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View Full Version : D&D 5e/Next Low-Magic Casters: Replacements for the Bard, Cleric, Druid, Pally, Warlock, & Wizard



Grod_The_Giant
2020-07-06, 04:20 PM
There 's a common desire to play low magic games with the familiar D&D base, I think. Not no magic, necessarily, but more of a slow, swords-and-sorcery sort of feel than the current "free magic!" paradigm. 5e is... less bad at that than previous editions, since magic isn't quite as baked into the baseline assumptions, but it's still not great, and "What about the casters?" becomes a difficult question. If players are allowed to play spellcasters, the game can easily wind up feeling like a normal campaign. If they are not, a number of important and classic options become very difficult to play. And so, a compromise-- lower magic variants of casting classes, reimagined as subclasses, with limited magical abilities rather than out-and-out spellcasting. What do we think?

Update: As of the 17th, the Archivist (https://homebrewery.naturalcrit.com/share/qvH69YTUZ) and the various subclasses (https://homebrewery.naturalcrit.com/share/EFH74Y_dN) have been updated to Homebrewery.




The Archivist
Magic is a mysterious, potent force. Mastering even a fraction of its secrets takes a lifetime of study, often with dire consequences for those who pursue it. Those few brave scholars who succeed in their attempts are known as Archivists.

HIT POINTS:
Hit Dice: 1d8 per Archivist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Archivist level

PROFICIENCIES
Armor: Light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Calligrapher’s supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion

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


(a) a light crossbow or (b) any simple weapon
(a) a scholar’s pack or (b) an explorer’s pack
One set of artisan's tools.
Leather armor, any simple weapon, and two daggers




Level
Proficiency Bonus
Features


1
+2
Ritual Caster, Sympathetic Magic, Sympathetic Channeling


2
+2
Dark Knowledge


3
+2
Lost Secret


4
+2
Ability Score Improvement


5
+3
Greater Curse, Ethereal Figments


6
+3
Secret Feature


7
+3
Empirical Reasoning


8
+3
Ability Score Improvement


9
+4
Secret Feature, Ritual Master


10
+4
Alien Whispers


11
+4
Dark Curse


12
+4
Ability Score Improvement


13
+5
Secret Feature


14
+5
Lasting Aid


15
+5
Drifting Mind


16
+5
Ability Score Improvement


17
+6
Curse of the Grave


18
+6
Secret Feature


19
+6
Ability Score Improvement


20
+6
Divine Ritual



Ritual Caster: At 1st level, you acquire a ritual book holding two 1st-level spells of your choice. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list).

At each subsequent Scholar level, you may add one spell whose level is equal to or less than half your Archivist level (rounded up). You may also add other ritual spells you find in your adventures, provided they are of the appropriate level as described above. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Whatever their original list, you use Intelligence to cast your rituals spells.

In addition, you may learn the following spells as rituals, even though they do not normally have the ritual tag:


1st
Create or Destroy Water

2nd
Darkvision
Locate Object
Nystrul’s Magic Aura
Rope Trick
Lesser Restoration

3rd
Clairvoyance
Nondetection
Plant Growth (8-hour version only)
Remove Curse
Sending
Speak With Dead
Speak With Plants
Tongues

4th
Arcane Eye
Leomund’s Secret Chest
Locate Creature
Mordenkainen’s Private Sanctum


Sympathetic Magic: The first law of magic is that like affects like. Through your studies, you have learned one of the following techniques for creating a link between yourself and your target, even in the heat of battle. All three techniques take a bonus action to perform. On a success, a link is formed for one minute.



Alchemical Marriage: Certain chemical reagents resonate strongly with magic; all you need to do is splash some on your target. Make a ranged spell attack against a creature within 30ft, using your proficiency bonus + your Intelligence modifier. If you hit, the target is linked. Allies may use a reaction to ensure that you hit.
Totemic Link: With an effort of will, you can create an equivalency between one creature and an inanimate totem, usually a doll or drawing. One creature within 60ft must make a Wisdom saving throw or be linked.
True Naming: Names have power--speak a creature's true name, and a connection is formed. Pick one creature you can see and make an Intelligence check, with a difficulty equal to your 10 + target’s Challenge Rating (maximum 25). On a success, you deduce enough of their true name, causing the target to become linked.


You may maintain multiple links at once, to a maximum number equal to your Intelligence modifier. An unwilling subject may attempt a Wisdom saving throw at the end of each of their turns, with a DC of 8 + your Proficiency bonus + your Intelligence modifier. If they succeed, the link is broken--though you may attempt to re-establish it on your next turn.

Sympathetic Channeling: Once you have created a link with a target, you can use the connection to impose your will on them, rallying their strength or hindering their efforts. You do not need to be able to see your target to do so, or even be close to them-- as long as the link remains in effect, you can target your foe from anywhere on the plane. As an action, you can use one of the following effect on a linked target.


Blessing of Endurance: The target gains resistance to all damage for 1 round
Blessing of Potency: For one round, whenever the target makes any kind of roll, they may also roll 1d4 and add it to the result.
Curse of Binding: The target is restrained until the end of their next turn or until they're hit by an attack, whichever comes first.
Curse of Draining: The target gains one level of exhaustion.
Curse of Pain: The target takes psychic damage equal to 1d8 + your Intelligence modifier. This damage increases by 1d8 at 5th, 11th, and 17th level.


Dark Knowledge: You have learned many strange things over the course of your studies, granting you great insight into even mundane activities. Beginning at 2nd level, may use the Help action as a bonus action, affecting on any creature within 30ft.

Lost Secret: By the time you reach 3rd level, your research has led you to learn a terrible secret about the nature of magic. At 3rd level, you choose what you have learned: the Language of the Wild, the Name of the Beast, or the Thirteen Runes. Your choice grants you features at 3rd level, and again at 6th, 9th, 13th, and 18th level.

Greater Channeling: Beginning at 5th level, you have learned to channel more powerful effects through your sympathetic links. You learn the following greater magics, which you can use a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Otherwise, they function as Sympathetic Channeling.


Blessing of Guarding Runes: For one minute, the target has advantage on all saving throws
Blessing of Renewed Health: The target regains hit points equal to five times your Archivist level.
Curse of Creeping Failure: For one minute, each time the target takes an action it provokes an opportunity attack from all surrounding creatures. This effect ends when the target successfully breaks your link.
Curse of Shadowed Eyes: The target is affected as though by the Phantasmal Force spell for one minute, without the need for concentration. You may change the appearance of the phantasm each round as a bonus action, and it deals additional psychic damage equal to your Int modifier. This effect ends when the target successfully breaks your link.
Curse of Leering Faces: For one minute, the target views all creatures it can see as enemies. Whenever it chooses another creature as a target, it must choose the target at random from among the creatures it can see within range. Whenever any creature provokes an opportunity attack, it must make one. This effect ends when the target successfully breaks your link.


Ethereal Figments: Your years of study have granted you insight into the worlds beyond our own. You can see half-real spirits sleeting drifting between unknowable destinations, watch thoughts blossom into hazy shapes before fading. This lets you see the shadows of invisible creatures, identifying their current square if not their exact position, but it also makes it difficult to tell what is and isn't real. You suffer from disadvantage on Investigation checks to identify illusions.

Empirical Reasoning: Beginning at 7th level, allies within 30ft (including yourself) have Advantage on Intelligence saves.

Secret Rituals: At 9th level, you begin to discover new, more powerful rituals beyond the capabilities of lesser intellects. You may learn the following spells as rituals; however, casting a Secret Ritual takes one hour, in addition to the spell's usual casting time, and once you have done so you cannot use another Secret Ritual until you have completed a long rest.

4th
Fabricate

5th
Awaken
Dream
Geas
Hallow
Planar Binding
Scrying
Legend Lore

6th
Create Homunculus
Find the Path
Guards and Wards
Heroes’ Feast
Move Earth
Planar Ally
Programmed Illusion
Wind Walk

7th
Mirage Arcane
Mordukain’s Magnificent Mansion
Plane Shift
Project Image
Sequester
Simulacrum

8th
Clone
Control Weather
Demiplane
Mighty Fortress


Alien Whispers: Long hours of studying the forgotten and forbidden takes a toll on even the strongest mind, making it harder and harder to relate to your fellows. Beginning at 10th level, you have disadvantage on Wisdom (Insight) checks against humanoids, but advantage on Wisdom (Insight) checks against aberrations, celestials, elementals, and fiends.

Dire Channeling: Beginning at 11th level, you have learned the most dire blessings and curses imaginable. You learn the following dire magics, which you can use twice. You regain all expended uses when you finish a long rest. Otherwise, they function as Sympathetic Channeling.

Blessing of Life Beyond Death: A target who died while still linked to you rises as a revenant. Their sworn target is the creature that killed them. If they successfully destroy their target, they return to life as though by the Raise Dead spell. If they do not before thirteen dawns have passed, they crumble to nothingness and cannot be resurrected by any means short of the True Resurrection spell.
Blessing of Righteous War Unending: For one minute, the target gains 50 temporary hit points, advantage on all weapon attacks, Strength saves, and Constitution saves, and may make one additional attack when taking the Attack action.
Curse of Flesh Becomes Stone: The target is restrained as their flesh begins to harden. If it does not successfully break the link before two rounds have passed, it is permanently turned to stone.
Curse of Ultimate Bodily Destruction: The target takes 14d10 force damage. If this damage reduces their hit points to zero, they are disintegrated.


Lasting Aid: Beginning at 14th level, targets affected by your Help action may gain the benefit anytime in the next two rounds.

Drifting Mind: The mind of a scholar must be open. Yours is... rather too much so. Beginning at 15th level, you gain a modicum of telepathy. You can communicate telepathically with any creature within 10ft, both speaking to them and hearing their responses regardless of language. However, this extreme openness causes you to suffer disadvantage on saves against Charm effects.

Master of Ceremonies: Beginning at 17th level, you may complete normal rituals in one minute, and Secret Rituals in ten minutes, unless the spell's normal casting time was longer.

Curse of the Grave: At 17th level, you have reached the pinnacle of the totemic arts. As an action, you may begin concentrating on one of your linked targets, as though on a spell. If you are still concentrating at the beginning of your next turn, the creature instantly dies and cannot be resurrected by any means short of the True Resurrection spell

Divine Ritual: You have spent many long days pouring over ancient tomes, walked forbidden paths and consulted with mighty spirits. You learn one of the following spells, and may cast it by performing a special ceremony taking eight hours. After you have done so, you cannot use your Divine Ritual again for one week.

9th
Astral Projection
Gate
Imprisonment
Mass Polymorph
Storm of Vengeance
True Resurrection



Lost Secrets
There are three great secrets that an Archivist might uncover: the Language of the Wild, the Name of the Beast, or the Thirteen Runes


Language of the Wild
Nature’s Might: The world has a voice for those who listen, and ears for those who know how to speak. At 3rd level, you discover the words you need to make the elements heed your call. You learn the Sylvan and Primordial languages. In addition, you may cast the following spells, providing only a verbal component, as though from a spell of one-half your Archivist level, rounded down. Once you have done so twice, you must complete a short rest before you may use this feature again.

At 3rd level, you learn Animal Friendship, Entangle, Faerie Fire, Feather Fall, Fog Cloud
At 6th level, you learn Beast Sense, Gust of Wind, Heat Metal, Spike Growth, Water Walk
At 13th level, you learn Conjure Animals, Plant Growth, Protection from Energy, Water Breathing, Wind Wall
At 16th level, you learn Control Water, Control Winds, Dominate Beast, Stone Shape, Wall of Fire

In addition, you learn the Druidcraft cantrip. Once you have cast it a number of times equal to your Intelligence modifier, you cannot do so again until you have completed a short or long rest.

Walk in the Wild: Beginning at 6th level, you may use your action to transform yourself into a beast with a challenge rating of no more than half your Archivist level, rounded down. The transformation lasts for one hour, and cannot be ended early. Otherwise, this ability functions as the Druid’s Wild Shape.

Universal Speech: All things are of nature. If she can hear you, why can’t they? Beginning at 13th level, you can communicate with all life on the material plane, as though under the effects of the Speak with Animals, Speak with Plants, and Tongues spells.

Gift of Nature: Beginning at 18th level, you may exhort the natural world to even greater efforts on your behalf. As an action, you may cast one Druid spell of 8th level or lower, providing only the verbal component. Once you have done so, you may not use this ability again until you have completed a long rest.




Name of the Beast
Spirit Pact: Man is not alone in the world. For every creature on the material plane, a thousand thousand spirits haunt the far reaches of the Great Wheel—some of them smaller than ants, others larger than mountains. Through your studies, you have learned the true name of a powerful entity and forged a lasting connection. This might be a god you worship, an archdemon you’ve made a pact with, or simply a mighty outsider you’re exploiting for power. For Good aligned Archivists, this takes the form of a Holy connection; for Evil aligned Archivists, this is an Unholy connection. Neutral Archivists choose one or the other when they first get this feature.

At 3rd level, you gain the Channel Divinity ability. Select one Cleric Domain and gain its associated Channel Divinity power. You also gain the following options:

Divine Turning: This ability functions as the Cleric’s Turn Undead, save that those with Holy connections also affect fiends, while those with Unholy connections also affect Celestials.
Mantle of Power: As a bonus action, grant yourself a pool of d6s, with a number of dice in the pool equal to your Archivist level. As an action, you may make a melee spell attack to channel this power into another creature. On a hit, you may expend any number of d6s, to a maximum of your Intelligence modifier. Roll these dice and add your Intelligence modifier to determine how much energy you conduct. Those with Holy connections channel this as positive energy, healing living creatures or damaging undead for the rolled amount. Those with Unholy connections channel this as negative energy, damaging living creatures or healing undead.

When you use your Channel Divinity, you choose which effect to create. You may use this ability twice before you must then finish a short or long rest to use it again.

Aspect of Divinity: Beginning at 6th level, you may use an action to surround yourself with the power of your patron for one minute. Enemies who begin their turn within 15ft of you, or who move within 15ft of you for the first time that turn, suffer damage equal to one-half your Archivist level (rounded down) plus your Intelligence modifier. This damage is radiant if you have a Holy connection, and necrotic if you have an Unholy one.

You may use this ability twice before you must then finish a short or long rest to use it again.

Patron’s Ally: At 13th level, learn Planar Ally as a ritual. If you already knew Planar Ally, you may learn a different Secret Ritual in its place. Once per day, when you call a servant of your patron, it will fight in one battle or provide one day’s worth of mildly dangerous service without asking for a reward.

Divine Link: At the beginning of your turn, allies to whom you have forged a connection with Sympathtic Link gain temporary hit points equal to your Archivist level, while enemies you have linked to suffer damage equal to your Intelligence modifier. This damage is radiant if you have a Holy connection, and necrotic if you have an Unholy one.

Divine Intervention: Beginning at 18th level, you can call on your patron to directly intervene on your behalf when your need is great.

Imploring your patron's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Archivist level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.


The Thirteen Runes
Rune Scroll: The greatest weakness of ritual magic has always been its speed-- the forms and invocations simply take too long to be practical in a fight, and there is no simple way to speed the process.

Well, there was no simple way to speed the process.

At 3rd level, you discover how to suspend a ritual just before completion, storing the magic in the form of a rune. During a short rest, you perform up to two rituals that you know and bind them into runes, effectively storing them for later. The spells are not actually cast yet, and as such targets do not need to be chosen. As an action which provokes opportunity attacks, you may cast one of these stored rituals as though it was a spell with a casting time of one action, requiring only the rune as a material component. After casting the stored spell, the rune it was stored in vanishes. You may only have two such runes active at a time; if you bind a third ritual into a rune, one of your previous ones loses its magic and fades.

Battle Rituals: At 3rd level, select four Wizard spells of 1st level to learn as rituals. Spells you learn through this feature do not need to have the ritual tag. When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of the same level.

At 6th level, select three Wizard spells of 2nd level or lower to learn as rituals. At 13th level, select three Wizard spells of 3rd level or lower, and at 18th level select three Wizard spells of 4th level or lower.

Rune's Blessing: Beginning at 6th level, the runes you scribe are strong enough to have power in and of themselves. Until you cast the stored spell, the rune itself serves as a magic item. The rune's effect depends on the school of the spell stored within, as shown below. If you have prepared two runes from the same school, the effects do not stack.


Abjuration: At the beginning of your turn, you gain temporary hit points equal to your Intelligence modifier.
Conjuration: As a bonus action, you can call the marked item into your hand, as long as it is within one hundred feet.
Divination: As an action, you may project your senses into the rune. For one round, you see and hear as though you were standing at the rune's current position.
Evocation: As an action, you can cause the rune to release a burst of energy. One adjacent creature must make a Dexterity save or take 2d8 + your Intelligence modifier acid, cold, fire, or lightning damage.
Illusion: When you scribe the rune on an object, you can surround it with an illusion. This can either take the form of a 5ft cube projected from the rune, or change the appearance of the item.
Necromancy: When a creature within 30ft dies, you gain temporary hit points equal to your Archivist level plus your Intelligence modifier.
Transmutation: You may change the object's weight, reducing it to as much as one-tenth of normal or increasing it to up to ten times as much as normal. Alternately, you can change its hardness, providing either +5 bonus or a -5 penalty to its armor class and damage threshold.



Use Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Spellbreaker: Beginning at 16th level, your mastery of the arcane arts is such that you can interfere with the magic of others with a word. When a spell is being cast within 60ft, you may use your reaction to precisely counter it, causing the spell to fail with no effect. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.





Path of the Druid Beast Master

Druidic Initiation: Beginning at 3rd level, you gain proficiency in Nature, if you did not already have it, and may add twice your Proficiency bonus to such checks. If you already had proficiency in Nature, you may select a new skill instead. In addition, you learn Druidic, the secret language of Druids, and may use it to leave hidden messages. In addition, you learn the Druidcraft cantrip, which you may cast a number of times equal to your Wisdom modifier before needing to take a short or long rest.

Druid’s Companion: At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world, It is friendly to you and your companions, and it obeys your commands. You determine the type of creature which appears, but all use the Animal Companion stat block below.

In combat, your Animal Companion shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide or Search action.

At the end of a long rest, you can call a new companion from the wild. If you already have an Animal Companion from this feature, the first one immediately departs.

Speaker for the Beasts: Beginning at 6th level, you can forge connections with the natural world. As an action, you may make a Wisdom or Charisma (Nature) check against a beast with an Intelligence of 4 or less, opposed by their Wisdom save. If your roll is higher, the animal’s attitude towards you becomes friendly, and you may communicate with it as though you shared a language.

You can use this feature three times. You regain all expended uses when you finish a long or short rest.

Land’s Stride: Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Speaker for the Trees: Beginning at 10th level, you may use your Speaker for the Beasts ability on plant creatures, as well as beasts. When used against a non-sentient plant, you may communicate with it as though under the effects of a Speak with Plants spell.

In addition, as an action, you may call on many plants to hinder your foes. This functions as the Plant Growth spell. Once you have used this ability, you may not do so again until you have finished a long rest.

Rage of the Beast: While you are raging, your companion also gains the benefits of your Rage.


Animal Companion
Medium beast; alignment as master
--------------------------------------------
Armor Class 15 (natural armor)
Hit Points equal to Animal Companion's Constitution modifier + your Wisdom modifier + six times your Barbarian level (the beast has a number of Hit Dice [d8s] equal to your Barbarian level)
Speed 30ft.
--------------------------------------------
Str 14, Dex 14, Con 14, Int 4, Wis 12, Cha 6
--------------------------------------------
Saving Throws Dex +4, Con +4, Wis +3
Skills Survival +3, one additional skill chosen upon summoning.
Condition Immunities Charmed
Senses passive Perception 15
Languages none
Challenge Rating n/a
--------------------------------------------
Companion's Bond. Your Animal Companion's proficiency bonus is equal to yours. In addition, when your proficiency bonus increases by 1, your Companion gains a +1 bonus to its Rend Foe damage.

Natural Beast. When you first summon your companion, you may choose one bonus from the list below.

Armored. The animal's Armor Class increases by 2.
Brute. The animal's size increases to Large, and its Strength to 18. This provides a +2 bonus to the attack and damage of Rend Foe.
Flier. The animal's size decreases to Small, and it gains a fly speed of 60ft.
Keen Senses. The animal has advantage on Perception checks.
Pounce. If the animal moves at least 20 feet straight toward a creature right before using its Rend Foe action, the target must succeed on a DC 12 Strength saving throw or be knocked prone. The bonus from Companion's Bond applies to this saving throw DC.
Riding Beast. The animal's size increases to Large, and its speed to 60ft.


ACTIONS
Rend Foe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 1d8+2 piercing, slashing, or bludgeoning damage

REACTIONS
Defend Master: The animal imposes disadvantage on the attack roll of one creature against its master.






Path of the Skinshifter
Skinhunter: Beginning at 3rd level, you learn the secrets of tapping into the powers and abilities of animals. As an action, you may consumed the body parts of an animal in order to assume one of its powers. You may gain any one ability on the following list which is also possessed by the animal you consumed. If the ability requires a saving throw, the DC is 8 + your proficiency bonus + your Wisdom modifier.

Powers last for one hour once acquired, and you may use this ability a number of times per Short Rest equal to your Constitution modifier. You may use it again before the first power has worn off, but doing so instantly ends the first effect.

Most Skinshifters keep a pouch well stocked with preserved bits of the meat, fur, and other bits they use to fuel their abilities. You may assemble such a pouch with one week of downtime to hunt, or by spending 25 gp to purchase replacement parts from local hunters and merchants. As long as you have your pouch, you are assumed to have all the components you need to use your abilities, much like a spell component pouch.

Note: See the equivalent Ranger subclass (https://forums.giantitp.com/showthread.php?563734-New-Ranger-Subclass-The-Skinwalker) in my Guide to Greatness for details on animal abilities. Stupid character limits...

Skinwalk: Beginning at 7th level, you gain the ability to assume the forms of animals. This ability works as a Moon Druid’s Wild Shape, including the improved CR limits, but with the following changes: Assuming an alternate form requires a fresh or preserved pelt of the new form and takes ten minutes, but may be done any number of times per day. You retain your original hit points and hit dice, and your new form remains in place until you choose to shuck it as an action. You may talk while in your new form, though your words are garbled enough to impose Disadvantage on any checks requiring precise or persuasive speech.

Pelts can typically be purchased for between 1 and 25 gp, depending on the rarity of the animal, or may be acquired with a day's downtime in an appropriate environment. Pelts may be reused as many times as you like.

Greater Skinhunter: Beginning at 11th level, you can gain greater benefits from your Skinhunter ability. When collecting body parts, you may also roll 1d6 and obtain the corresponding body part.

Greater Skinshift: Beginning at 14th level, you may use your Skinwalk ability to assume the forms of Humanoids and Giants, though you must obey the normal limits on your new form’s Challenge Rating. If a Humanoid or Giant form is the same size as your original one, you may keep your equipment.




Paladin

Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Smite: Beginning at 3rd level, you can infuse your blows with holy zeal. When you hit a creature with a melee weapon attack, you may choose to deal an additional 2d8 radiant damage. This damage increases by 1d8 at 10th level, and again at 18th level.

You can use this feature number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long or short rest.

Aura of Protection: Beginning at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Commanding Prayer: Beginning at 10th level, you may use a bonus action to grant yourself and all allies within 30ft temporary hit points equal to twice your Fighter level plus your Charisma modifier.

You can use this feature number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long or short rest.

Cleansing Touch: Beginning at 15th level, your piety is great enough to lift even the most dire of curses. As an action, you may cast either Greater Restoration or Remove Curse.

Once you have used this ability, you may not do so again until you finish a long rest.

Holy Mantle: Beginning at 18th level, you can borrow the divine majesty of Goodness itself. As an action, you can enter an empowered state for one minute. You grow a pair of feathered wings, granting you a fly speed of 60ft, and you emanate an aura of true sunlight to a radius of 30ft. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

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




Ranger

Way of the Trees: Beginning at 3rd level, you gain proficiency with Nature and Survival, if you did not already have it, and may add twice your Proficiency bonus to such checks. If you already had proficiency in Nature or Survival, you may select a new skill instead.

Hunter's Mark: Beginning at 3rd level, you may use a bonus action to designate one creature that you can either see or are currently tracking as your Mark. Until you rest, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Favored Enemy: Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Chose one of the five options from the table below. When attacking your favored enemy, attempting a saving throw against one of their abilities, or making an Intelligence or Wisdom check relating to them, you gain a +1 bonus to your roll. This bonus increases by 1 at Ranger levels 5, 11, and 17. You also learn one language spoken by your favored enemies. Upon gaining a new Fighter level, you may choose to replace one of your Favored Enemy choices with another.

Note: See my Revised Ranger (https://forums.giantitp.com/showthread.php?592343-Grod-s-Revised-Ranger&p=24025462) for Favored Enemy and Favored Terrain tables. Stupid character limits...

Favored Terrain: Beginning at 6th level, you are particularly adept at traveling and surviving in one type of natural environment. Choose one type of favored terrain from the table below. You gain the listed special ability, and when you make an Intelligence or Wisdom check related to your favored terrain you may roll with advantage. Upon gaining a new Fighter level, you may choose to replace one of your Favored Terrain choices with another.

Favored Enemy and Favored Terrain Improvements: At 10th level, you may pick one additional Favored Enemy and Favored Terrain. Your choice should reflect the types of monsters and situations you have encountered on your adventures.

Call of the Wild: Beginning at 15th level, you may use an action to summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within 60ft. You may call any number of beasts, as long as their combined Challenge Rating is no higher than one-half your Fighter level, rounded down.

Once you have used this ability, you may not do so again until you finish a long rest.

Instant Adaptation: Beginning at 18th level, you may retrain one of your Favored Enemy or Favored Terrain choices as an action. Once you have done so, you cannot use this ability again until you have completed a short or long rest.




Combat Medic
Medical Training: Beginning at 3rd level, you gain Proficiency in Medicine and Herbalism Kits, if you did not already have it. In addition, you can spend part of a long rest scavenging materials to refill a Healer’s Kit, restoring a number of charges equal to 1d6 + your Wisdom modifier.

Emergency Aid: Beginning at 3rd level, you learn how to use Healer’s Kits in a number of new ways. You gain the following abilities, all of which require you to be adjacent to the target and expend one charge of a Healer’s Kit.

First Aid: As a bonus action, you can restore one hit point to a dying creature.
Instant Triage: As an action, you can tend to a creature and restore hit points equal to 2d6 + your Wisdom modifier. At 6th level, and again at every subsequent third level, this healing increases by 1d6. The creature can't regain hit points from this ability again until it finishes a short or long rest.


At 7th level, you learn another three new uses for Healer’s Kits, both of which require you to expend one charge of a Healer’s Kit.

Energizing Tincture: As an action, you may grant one creature temporary hit points equal to twice your Fighter level.
General Antidote: As an action, you can end one disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned.


At 10th level, you learn another two new uses for Healer’s Kits, both of which require you to expend one charge of a Healer’s Kit.

Rejuvenating Tincture: The heart may stop, but you know that life still lingers. As an action, you may resurrect one creature who died within the last minute, returning them to life with one hit point and two levels of exhaustion. After you have used this ability, you may not use it again until you have completed a long rest.
Universal Antidote: As an action, you can reduce a creature’s exhaustion level by one, end one effect currently charming or petrifying the target, or reverse any reductions to their ability scores or hit points. In addition, you cure any number of conditions that could be restored by General Antidote. However, in addition to a Healer’s Kit, you must also expend one hundred gold worth of medical supplies.


Improved Triage: Beginning at 15th level, a creature can benefit from your Instant Triage ability multiple times before needing to rest. You can instead treat them a number of times equal to their Constitution bonus.

Life From Death: You have transcended the mortal limits of your craft, learned to coax even the faintest embers of life back into a roaring flame. As an action, you can treat a creature who has been dead for no more than one hour, expending one thousand gold pieces worth of medical supplies. At the end of your treatment, they are resurrected and restored to full health. After you have used this ability, you may not use it again until you have completed a long rest.




Bard

Musical Training: At 3rd level, you gain Proficiency in Performance and two musical instruments, if you did not already have it, and may add twice your Proficiency bonus to those checks. If you already had proficiency in Performance, you may select a new skill instead.

Vicious Mockery: Beginning at 3rd level, you may use a bonus action to mock a foe within 60ft. It must make a Wisdom saving throw, with a DC of 8 + your Proficiency bonus + your Charisma modifier. On a failure, it becomes enraged. Until the beginning of your next turn, the creature will attack you in preference to other targets, and you can use your Sneak Attack damage against them even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This ability only functions against creatures with an Intelligence of 4 or more with whom you share a language.

Bardic Inspiration: Beginning at 3rd level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Font of Inspiration:Beginning when you reach 9th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Piercing Command: At 13th level, you may cast Command at will. If you expend an Inspiration dice as part of the process, you may roll it and affect one-half its value in additional targets. The DC for this ability is equal to 8+Proficiency+Cha modifier.

Insidious Command: At 17th level, you may expend two Inspiration dice to cast Geas or Dominate Monster. You do not need to concentrate on these spells, and only need to provide the verbal component. The DC for this ability is equal to 8+Proficiency+Cha modifier.




[S]Cleric Preacher
Priestly Training: Beginning at 3rd level, you gain Proficiency in Religion, if you did not already have it, and may add twice your Proficiency bonus to Religion checks. If you already had proficiency in Religion, you may select a new skill instead.

Will of the Gods: Beginning at 3rd level, you learn the Thaumaturgy cantrip, which you may cast a number of times equal to your Wisdom modifier before needing to take a short or long rest.

Blessed Rebuke: Beginning at 3rd level, you can use an action to present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw, with a DC of 8 + your Proficiency bonus + your Wisdom modifier. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. In addition, good-aligned Rogues also affect Fiends, and Evil-aligned Rogues also affect Celestials. Neutral-aligned Rogues must choose when they first get this feature.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

You may use this ability twice. Once you have done so, you may not use it again until you complete a short or long rest.

Aspect of Gods: Beginning at 13th level, you may use a bonus action to channel the majesty of your god. For one minute, the bonus damage from your Sneak Attack ability becomes radiant damage, and you have advantage on Intimidation checks against targets who do not worship your god. In addition, while channeling this power you may use your Blessed Rebuke on all hostile targets.

Banishing Rebuke: Beginning at 13th level, when an undead, fiend, or celestial fails their saving throw against your Blessed Rebuke ability, they are instantly destroyed or banished, as appropriate, if their Challenge Rating is equal to or lower than CR 2.

At 16th level, you may affect creatures up to CR 3, and at 19th level creatures up to CR 4.

Divine Intervention: Beginning at 17th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll 1d20. If you roll a number equal to or lower than your Rogue level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Composer99
2020-07-06, 09:48 PM
Paladin and ranger as fighter subclasses work thematically for a low-magic game, as does bard as a rogue subclass. Takes one back to 2e AD&D, it does.

The druid subclass you've devised works well as a barbarian path; however, the idea of the druid, at least as it has evolved in D&D, just doesn't... mesh well with the barbarian, in my view at any rate. Likewise, the cleric and wizard as rogue subclasses just seems weird.

What if, instead, you had some kind of half-caster class that was a generic "magic user", and at 1st level it got an archetype that defined whether it was a cleric, druid, or wizard (or sorcerer or warlock)? Since the subclasses you've written up here aren't spellcasters, this class could have, say, the pact magic chassis with a cap of, say, 2 or 3 3rd-level spell slots (making it a pact magic "half-caster", as it were).

They could get some very limited access to 4th or 5th level spells via a mystic arcanum-like feature, probably at 11th and 17th level.

Something like this for a spell progression...



Level

Spell Slots
Spell Level


1st
1
1st


2nd
1
1st


3rd
2
1st


4th
2
1st


5th
2
2nd


6th
2
2nd


7th
2
2nd


8th
2
2nd


9th
2
3rd


10th
2
3rd


11th
3
3rd


12th
3
3rd


13th
3
3rd


14th
3
3rd


15th
3
3rd


16th
3
3rd


17th
3
3rd


18th
3
3rd


19th
3
3rd


20th
3
3rd

Yakk
2020-07-07, 07:52 AM
Composer, such a class would need something else to do the heavy lifting.

For the druid, the companion needs HD. Don't forget they are size dependent. Also, with no saving throw proficiency, it will be AOE fodder. Finally, you need to define its proficiency bonus (for the additional skill), and the fact survival appears to be expertise.

Your Ranger subclass has 0 generally useful combat features until level 15.

Wizard has a copy-paste Religion error.

theVoidWatches
2020-07-07, 08:50 AM
The Path of the Druid feels more like a Ranger to me, with the animal companion, than a Druid.
Paladin looks good.
Ranger looks underpowered (as is tradition) since you don't get anything generically applicable to combat until 15th level. Fighters don't really need much, I guess, but...
Bard looks generally good, but need a way to use Sneak Attack more easily. Let them spend a Bardic Inspiration to apply it to an attack? Alternatively, a Bonus Action to use "Vicious Mockery" - target a creature that can hear you, and you can Sneak Attack them.
Clerics need easier Sneak Attack too. Maybe give it to them for free on those affected by Blessed Rebuke, or against all those who would be valid targets?
Wizards have a copy-paste error with Esoteric Knowledge (it's called Studied Combat at the end). Also, it should a) probably let them use Sneak Attack on an identified target, and b) have a scaling DC based on CR.

I like the concept, but I think what they're missing is actual spells. I would suggest also peppering them with some flavorful cantrips - Prestidigitation for the arcane casters, Thaumaturgy for the divine casters, and Druidcraft for the nature casters.

Old Harry MTX
2020-07-07, 10:52 AM
I like the idea, but I feel that the classes that usually have a full spell progression may be weakened more than necessary. I suggest to give them a very low progression, like the one of the eldritch knight, or maybe an ad hoc different system.

Grod_The_Giant
2020-07-07, 02:51 PM
Paladin and ranger as fighter subclasses work thematically for a low-magic game, as does bard as a rogue subclass. Takes one back to 2e AD&D, it does.
Likewise, the cleric and wizard as rogue subclasses just seems weird.

What if, instead, you had some kind of half-caster class that was a generic "magic user", and at 1st level it got an archetype that defined whether it was a cleric, druid, or wizard (or sorcerer or warlock)? Since the subclasses you've written up here aren't spellcasters, this class could have, say, the pact magic chassis with a cap of, say, 2 or 3 3rd-level spell slots (making it a pact magic "half-caster", as it were).
Mmm...I can see where you're coming from. And to be fair, a "esoteric ritual magic and forgotten lore" base class is next on my list of low-magic homebrew, along with a dedicated alchemist-- Wizard, Cleric, Warlock and Druid can all fit into something like the that.


For the druid, the companion needs HD. Don't forget they are size dependent. Also, with no saving throw proficiency, it will be AOE fodder. Finally, you need to define its proficiency bonus (for the additional skill), and the fact survival appears to be expertise.
...
Wizard has a copy-paste Religion error.

Whoops. Will fix.



Your Ranger subclass has 0 generally useful combat features until level 15.

Ranger looks underpowered (as is tradition) since you don't get anything generically applicable to combat until 15th level. Fighters don't really need much, I guess, but...
Yeah, they can get a little more. I'll add something.


The druid subclass you've devised works well as a barbarian path; however, the idea of the druid, at least as it has evolved in D&D, just doesn't... mesh well with the barbarian, in my view at any rate.

The Path of the Druid feels more like a Ranger to me, with the animal companion, than a Druid.
Mmm... yeah, I see where you're coming from. I do like the mechanics of what I came up with, though, so I'll probably just rename it. ("Path of the Beast Master")


Bard looks generally good, but need a way to use Sneak Attack more easily. Let them spend a Bardic Inspiration to apply it to an attack? Alternatively, a Bonus Action to use "Vicious Mockery" - target a creature that can hear you, and you can Sneak Attack them.
...
Clerics need easier Sneak Attack too. Maybe give it to them for free on those affected by Blessed Rebuke, or against all those who would be valid targets?

Most Rogue subclasses don't have anything helping them sneak attack-- it's mostly just the Swashbuckler and Inquisitive. I do like the flavor of the Vicious Mockery idea, though...


Wizards have a copy-paste error with Esoteric Knowledge (it's called Studied Combat at the end). Also, it should a) probably let them use Sneak Attack on an identified target, and b) have a scaling DC based on CR.
Will fix.


I like the concept, but I think what they're missing is actual spells. I would suggest also peppering them with some flavorful cantrips - Prestidigitation for the arcane casters, Thaumaturgy for the divine casters, and Druidcraft for the nature casters.[/QUOTE]

I like the idea, but I feel that the classes that usually have a full spell progression may be weakened more than necessary. I suggest to give them a very low progression, like the one of the eldritch knight, or maybe an ad hoc different system.
The idea isn't a nerf so much as it is to support a more swords-and-sorcery flavored game, where out-and-out spellcasting is slow and weird and scary. At-will cantrips are something I particularly want to avoid...

Yakk
2020-07-07, 03:53 PM
Suggestions:

1) Give the druid "animal form" instead of a companion.
2) Give the ranger an animal companion.

That gives both the Druid and Ranger a unique identity and mechanics.

Old Harry MTX
2020-07-08, 01:05 AM
The idea isn't a nerf so much as it is to support a more swords-and-sorcery flavored game, where out-and-out spellcasting is slow and weird and scary. At-will cantrips are something I particularly want to avoid...

Of course, In fact I would give a low spell progression, at least to the wizard, but no cantrips.

Grod_The_Giant
2020-07-08, 11:01 AM
Big update: The Archivist is up for all of your slow, weird, ritual magic needs, and I've modified my old Skinwalker Ranger subclass for the Barbarian.

EDIT: Whoops. Fixed spell progression on some of the Archivist subclasses.

Yakk
2020-07-08, 11:43 AM
When collecting body parts, you may also roll 1d6 and obtain the corresponding body part.
unclear what this does.

Rage of the Beast
No level mentioned.

Animal companion HD size should change when the animal becomes small/large to d6/d10s. HP don't have to change.

A good feature would be to permit more than 1 of the features at higher level.

theVoidWatches
2020-07-08, 01:43 PM
Sympathetic Magic is extremely strong.
Now, you could just hit them with cantrip-level damage (which includes the equivalent of Potent Cantrips/Agonizing Blast from level 1), but why would you do that when you could hit them with Restrained every single round, preventing them from moving, giving them Disadvantage on every attack check, your allies advantage on every attack check against them, and disadvantage on the most common save, Dexterity? If you don't want to kill them, you could just leave - as long as you take a moment every round to Restrain them, there's absolutely no way for them to follow you.
And that's arguably the kinder option to giving them a guaranteed level of exhaustion - exhaustion never gives you allies advantage, but after 3 rounds the target has disadvantage on their attack rolls and all saving throws. Just 3 more rounds will kill them. And yes, a lot of monsters (most undead and constructs, as well as oozes and some but not all outsiders) are immune to exhaustion, but not all of them. And even if they are, you can just Restrain them repeatedly. At least they have a chance of breaking free of the Restrained, but Exhaustion isn't an ongoing effect they're being subject to - they just gained a level of it.
Oh, and there appears to be no action associated with the curses/blessings, so once you've established a connection you can go ahead and start using that 30-ft help as a bonus action which was previously competing for your bonus action. I mean, you could if there was any point to it when you can give advantage on an attack roll to everyone in your party by Restraining. I guess if you're Exhausting someone to death you could use Help. Presumably these are meant to be actions to use, but right now they aren't.
And that's not even getting into how broken the Truenaming option is. You get this at level 1, when you can expect to have a +5 on an intelligence check you're proficient with. There's no automatic failure for skill checks in 5e, so you just automatically succeed in getting the True Name of creatures with a CR of 6 or less. By the time you're actually facing off with monsters of CR 6, you're probably level 4 of 5 and up to a +6 or +7 bonus. There's just no point in rolling until there's an actual chance of failure, which won't happen until you get into the mid levels, and even then it's not much of a chance until high levels. That would be crazy even if the channeling options weren't busted. With this option, the chance for your target to break free is just an tax on your bonus action to reestablish it, and again - Restrained is much better than using your Bonus Action to help.
Sympathetic Magic is best against single targets and doesn't work great against large groups, yes, but that means trivializing boss fights, which feels even worse than wrecking mooks. This ability needs to be heavily reworked.
My suggestion would be to make it just a bonus action to apply with no save or check associated, and then let the channeling options be actions to use against whoever you're targeting, with the save to resist coming before the affect is applied rather than after. Add a slight passive bonus to the initial connection, and now you have a way of giving a slight buff or debuff to a target, and then several cantrips to pick from against your target. The Restrained one should be bumped into Greater Channeling - give a lesser version here, something like Grappled or Prone - and maybe Exhausted as well, although it's not as bad if it's not guaranteed. Learning all of them at once might be too much, though.

Dark Knowledge is fine.

Greater Channeling - because Sympathetic Magic on its own wasn't bad enough. Now you can also give all your melee friends opportunity attacks every round, unless the target wants to just stop doing anything. That's bonkers strong. You only have to do it once for it to last a minute, assuming they don't make any other saves against your channeling, which means you have to stop Restraining them every round so they just don't get to attempt any other saves against your channeling. This is strong enough to not even bother looking any anything else. And sure, if they make a save when you apply it, you'll have to spend a bonus action (with Truenaming, which remains a near-guarantee) to try again. At least it has limited uses, but it has enough uses that you'll probably succeed at least once, and if you fail that just means going back to Restraining or Exhaustion every round.

Creeping Madness feels bad as a mandatory part of the game. As an option, sure, but giving roleplay penalties isn't a way to balance an overpowered class.

Dire Channeling is similar very strong - Curse of Flesh Become Stone suffers a similar problem to Curse of Creeping Failure in that if they fail their initial save, you can choose not to apply other curses against them and so prevent them from getting a save to break the connection. At least you're approaching the point where someone might conceivably flee the plain to do so, but that's not exactly saying much for the balance of the power.

Didactic Lecture is fine except that you can Help yourself with a Truenaming check. I guess you were reaching the point where it might possibly fail, so it obviously needed the assistance, huh?

Master of Ceremonies looks like it might cut the casting time of spells which normally take longer than 10 minutes to cast down (normally Clone takes an hour, doing it as a ritual is 70 minutes, but not it's down to 10), which is something to look at. It's probably okay though, since time pressure is rarely a big part of most games.

Now, subclasses:

Language of the Wild looks good.
I like the note that your transformation can't be reversed early.
Universal Speech is a fun ribbon.

Name of the Beast is generally good.
Aspect of Divinity might be a little strong - I would suggest toning it down to half your artificer level plus intellect.
Divine Intervention probably doesn't need to be a d20-1 chance to give that slight chance of failure, d20 would be fine. However, it should probably turn off for a full week regardless the magnitude of the gift, similar to the Cleric's version.

The 13 runes is an interesting concept, but I'm not sure I see the point. There aren't any combat-relevant rituals - unless the wizard spells you're learning as rituals are meant to be any wizard spells, regardless of ritual status.
Does Rune's blessing count as part of the same 2 runes you can create during a short rest? It says "when a rune is cast" - when are you doing that, here? Do you get all of these options at once, or just a few of them? This ability generally needs to be made more clear. Also, Transmutation needs a duration - otherwise you can just keep upgrading someone's armor to the point that nothing can hurt them.
Spellbreaker says it's a 16th level ability, but it should be 18.

I like the concept of this class, but it desperately needs its core combat ability to be reworked, because right now it's incredibly powerful.

Grod_The_Giant
2020-07-08, 03:25 PM
Sympathetic Magic is extremely strong.
Crap... it looks like I missed a few important words here and there. That's what I get from writing it one day, going to sleep, and then overhauling it in the morning... The Channeling powers are meant to be actions, True Naming was supposed to be 10 + CR (which now that I think about it should probably have a cap, otherwise anything above CR 22 is flatly impossible to affect). But most importantly, the Wisdom save to break the link is supposed to recur at the end of every round, rather than being a one-time thing, and I can't believe I missed that it wasn't doing that. That means there's effectively a save every round-- round 1 varies, but to affect them on round 2 they'd need to fail their save on round 1, and so on.

Looking at concerns in that light...

Restrained is nasty, but it means you're effectively trading off turns-- they're not accomplishing much, but neither are you.
Exhaustion is overrated. You need three levels before it becomes really significant, meaning three full rounds before you get the big disadvantage. At that point, the encounter is going to be over, or nearly so-- and if your target is strong enough to still be standing, they're probably strong enough that they made some of those saves.
Boosted-cantrip damage is fine



Creeping Madness feels bad as a mandatory part of the game. As an option, sure, but giving roleplay penalties isn't a way to balance an overpowered class.
I went back and forth on this, and tried out a couple of different variants... it's meant to be fluffy, rather than a balancing factor. I can take it out, though.


Master of Ceremonies looks like it might cut the casting time of spells which normally take longer than 10 minutes to cast down (normally Clone takes an hour, doing it as a ritual is 70 minutes, but not it's down to 10), which is something to look at. It's probably okay though, since time pressure is rarely a big part of most games.
I'll fix that.


Name of the Beast is generally good.
Aspect of Divinity might be a little strong - I would suggest toning it down to half your artificer level plus intellect.
Divine Intervention probably doesn't need to be a d20-1 chance to give that slight chance of failure, d20 would be fine. However, it should probably turn off for a full week regardless the magnitude of the gift, similar to the Cleric's version.
Fair points.


The 13 runes is an interesting concept, but I'm not sure I see the point. There aren't any combat-relevant rituals - unless the wizard spells you're learning as rituals are meant to be any wizard spells, regardless of ritual status.
That was supposed to be "any Wizard spell as a ritual," yeah. It's a fluffy roundabout way of getting ~1/3 Warlock casting.


Does Rune's blessing count as part of the same 2 runes you can create during a short rest? It says "when a rune is cast" - when are you doing that, here? Do you get all of these options at once, or just a few of them? This ability generally needs to be made more clear. Also, Transmutation needs a duration - otherwise you can just keep upgrading someone's armor to the point that nothing can hurt them.
I'll take another whack at the wording.

Yakk
2020-07-09, 07:10 AM
Crap... it looks like I missed a few important words here and there. That's what I get from writing it one day, going to sleep, and then overhauling it in the morning... The Channeling powers are meant to be actions, True Naming was supposed to be 10 + CR (which now that I think about it should probably have a cap, otherwise anything above CR 22 is flatly impossible to affect). But most importantly, the Wisdom save to break the link is supposed to recur at the end of every round, rather than being a one-time thing, and I can't believe I missed that it wasn't doing that. That means there's effectively a save every round-- round 1 varies, but to affect them on round 2 they'd need to fail their save on round 1, and so on.
True naming could just be a charisma save on the target.

Or a check against DC 14+target's charisma bonus+target's proficiency modifier.


Looking at concerns in that light...

Restrained is nasty, but it means you're effectively trading off turns-- they're not accomplishing much, but neither are you.
Exhaustion is overrated. You need three levels before it becomes really significant, meaning three full rounds before you get the big disadvantage. At that point, the encounter is going to be over, or nearly so-- and if your target is strong enough to still be standing, they're probably strong enough that they made some of those saves.
Boosted-cantrip damage is fine

Restrained both shuts down a target (which is often asymmetric, as 1 monster fights 4 PCs) and makes the creature die ridiculously fast (advantage on all attacks) and shuts down mobility.

The "druid shape changes into snek, grapples dragon" is a top-tier tactic for a reason.

Grod_The_Giant
2020-07-09, 11:24 AM
Fair. Curse of Binding now ends after the target is attacked.

rumplepum
2020-07-09, 02:13 PM
Okay, so first off: I really like this project! It's a lot to unpack and I'll try to respond again once I've had more time to read everything. First off I do have some critique/suggestions. A lot of these are fairly minor but they're odd RAI/RAW issues that you may not have considered (Also I have not read the other posts so sorry if any of these are redundant):


Magic is a mysterious, potent force. Mastering even a fraction of its secrets takes a lifetime of study, often with dire consequences for those who pursue it.I'd like to see a lot more of this. I don't think Broken Mind fully captures this. Going to bring it up out of order since I'm talking about it now:


Broken Mind: By the time you have reached 10th level, your mind is well and truly broken. You acquire the Insanity ability, granting you advantage on saves against being charmed or frightened.I like what you're trying to do but the execution is kind of jarring. Level 10, boom you're nuts now. Also the "Insanity ability" isn't actually anything I'm familiar with. I'm assuming the madness rules in the DMG page 259?

Perhaps after casting rituals or using Sympathetic Magic, there's a chance of gaining a Short-Term Madness effect from the DMG and a higher chance for Greater Channeling and Secret Ritual. For Dire Channeling, a small chance of a Long-Term Madness effect.

If you went down this route, I would give Broken mind early, possibly just charm resistance early then frightened resistance later. For level 10, maybe grant a single Indefinite Madness ability as well as Psychic Reistance (or maybe offer that earlier). Oh! Or just steal the GOO Warlock's level 10 ability that blocks telepathy and causes damage to anyone trying to deal Psychic damage to you.

D&D doesn't really replicate the danger inherent in magic well so I'm happy to see that done in this system.


Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, and ReligionA minor thing, but I think gaining three skills would be more appropriate thematically and mechanically.


Ritual Caster: At 1st level, you acquire a ritual book holding two 1st-level spells of your choice. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list).Adding new ritual spells was an excellent idea. I could see Create Water/Create Food going against the type of campaign likely to use these classes but it's really an issue the DM can just ban them. Just something to consider.




Alchemical Marriage: As a bonus action, you can attempt to mark a target with an alchemical solution that serves as a channel for your magic. Your target must be within 30ft, and you must either succeed on hitting them with a ranged spell attack or they must fail a Dexterity saving throw. If you successfully mark the target, they remain connected for one minute, allowing you to target them with your Channeling abilities.
Totemic Link: As a bonus action, you can attempt to create a link between one creature you can see and an inanimate totem, usually a doll or drawing. The target must make a Wisdom saving throw. If they fail, you can target them with your Channeling abilities for one minute.I find these a little hard to follow considering that they're functionally the same thing, other than an attack/save forcing different saving throws. It might be a good idea to make the wording more uniform so it's easier to read. Totemic Link alone specifies needing to see the target but Alchemical Marriage does not. I suppose you'd need to see them to make the attack roll but again, I thought I would bring it up.


True Naming: As a bonus action, you can attempt to identify a creature’s true name. Pick one creature you can see and make an Intelligence check, with a difficulty equal to your 10 + target’s Challenge Rating (maximum 25). On a success, you learn enough of their true name to serve as a conduit for your magic for one minute, and may target them with your Channeling abilities. You are considered to be proficient in this check.Also you don't need to see the target with this ability although it's different enough from the others. Potential exploit is using this against a devil to learn its true name allowing you to gain a degree of control over it. This may be intended but I could see a player using that to their advantage.


You may maintain multiple connections at once, to a maximum number equal to your Intelligence modifier. Once a link has been created, you can subject the target to one of the following effects as an action. You do not need to have a line of effect to do so—once a connection has been made, you may target your foe from any distance, so long as they remain on the same plane.

Blessing of Endurance: The target gains resistance to all damage for 1 round
Blessing of Potency: For one round, whenever the target makes any kind of roll, they may also roll 1d4 and add it to the result.
Curse of Binding: The target is restrained until the end of their next turn or until they're hit by an attack, whichever comes first.
Curse of Draining: The target gains one level of exhaustion.
Curse of Pain: The target takes psychic damage equal to 1d8 + your Intelligence modifier. This damage increases by 1d8 at 5th, 11th, and 17th level.

Once the target is affected, they may attempt a Wisdom saving throw at the end of each of their turns. On a success, the link is broken, and any ongoing channeling effect they are suffering from ends.So, you don't actually define the "Channeling Abilities" granted by Sympathetic Magic anywhere except possibly at the very end. You might want to actually define them as such.


Curse of Leering Faces: For one minute, the target views all creatures it can see as enemies. The rest look solid but you might want to define this better. I could easily see this not working for the player. Like, they use it on an enemy fighting the player's allies but the enemy only continues to fight the player and allies. It's up to the DM I suppose but I'm not sure how to fix this to make sure it actually works as intended.


Lecture: Beginning at 10th level, you may target up to 2 creatures when you take the Help action.Still within 5 feet I assume? Might be good to clarify just in case.

That's all I can manage for now but I really like what you're doing here so I'll try to return to chime in with some more suggestions :)

Grod_The_Giant
2020-07-10, 07:34 PM
On general "things you might need for a proper low-magic game," I've added a mundane-healer Fighter archetype, to be used alongside the similar Rogue archtype (https://forums.giantitp.com/showthread.php?564606-Rogue-Subclass-the-Surgeon&p=23242844#post23242844) in my Guide to Greatness. (Which I can't post, because grumble grumble character limits)


Okay, so first off: I really like this project! It's a lot to unpack and I'll try to respond again once I've had more time to read everything. First off I do have some critique/suggestions. A lot of these are fairly minor but they're odd RAI/RAW issues that you may not have considered (Also I have not read the other posts so sorry if any of these are redundant):
Thanks! For some reason I had a lot of trouble with the rules language on this one.


I'd like to see a lot more of this. I don't think Broken Mind fully captures this. Going to bring it up out of order since I'm talking about it now:

I like what you're trying to do but the execution is kind of jarring. Level 10, boom you're nuts now. Also the "Insanity ability" isn't actually anything I'm familiar with. I'm assuming the madness rules in the DMG page 259?

Perhaps after casting rituals or using Sympathetic Magic, there's a chance of gaining a Short-Term Madness effect from the DMG and a higher chance for Greater Channeling and Secret Ritual. For Dire Channeling, a small chance of a Long-Term Madness effect.

If you went down this route, I would give Broken mind early, possibly just charm resistance early then frightened resistance later. For level 10, maybe grant a single Indefinite Madness ability as well as Psychic Reistance (or maybe offer that earlier). Oh! Or just steal the GOO Warlock's level 10 ability that blocks telepathy and causes damage to anyone trying to deal Psychic damage to you.

D&D doesn't really replicate the danger inherent in magic well so I'm happy to see that done in this system.
I've gone back and forth on this one. I started off with a handful of unique thematic weaknesses, then felt like that was too complicated and went with a couple Indefinite Madness-es, then removed them when TheVoidWatches pointed out how punitive they felt... maybe I'll go back to my original idea. Something like...

At 5th level, you have disadvantage on saves against illusions, because you're not sure what's real anymore.
At 10th level, you have disadvantage on Insight checks, because you can't relate to people properly anymore.
At 15th level, you have disadvantage on Charisma saves, because your mind is just too damn open.



A minor thing, but I think gaining three skills would be more appropriate thematically and mechanically.
Fair enough. Done.


Adding new ritual spells was an excellent idea. I could see Create Water/Create Food going against the type of campaign likely to use these classes but it's really an issue the DM can just ban them. Just something to consider.
D'oh. I'll remove that one, yeah.


I find these a little hard to follow considering that they're functionally the same thing, other than an attack/save forcing different saving throws. It might be a good idea to make the wording more uniform so it's easier to read. Totemic Link alone specifies needing to see the target but Alchemical Marriage does not. I suppose you'd need to see them to make the attack roll but again, I thought I would bring it up.

Also you don't need to see the target with this ability although it's different enough from the others. Potential exploit is using this against a devil to learn its true name allowing you to gain a degree of control over it. This may be intended but I could see a player using that to their advantage.

So, you don't actually define the "Channeling Abilities" granted by Sympathetic Magic anywhere except possibly at the very end. You might want to actually define them as such.
I'll take another whack at the wording.


The rest look solid but you might want to define this better. I could easily see this not working for the player. Like, they use it on an enemy fighting the player's allies but the enemy only continues to fight the player and allies. It's up to the DM I suppose but I'm not sure how to fix this to make sure it actually works as intended.
I'll add some more detail.


Still within 5 feet I assume? Might be good to clarify just in case.
30ft, as per Dark Knowledge.


That's all I can manage for now but I really like what you're doing here so I'll try to return to chime in with some more suggestions :)
Much appreciated!

Yakk
2020-07-11, 04:38 PM
Charisma in 5e is your "self of self". It is basically the strength of your true name. Which is why banishment keys off it.

Open mind would be wisdom saves.

Grod_The_Giant
2020-07-12, 04:44 PM
Charisma in 5e is your "self of self". It is basically the strength of your true name. Which is why banishment keys off it.
Fair point... for some reason I thought Charm spells also keyed off it, which was the general idea. I'll change it.

Grod_The_Giant
2020-07-17, 07:00 PM
I've updated the Archivist, and moved it to Homebrewery because of character limits. Most of the Help-action-upgrades are gone now, apart from Dark Knowledge and Lingering Aid-- they're a holdover from my last attempt at a magic-scholar class. I've also got a new new Archivist subclass-- the True Name of Life-- which is all about building your own golem buddy.