

Method: PsiMine
When triggered, the Mine deals 4d6 bonus psychic damage. Failing a plant does not carry a penalty.

Method: Directive
On a successful plant, vivid nightmares prevent the sleeper from benefiting from the rest.

Method: Memory Leak
The method's duration becomes 5 hours, and the duration only begins once the sleeper awakens. It also suffers a level of exhaustion when Memory Leak triggers.

Method: ICE Barrier
The method's duration only begins once the sleeper awakens.

Method: Disrupt
The next mental save made by the target in the next 12 hours is made at disadvantage.

Additionally, you gain access to the following Methods:

Method: Metaprison
Requires: 1 Action every turn, for up to 1 minute
Make a Dexterity(Sleight of Hand) check, contested by the target's Wisdom Save. On a success, they are blinded until the beginning of your next turn and are immune to this Method for 24 Hours. On a failure, you create a temporary rift and drag the victim partially into the dream plane, causing them to vanish. This effect is identical to Mental Prison, with the following exceptions:

Targets immune to charming are still affected.
It is a Conjuration effect rather than an Illusion effect.
You must remain within 5 feet of the target while maintaining the Metaprison.
You can only use 1 Method per turn, and only on the current Metaprison target, regardless of action cost.


Method: Format
Requires: 1 Action, 1 Bonus Action, and 1 Reaction, all taken on the same turn
Make a Dexterity(Acrobatics) check contested by the opponent's Wisdom(Insight). On a success, you completely erase yourself or an ally from their perception for 1 hour. That creature cannot perceive you through any sense, and any actions you take against it seem to come from an invisible enemy. Against a sleeping creature, it takes effect upon waking, and also wipes any memories of you or the ally from their mind.

nickl_2000
2020-06-16, 09:12 AM
Cleric: Madness Domain
Clerics of the madness domain worship the Eldritch horrors, they work to recruit warlocks and spread fear and madness through the world. Their powers are used to assault the mind and kill their enemies without a scratch left on them.


Madness Domain Spells:



Artificer Level
Spell




1st
Dissonant Whispers, Tasha’s Hideous Laughter



3rd
Crown of Madness, Phantasmal Force



5th
Bestow Curse, Hunger of Hadar



7th
Evard’s Black Tentacles, Phantasmal Killer



9th
Contact other Plane, Synaptic Static




Eldritch Knowledge
At 1st level, You also become proficient in your choice of two of the following skills: Arcana, History, Insight, or Religion.
Additionally, when you make a melee attack, instead of attacking physically you may project an illusionary attack at the target that can be seen by everyone around you. This attack is considered a melee weapon attack, uses your melee attack modifier, and melee damage modifier, but does psychic damage.


Distracting Whispers
Also at level 1, your worship of the Eldritch horrors has taught you how to invade the mind of those seeking to harm you. When you are targeted by a melee attack, you may use your reaction to insert distracting psychic whispers into the mind of the attacker. Until the end of their current turn they subtract 1d4 from all melee attack rolls.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Channel Divinity: Maddening Thoughts
Starting at 2nd level, you can use your Channel Divinity to empower your mental assaults. When you deal psychic damage or cause psychic damage through an ability of yours you can use your channel divinity to maximize the damage.


Mental Stupor
At level 6, when a creature affected by your distracting whispers ability misses a melee attack, their mind is overwhelmed by your mental assault on them. They are stricken to the ground, falling prone, and must immediately end their turn.


Maddening Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.


Inflict Madness
At level 17 you may inflict madness on an enemy. As an action you can channel the eldritch horrors on you. All creatures within 10 feet of you must make a wisdom save against your spell DC or suffer from madness. Each target that fails the save must roll a d8 for an effect from the madness table to see how they are afflicted. Due to your closeness to madness yourself, you can recognize their madness and know how they are affected.

The target retreats into his or her mind and becomes Paralyzed for 1 minute. The target can make a new save to end the effect when they take damage.
The target becomes Incapacitated and spends the Duration screaming, laughing, or weeping for 1 minute. The target can make a new save to end this effect at the end of each of their turns.
The target becomes Frightened and must use his or her action and Movement each round to flee from you. Once they can no longer see you, this effect ends.
The target begins babbling and is incapable of normal Speech or Spellcasting for the next minute. As an action, the target can attempt to organize their mind, allowing them to attempt to make the save again
The target must use his or her action each round to Attack the nearest creature for the next minute. At the end of each turn the target makes a new save to end the effect
The target experiences vivid hallucinations and has disadvantage on Ability Checks for the next minute.
The target is Stunned for the next minute, at the end of each turn the target makes a new save to end the effect.
The target falls Unconscious for the next hour, they remain unconscious until they are dealt damage or another creature uses an action to wake them up.


You may use this ability 1 time per short rest.




I'm not completely sure on the level 6 ability to have a miss cause the target to damage themselves with their own attack. The damage may scale to well.





Dropped the entire subclass and wrote a different one because I didn't like it.
Replaced the level 6 ability with something less complicated
Limited the level 17 ability to 1/short rest and made it so you knew what happened to them.
Replaced potent spell casting with melee damage.
Replaced sacred flame psychic damage with a illusionary psychic attack to make this more melee focused













Artificer - Shadow Weaver
Some artificers focus on building up technology and science, but a shadow weaver uses their tools to weave the essence of the shadow realm into existence and utilize it for their own purposes.


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

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



Artificer Level
Spell



3rd
Arms of Hadar, Cause Fear



5th
Darkness, Invisibility



9th
Gaseous Form, Phantom Steed



13th
Greater Invisibility, Shadows of Moil



17th
Bigby’s Hand, Mislead




Shadow Weaver
At level 3, you gain the ability to use your weavers tools to weave material from the shadow realm to create magical objects in the plane you are in. As an action, you may use your weavers tools to create a shadow version of a mundane equipment item or tool of cost 75 gp or less. This item continues to exist until you complete a long rest or it leaves contact with your body.
Additionally you may spend 1 hour working with your weavers tools to create a tendril of shadow into a weapon. You are proficient with the shadow whip, which is a one handed finesse weapon with a 10 foot reach and does 1d6 necrotic damage on hit. This shadow whip can be summoned into your hand and dismissed back to the shadow realm as a bonus action, and can be the target of your artificer infusions.


Shadow Wrap
At level 5 when you deal damage with the shadow whip you may release it and cause it to wrap around your target. The target must make an athletics or acrobatics check contested against your spell DC. If they fail, they are grappled. During their turn, they may spend an action to attempt to break the grapple as an athletics or acrobatics check against your spell DC. At the end of their turn, if they are still grappled they take 1d6 necrotic damage.
When the grapple is broken or ended by you as a free action, you must resummon the shadow whip to use it again. You may use this ability a number of times equal to your Intelligence modifier (minimum of once), you regain all uses when you complete a long rest.


Strengthened Weave
At level 9, you have strengthened your control over the material of the shadow plane, as such when you make an attack with your shadow whip or cast a spell dealing necrotic damage the damage ignores resistance to necrotic damage and converts immunity to resistance.
Additionally, once a turn, when you deal damage with your shadow whip you may add your intelligence modifier to the damage dealt


Shadow Bind
At level 15 when you grapple a target with your shadow whip they are now also restrained, if the target is grappled at the end of their turn, it now does an additional 2d6 (3d6 total) necrotic damage.

theVoidWatches
2020-06-17, 11:54 AM
Fighter Subclass: The Hero

Go beyond! Plus Ultra!


Everyone has a limit to their capabilities - a point past which they can't improve farther. Some top out early and never achieve greatness, others reach incredible heights before their improvement stalls, and still others never reach their limit at all.
But not you. You break those limits, and never stop improving.

Hero Points
Beginning at level 3, you gain access to a store of energy which allows you to shatter your normal limits, called hero points. You can spend a hero point to give yourself one of the following bonuses:

Extra Action Surge - Once on your turn, you regain an expended use of your Action Surge. You may use this bonus once, and must complete a long rest before doing so again.
Critical Strike - Once on your turn after you hit with a weapon attack, you may retroactively turn your attack into a critical hit.
Surge of Strength - When you take damage that would reduce you to 0 hp, you may grant yourself immunity to the Unconscious condition. You still suffer the normal effects of being at 0 hp, and you lose your immunity when you are no longer at 0 hp.

You have a number of hero points equal to your Constitution modifier (minimum 1), and regain them after a long rest.

Impossible Physique
Beginning at level 7, you have broken one of your mortal limits. Choose one of the following features to gain:
With a Single Bound
Your strength score is increased by 2, to a maximum of 22, you gain the Powerful Build feature if you do not already have it, and you are always considered to be under the effects of the Jump spell. Additionally, you gain the following option to spend your hero points:



[*=1]Impossible Strength - As a reaction when you make a strength ability check or saving throw, you may replace the result of your die roll with a 20. You may do so after you have rolled the die, but before the DM tells you whether or not you succeed.


A Speeding Bullet
Your dexterity score is increased by 2, to a maximum of 22, your walking speed is increased by 10 ft, and you can take the Dash action as a bonus action. Additionally, you gain the following option to spend your hero points:



[*=1]Flash Step - As a bonus action, you briefly move so quickly that you don't appear to pass through the intervening space. You may immediately move up to 100 feet, using any movement type that you have access to. You are invisible during this movement. Taking any action concludes this special movement and breaks your invisibility.


Strong as Steel
Your constitution score is increased by 2, to a maximum of 22, and all damage you would take is reduced by your constitution modifier. This reduction applies before any other calculations which would affect the damage you take, such as resistances. Additionally, you gain the following option to spend your hero points:



[*=1]Break it on my Back - As a reaction when you would take damage, you may gain resistance to the damage type you would have taken. This resistance lasts until either the end of combat or the next time you use this feature, whichever comes first.

At level 10, and again at level 15, you may choose another feature from this list. You may not choose the same feature more than once.

Limit Break
Beginning at level 15, your potential is unlimited. If you receive an Ability Score Improvement, you can now use it to improve your ability scores to a maximum of 24 instead of a maximum of 20.

Endless Heroism
Beginning at level 18, nothing can quell your determination and heroic spirit. If you roll initiative and have no unspent hero points, you regain 1 hero point. Additionally, you always function as though you had one fewer levels of exhaustion than you currently have.

sengmeng
2020-06-20, 07:49 AM
Fighter Archetype: Dungeoncrasher

The dungeoncrasher is a fighter who devotes himself to breaking people, places, and things, especially barriers and boundaries.

Brute Force
When you choose this archetype at third level, you gain the Brute Force ability. You gain proficiency in Athletics, and add double your proficiency bonus to athletics checks. If you already had proficiency in Athletics, you gain proficiency in another skill of your choice. Additionally, whenever you shove or grapple a creature successfully, you may choose to deal damage to them equal to your unarmed strike damage, whatever that may be based on class features, feats, racial abilities, or other things that modify your unarmed strike damage. This does not cost an action or have an attack roll, but otherwise counts as you making an attack or dealing damage, for the purposes of spells like Hellish Rebuke or Invisibility or breaking the charmed effect. When you use your shove to move a creature, you may move it an extra number of feet equal to how much your Athletics check exceeds their Athletics or Acrobatics check, rounding down to five foot squares.

Worldbreaker
Beginning at seventh level, you become especially skilled at breaking objects. You deal 5x your normal damage to objects with melee attacks and if you attack the floor and exceed the damage threshold of whatever ground is beneath your feet or in a square adjacent to you, you may designate it as difficult terrain for creatures other than you. Additionally, when you use your shove to move a creature, you may move it an extra number of feet equal to how much your Athletics check exceeds their Athletics or Acrobatics check, rounding down to five foot squares.

Dungeoncrash
Beginning at 10th level, whenever you shove a creature and their movement is stopped by a solid object, they take 4d6 + your strength modifier bludgeoning damage. You choose whether the obstruction takes this damage as well, multiplying it by 5 for objects. The DM may rule for especially soft objects, such as an unarmored creature, that they only take half damage, or for a sharp object the damage may be doubled and changed to piercing or slashing. You may only deal this extra damage on one shove per turn.

Juggernaut Charge
Beginning at 14th level, you may shove a creature by moving into its space. It uses fifteen feet of movement but this shove does not otherwise count as an action. If you fail to shove them, your speed becomes zero until the beginning of your next turn and you are forced back into the last unoccupied square you moved through before attempting to shove them. Also, your damage for Dungeoncrash increases to 6d6 and adds twice your strength modifier.

Planebreaker
Begining at 18th level, you even break the boundaries of the planes. Whenever you move, you gain the effects of the spell Freedom of Movement until the beginning of your next turn, and you may phase through solid objects or creatures as if they were difficult terrain, unless they are made of force. You either shove or phase through a creature, not both. You may take one other creature your size or smaller with you, either willingly, or through grappling, unwillingly. If you leave a phased creature inside a solid object, they take your dungeoncrash damage and are shunted to the nearest unoccupied space.

Lanth Sor
2020-06-23, 09:39 AM
Ranger: Horseman of the End
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Glimpse of the Apocalypse
At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of your hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics
At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

MoleMage
2020-07-11, 07:07 PM
Bardic College of Lanterns
There are many deep places in the world, whether they are the sprawling caverns of the Underdark or the narrow mountain tunnels where goblins make their homes. Bards of the College of Lanterns have dedicated themselves to exploring these deep and frightening haunts and lighting the path within. They are explorers, researchers, and often fighters, for strange beings hide underground.

Members of this college foremost have a duty to shed light on the unknown and distant reaches of the word, whether in metaphor or reality.

Bonus Proficiencies
At 3rd level when you first join this college, you gain proficiency with cartographer's tools. You have advantage on ability checks made to map out underground environments such as tunnels or caverns.

Bonus Cantrips
Also at 3rd level, you learn the cantrips light, produce flame, and sacred flame. They are bard cantrips for you and do not count against your number of cantrips known.

Mystic Lantern
Beginning at 3rd level when you first join this college, you can expend a use of your Bardic Inspiration as a bonus action to summon a magical lantern, lamp, or torch to your hand. The lantern requires no fuel, but constantly emits light as if with the light cantrip. The lantern provides certain additional benefits while you hold it.


You may add your Charisma modifier to your Passive Perception.
Creatures you designate within the bright light of the lantern can add your Bardic Inspiration die to saving throws made to prevent the frightened condition, or saving throws against effects which deal psychic or necrotic damage.
When you deal damage with the produce flame or sacred flame cantrips against a creature within the lantern's bright light, you deal additional damage equal to your proficiency bonus.
You can use your lantern as a spellcasting focus for your bard spells.


The lantern lasts for up to one minute, or until you dismiss it as a bonus action on your turn. If a creature other than you holds the lantern, it has no effect other than to provide light.

Cavernsight
At 6th level, your eyes have adjusted to perfect darkness, and your sense of direction never fails. You have Darkvision to a range of 120 feet, and you never lose your way underground.

Bonus Spell
Also at 6th level, you know the spell daylight. It is a bard spell for you and does not count against your number of spells known.

Sunbringer
At 14th level, when you summon your lantern, you may as an action spend a spell slot of 6th level of higher to cast sunbeam. If you do so, you do not need to concentrate on the spell. You can use this ability even if you do not know the spell sunbeam.

Additionally, the light created by your daylight spell is considered sunlight.

MoleMage
2020-07-13, 11:41 AM
Space-pens down, it's time to vote!

https://forums.giantitp.com/showthread.php?615750-D-amp-D-Subclass-Contest-XVI-Voting-Thread&p=24610726#post24610726

MoleMage
2020-07-27, 11:32 AM
Voting period has now ended, and the results are as follows:

In 3rd place, we have a tie between RickAsWritten's Froghemant Fighter and BerzerkerUnit's Mean Green Mother Patron, both of which earned seven points. According to tiebreaker rules (established in contest VI) the Froghemant will claim the bronze by earning more 1st-place votes. Be a frog! Or at least a frog monster.

In 2nd place, with 9 points, we have those bold and brave enough to plumb the depths, it's MoleMage's Bardic College of Lanterns! Make a really really nice lamp.

And our winner for Contest XVI, with 15 points, is none other than that craziest of clerics, nickl_2000's Madness Domain. Really embrace the craziness of the divine. No, really deep dive it.

Our winner for theme is The Band, earning 7 points through more 1st-place votes. Our runner-up is Refine Mayhem, earning the same number of points but with fewer top picks, so it'll show up in the next voting pool. The new thread will be up shortly, so keep your eyes peeled!

The voting results are in! The forums are being a mite slow at the moment (hope we aren't having a relapse) but I'm working on getting that new thread up.

New thread: https://forums.giantitp.com/showthread.php?616513-D-amp-D-Subclass-Contest-XVII-The-Band&p=24632281#post24632281