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MoleMage
2020-07-27, 11:51 AM
Welcome to the twelfth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Classes that combine elements of two or more other classes. Do you want to create a brigand from the combined features of rogue and fighter? Or maybe you think that nature magic could combine with pacts for an unusual twist? Even rage and spellcasting, if you're feeling up to it. Now's the time!


2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest. For this contest, you can also use existing homebrew as one of the source classes (you could combine a homebrew meldshaper with barbarian rage, or even homebrew alchemy rules with homebrew truespeech rules if you wanted). The same rules apply about getting permission, this is just an expansion of acceptable content.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.


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


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

Deadline: September 20th September 28th

Voting Thread: https://forums.giantitp.com/showthread.php?619635-D-amp-D-5e-Base-Class-Contest-XII-Voting-Thread

sengmeng
2020-07-27, 12:48 PM
HERALD OF RAGNAROK

The war of the gods is upon you!

The Herald of Ragnarok is a prophet chosen by the gods to deliver one message: THE END IS NIGH! The final war of the gods is coming, and mortals should prepare themselves. As such, the lives and deeds of the Heralds matters little; they are granted the power to demonstrate their message through miracles and deeds in battle, but in the end, they are not compelled to follow this mandate, nor are they afforded special protection. However, the Herald of Ragnarok who most embodies the principles of a Viking Berzerker Prophet of Doom is given one special blessing: the right to strike the first blow in the war of the gods.

Hitpoints

Hit Dice: 1d10 per Herald of Ragnarok level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Herald of Ragnarok level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple weapons, Martial Weapons

Tools: none

Saving Throws: Strength, Wisdom

Skills: Pick any two of Animal Handling, Arcana, Athletics, History, Medicine, Religion, and Survival.

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

Any simple weapon

(a) any simple martial weapon, or (b) 5x javelins

(a) explorer's pack, or (b) dungeoneer's pack



Level
Proficiency Bonus
Features


1
+2
Miracle Points, Berzerk


2
+2
Favored God, Channel Divinity


3
+2
Blessed Weapons, Fighting Style


4
+2
Ability Score Improvement


5
+3
Extra Attack


6
+3
All-Father's Protection


7
+3
Blessings


8
+3
Ability Score Improvement


9
+4
-


10
+4
Holy Armaments


11
+4
Blessings


12
+4
Ability Score Improvement


13
+5
-


14
+5
All-Father's Blessings


15
+5
Blessings


16
+5
Ability Score Improvement


17
+6
Divine Arsenal


18
+6
Blessings


19
+6
Ability Score Improvement


20
+6
Godstrike



Class Features
The following are class features of the Herald of Ragnarok:

Miracle Points
At first level, the Herald of Ragnarok is granted access to the cleric's spell list. However, they do not have spell slots. Whatever spells they choose, they may either cast as rituals or must use miracle points to cast. Heralds of Ragnarok prepare a number of spells equal to their wisdom modifier plus their levels in Herald of Ragnarok, and the spells' levels can be no higher than half their level, rounded up. Unlike normal, any spell on the cleric spell list which does not deal damage or heal hotpoint damage can be cast as a ritual by a Herald of Ragnarok. Heralds of Ragnarok gain 1d4 miracle points when they roll initiative, and gain 1 point if they take damage on their turn, or if they make an attack against an opponent on their turn, for a maximum of 2 points gained per turn. When using Miracle Points to cast spells, the Herald of Ragnarok may expend up to half their level in Miracle points, maximum 9, and may store only as many as their level, and Miracle Points may only be used to cast spells they prepared or know. 1 Miracle Point can be used to cast as if from a first level slot, two can be used to cast as if from a second level slot, and three may be used to cast as if from a third level slot, and so on. Spells cast with Miracle points us Wisdom as their spell-casting ability and the DC for saves against your spells is equal to 8 + your proficiency bonus + your wisdom modifier.


Berzerk
Besides casting spells, the main miracle performed by a Herald of Ragnarok is to fly into a bloodthirsty rage. As a bonus action, you can begin a berzerk rage. While berzerking, your armor class when unarmored is 10 + your dexterity modifier + your constitution bonus, or if armored, you can use your constitution modifier in place of yourr dexterity, with the same caps for being in medium or heavy armor. Additionally, you gain +2 damage to all melee strength weapon attacks, resistance to bludgeoning, slashing, and piercing damage, and advantage on strength checks. Your berzerk rage lasts one minute, but ends early if you end youir turn without attacking an opponent or without taking damage before the start of your next turn. Once your berzerk rage ends, you must finish a short or long rest before you can use this ability again.


Favored God
While the All-Father blesses all the Heralds with his magic, each is also devoted to a particular lesser god, which confers certain blessings based on this choice. At second level, the Herald of Ragnarok chooses the Thunderer, the Trickster, the Watcher, or the Rebuker as his patron deity. This affects the blessings they get at 7th, 11th, 15th, and 18th level.

Channel Divinity
You gain the ability to channel divinity at third level. You may use this ability once, and then must finish a short or long rest before using it again. Your choice of Favored God determines what your Channel Divinity does.

Fighting Style
At third level, the Herald of Ragnarok chooses a fighting style. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Brawling
Whenever you use the attack action, you can make an unarmed strike as a bonus action. You also add your rage damage to unarmed strikes.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Swashbuckling
Any weapon you wield in one hand gains the finesse property. You can now add your berzerk rage damage to melee dexterity attacks.

Throwing
You use your stength modifier or your dexterity modifier, whichever is higher, when making ranged attacks with thrown weapons, and add your berzerk bonus damage to thrown weapons.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Wrestling
Whenever you grapple or shove an opponent, you can choose to deal your unarmed damage to them, and add your berzerk bonus damage if in a berzerk rage. This counts as making an attack for the purposes of gaining miracle points or maintaining your berzerk rage.

Blessed Weapons
At third level, when using spears, warhammers, or battleaxes, you gain their two-handed damage dice even if using them in one hand. Additionaly, you can bond with up to two weapons, which must be spears, battleaxes, or warhammers, (but they don't have to be the same type of weapon) each taking up an hour long ritual that can be completed on a short rest. You can call your bonded weapon to your hand as a bonus action if it is on the same plane as you. You can make a magical weapon your bonded weapon, and can break the bond with one of your weapons as part of the ritual to bond with a new one.

Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

All-Father's Protection
Beginning at 6th level, as a reaction to being the target of a spell requiring a spell attack roll or being forced to make a saving throw against a spell, you may spend a miracle point to gain your proficiency bonus to your armor class or your saving throw, doubling your proficiency bonus if you were already proficient in that save. This bonus is only against the spell that triggers the reaction.

Holy Armaments
At tenth level, any spear, battleaxe, or warhammer you wield is treated as magical for the purposes of overcoming damage reduction, and has a +1 bonus to attack rolls that does not stack with the bonus from being a magic weapon. Additionally, you add an extra die of your bonded weapons' base damage to critical hits and can recall both of your bonded weapons with a bonus action.

All-Father's Blessing
At 14th level, the All-Father's protection becomes more universal. You gain proficiency with all saves.

Divine Arsenal
At 17th level, any spear, battleaxe, or warhammer you wield gains a +2 to attack rolls that does not stack with the bonus from being a magic weapon. You roll two extra die of damage on critical hits with your bonded weapons. Additionally, when you take the attack action and deal damage with both attacks, any action you can normally perform as a bonus action can be done as part of the attack action.

Godstrike
At 20th level, the Herald of Ragnarok is equipped to make use of his reward. After making a successful attack, the Herald of Ragnarok can spend a miracle point to perform a godstrike. Godstrikes ignore all resistances and immunities, and the target has their maximum hitpoints reduced by half the damage dealt by the godstrike, including bonuses from magical weapon pluses and abilities, class features, and spells that add damage to a weapon or unarmed strike. Additionally, the target cannot regain hitpoints until the beginning of your next turn. The target's maximum hitpoint total is returned to normal after a long rest. Only one attack per round can be turned into a godstrike.

Blessings
When you choose the Thunderer as your favored god at second level, you gain the following benefits:

Thunderstrike
Warhammers and battleaxes you wield gain a thrown range of 20/60, and deal an extra 1d6 thunder damage when thrown.

Thunderous Wrath
You can choose to use Channel Divinity after a successful attack roll, but before damage is rolled, to deal maximized damage instead of rolling, on every die, including bonus dice from magical weapons or other sources.

Thunderer's Rage
At 7th level, the Thunderer blesses you when you enter a rage. While in a berzerk rage, your natural weapons and melee or thrown weapons deal 1d8 extra thunder damage on the first attack made in a turn. In addition, during berzerk rage, you gain the use of the throwing fighting style if you don't already have it. If you do, pick a different fighting style to gain when raging. Once that choice is made, you always gain that fighting style when raging.

Stormborn
At fifteenth level, you become almost one with the Thunderer. When in a berzerk rage, you can subsitute lightning damage for any spell or ability that you have that deals thunder damage, and vice versa, and you also gain a fly speed equal to twice your walking speed.

Divine Might
At 18th level, you gain +2 to Strength, and your maximum strength score is raised to 22.
When you choose the Trickster as your favored god at second level, you gain the following benefits:

Magical Affinity
You gain the firebolt, friends, and minor illusion cantrips. In addition, any spells you cast dealing fire damage have their damage boosted as if they were cast out of a slot one higher than you used.

Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Trickster's Rage
At 7th level, the Trickster blesses you when you enter a rage. While in a berzerk rage, your natural weapons and melee or thrown weapons deal 1d8 extra fire damage on the first attack made in a turn. In addition, during berzerk rage, you gain the use of the swashbuckling fighting style if you don't already have it. If you do, pick a different fighting style to gain when raging. Once that choice is made, you always gain that fighting style when raging.

Master of Flame
Begining at fifteenth level, your devotion to the Trickster gives you almost complete control over fire and trickery. When you enter a berzerk rage, you benefit from invisibility, as the spell (ending when you make an attack or cast a spell), and gain immunity to fire damage. Additionally, any fire damage dealt by your spells or abilities from this subclass overcome resistance to fire damage.

Divine Grace
At 18th level, you gain +2 to dexterity, and your maximum dexterity score is 22.
When you choose the Rebuker as your favored god at second level, you gain the following benefits:

Vengeful Strike
You treat the spell hellish rebuke as a Herald of Ragnarok spell and always have it prepared. It does not count against your normal daily limit of prepared spells.

Rebuker's Wrath
You can use your channel divinity to destroy undead or banish creatures not native to the plane you are on. As an action, you send out a burst of holy energy. Mulitply your wisdom score times half your Herald of Ragnarok levels. The total is how many hit points of creatures this ability can affect. Creatures within 60 feet of you are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this ability is destroyed (if undead) or banished (if not native to the plane you are on). Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Rebuker's Rage
At 7th level, the Rebuker blesses you when you enter a rage. While in a berzerk rage, your natural weapons and melee or thrown weapons deal 1d8 extra radiant damage on the first attack made in a turn. In addition, during berzerk rage, you gain the use of the dueling fighting style if you don't already have it. If you do, pick a different fighting style to gain when raging. Once that choice is made, you always gain that fighting style when raging.

Sunburst
Beginning at fifteenth level, when you enter a berzerk rage, a burst of radiant energy springs forth. You designate every creature within 30 feet to either take 4d8 radiant damage (with a Constitution save of DC 8 + your proficiency bonus + your wisdom modifier) or be healed by 4d8 hitpoints.

Divine Tenacity
At 18th level, you gain +2 to Constitution, and your maximum Constitution score is raised to 22.
When you choose the Watcher as your favored god at second level, you gain the following benefits:

Eyes of the Watcher
You gain proficiency in Perception and add double your proficiency bonus to all Perception rolls. Additionally, whenever you have advantage on an attack roll, if the lower die would have been a hit, the attack is automatically a critical.

See the Unseen
You can use your channel divinity to gain the ability to see invisible or ethereal creatures for one hour, and gain darkvision out to 120 feet or add 120 feet to any darkvsion you already have, and blindsight out to 30 feet for the same duration. Also, you have advantage on saving throws versus illusions and are proficient in initiative rolls for the duration.

Watcher's Rage
At 7th level, the Watcher blesses you when you enter a rage. While in a berzerk rage, your natural weapons and melee or thrown weapons deal 1d8 extra psychic damage on the first attack made in a turn. In addition, during berzerk rage, you gain the use of the great weapon fighting style if you don't already have it. If you do, pick a different fighting style to gain when raging. Once that choice is made, you always gain that fighting style when raging.

Hunter's Rage
Beginning at 15th level, your devotion to the Watcher makes you an inescapable hunter. When you roll initiative, you can forgo rolling for miracle points to instead treat your die roll as a 20 and enter a berzerk rage as a free action. When in a berzerk rage, after succesffuly striking an opponent, you can use your bonus action to force it to make a Wisdom save against your spell save DC to reduce its speed to zero, and to make it unable to be moved voluntarily or involuntarily by magic until the beginning of your next turn, and their speed is halved on a successful save. Additionally, your speed is doubled if you are moving towards an opponent.

Divine Will
At 18th level, you gain +2 to Wisdom, and your maximum Wisdom score is raised to 22.

BerzerkerUnit
2020-07-27, 06:04 PM
Feral
As a Feral you spent a formative period of your life forced to face an unforgiving environment alone. Lacking the most basic tools you relied on your body and instincts to survive.
Features:
D10 hd
Armor: none
Weapons: club, spear, dagger
Skills: Acrobatics, Athletics, Intimidation Investigation, nature, perception, insight, Stealth, Survival
1, Body Hardening, Living Weapon, Archetype: Lost Zone
2, Limit Break, Spellcasting
3 Archetype Feature
4 asi
5 Extra Attack
6 Evasion, Sight Beyond Sight Darkvision
7 Archetype Feature
8 asi
9 Swift Recovery
10 Sight Beyond Sight See Invisible
11 Brooding Stare
12 asi
13 Archetype Feature
14 Pride of the Outcast
15 Sight Beyond Sight Truesight
16 asi
17 Archetype Feature
18 Strider
19 asi
20 Plus Ultra
Body Hardening
At 1st level and beyond, the time spent in a harsh environment has inured your form to cuts, scrapes and bruises and you’re capable of relying on your wits or great stamina to protect you. You may calculate your AC using 10+wisdom or Con bonus+ Proficiency bonus.

Living Weapon
At 1st level your unarmed strikes deal 1d4 bludgeoning damage and you may add your ability score bonus to unarmed strikes made with your off hand. The damage increases as you level to d6 at 5th etc, d8 at 11th, and d10 at 17th.

Limit Break
At 2nd level you master the ability to push beyond the normal limits of your form allowing you to perform supernatural feats. You gain 2 points of Limit Break and an additional point at each level. You can spend these in the following ways:
Preternatural Quickness: you can perform an object interaction action, Perception, or Investigation check, as a bonus action.
Feral Spells: you can spend points to create Spell slots for your Feral spells as you cast them.
Feral Techniques: you can employ Feral Techniques granted by your subclass.
You recover all Limit Break points after a short rest.

Spellcasting
Beginning at 2nd level you learn to cast spells you have prepared from the Feral list. Your years observing interactions in the natural world and a smattering of encounters with magical creatures or spellcasters gave you the insight necessary to perform a few useful tricks.
You can prepare a number of spells equal to your Wisdom modifier + ½ your class level.
The highest level of spell you can prepare is equal to ¼ your class level, rounded up.
When you take the Spellcasting action you must spend a number of points of Limit Break to create a spell slot with which to cast the spell. The maximum number of points you can spend is equal to ½ your class level rounded up, maximum 5.

Evasion
Beginning at 6th level you learn to react without thinking. When you succeed on a Dexterity saving throw you take no damage and only half on a failure.

Sight Beyond Sight
At 6th level your senses become honed to a preternatural degree. You gain Darkvision out to 60 feet. If you already have Darkvision, you add 30 feet to its range. When you use your action to make a perception check you can extend double the range of your Darkvision until the end of your next turn.

At 10th when you use your action or bonus action to make a perception check you can see invisible objects and creatures normally and ethereal creatures appear translucent.

At 15th level, when you use your action or bonus action to make a perception check you gain the benefit of Truesight to a range of 60 ft.

Swift Recovery
At 9th level a brush with death can send your survival instincts into overdrive. When you begin your turn with 0 hit points you can spend a hit die instead of making a death saving throw. You recover additional hit points equal to your level in this class and regain a number of Limit Break points equal to your Proficiency bonus.


Brooding Demeanor
At 11th level the tone of your voice and smoldering stare directly channel the iron will that carried you through your isolation. You may add your proficiency bonus to Persuasion checks even if already proficient unless another feature or effect already allows you to do so.

Pride of the Outcast
At 14th level there is no danger you have not faced a hundred times. You gain proficiency in all saving throws.

Plane Strider
At 18th level you can cast Planeshift as an action once. You regain the use of the feature after a long rest.

Plus Ultra
At 20th level your capacity to exceed your limits is fueled by the ever greater challenges you’ll face. You regain Limit Break points equal to your proficiency bonus when you roll a natural 20 on an attack, ability check, or saving throw or suffer a critical hit.

Wild Child
Raised by beasts or something monstrous in a remote region you have made an art of emulating these creatures to hunt and protect yourself.

Lost Zone: Wilderness
At 1st level you have several hard won gifts from your time in the wilderness. When traveling through a region without the use of well traveled roads or waterways, you and up to 8 other creatures you guide have the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


3 Wild Soul Techniques
At 3rd level your ability to push past your limits allows you to more effectively mimic the predatory creatures you faced in exile. You
Prey’s Stillness. You gain Proficiency in the Stealth Skill. You may double your Proficiency bonus when outside structures such as castles, inns, and houses.
Frenzied Badger Pursuit. Once per turn, when you hit with an unarmed Strike you can spend a point of Limit Break to immediately make an additional unarmed Strike, on a hit this attack deals an additional 1d8 Necrotic damage.
Joyous Grasshopper Kick. When you take the attack action you can spend a point of Limit Break and move up to 10 feet before and after each attack you make this turn. This movement does not provoke attacks of opportunity.
Coiled Cobra Stance. As a bonus action you may spend a point of Limit Break and enter this stance, reducing your speed to 0. The benefits of this stance remain until you move or become incapacitated. While you maintain this stance you can immediately make an unarmed strike against any creature that moves into or out of your reach. Making these attacks does not require you to use your reaction.

7 Lick Wounds
At 7th level you learn the secret of helping your allies recover from wounds. you gain Proficiency in At the end of a long rest you produce a number of poultices from whatever is available equal to your Proficiency bonus. You can apply these poultices to an injured creature allowing them to spend a hit die and recover additional hit points equal to your Proficiency bonus.

13 Rising Dragon Summit
Beginning at 13th level you learn to mimic the lords of the mortal wilds. You can spend a point of Limit Break as a bonus action and grant yourself a fly speed equal to your speed for 10 minutes.

18 One with the Wilds
At 17th level your mind can transcend the confines of reason and touch the primordial spirits around them. When you benefit from your Lost Zone Feature you and up to 8 other creatures cannot be surprised and gain a bonus to their initiative equal to your Wisdom Bonus.


Spell List:
1 Speak with Animals, Goodberry
2 Darkness, Locate Animals and Plants
3 Waterbreathing, Speak with Plants
4 Locate Creature, Guardian of Nature
5 Awaken, Commune with Nature

The Hood
You were left to fend for yourself in an urban environment. Neglected and ostracized, you learned from an early age that might makes right and there’s little honor among thieves.

Lost Zone: City Streets
At 1st level you have learned the ins and outs of civilization’s shadow. While traveling in any area that bears the mark of civilization you and up to 8 creatures you guide gain the following benefits:
You can move at a normal pace through difficult terrain as well as spaces such as alleys and tunnels that would normally reduce your speed by half.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as looking for clues, watching a street performer, or tracking), you remain alert to danger.
When you engage in side jobs such as day labor, street performing, hawking wares, or ratcatching, you earn double the normal pay.
When tracking other creatures you also learn their exact number, any faction or orginazational affiliation, and general reputation in the area.

3 Mean Street Techniques
At 3rd level the endless competition for survival has drilled brutal techniques into your body.
Dirty Fighting. You gain proficiency with Simple and Improvised weapons. The damage of these weapons increases to match your Living Weapon Feature. Your other techniques can be used with these weapons.
Bully. By spending a point of Limit Break your unarmed strikes become heinous things that can drive an enemy back or knock them down. Until the end of your next turn, when you hit a creature with an unarmed Strike you deal an additional 1d4 damage and can force it to move 5 feet in a direction of your choosing or knock it prone.
Eye Gouge. On a hit you can spend a point of Limit Break when you hit a creature with an unarmed Strike or light weapon. The attack deals additional piercing damage equal to your Proficiency bonus and the target is Blind until the beginning of your next turn.
Wide Stance. As a bonus action you may spend a point of Limit Break and enter this stance, reducing your speed to 10 ft. The benefits of this stance remain until you move more than 10 feet on a turn or become incapacitated. While you maintain this stance, moving in, out, or through the area within 5 feet of you requires 4 feet of movement for every 1 foot moved. When a creature’s movement provokes an attack of opportunity from you, you can use your reaction to make a grapple or shove attempt instead of an attack.

Human Shield
At 7th level and beyond, while grappling or being grappled, when you take damage from a source other than a creature you are grappling with, you can use your reaction to spend a point of Limit Break and divide the damage between yourself and the creature you are grappling with evenly.

13 Ragdoll
Beginning at 13th level the brute force you can muster when grappling is superhuman. When you successfully grapple an opponent up to one size larger than yourself you can spend a point of Limit Break and wield them like an improvised weapon until they escape the grapple. Creatures your size or larger have the two-handed and heavy properties when wielded in this way. On a hit your damage is dealt to the target divided between your target and the grappled creature.

17 Heart of the City
At 17th level your presence in the interconnected web of power and money of any settlement attracts every spider. At the end of any short rest in an area where you benefit from your Lost Zone Feature you can gain the assistance of 4 Thugs, 2 Veterans, or 1 Gladiator. These allies are considered charmed by you and act on the turn after yours. They will have information about significant political and criminal figures as well as which merchants provide the best deals.

Brute Spells
1 Wrathful Smite, Command
2 Enlarge/Reduce, Arcane Lock
3 Fear, Conjure Barrage
4 Stone Skin, Secret Chest
5 Steel Wind Strike, Swift Quiver


1st level
Cure Wounds
Longstrider
Jump
Animal Friendship
Expeditious Retreat
Shield
False Life
Alarm

2nd level
Enhance Ability
Silence
Invisibility
Lesser Restoration
Spiderclimb
Darkvision
Protection from Poison
Find Steed
Pass without Trace

3rd
Tongues
Daylight
Warding Bond
Conjure Animals
Flame Arrow
Lightning Arrow
Waterwalk


4th
Banishment
Freedom of Movement
Stoneskin
Aura of Purity
Locate Creature
Charm Monster
Giant Insect

5th
Dawn
Farstep
Geas
Mislead
Passwall
Mass Cure Wounds
Seeming

theVoidWatches
2020-07-27, 06:59 PM
Enlightened Martial Artist






—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Martial Arts
Ki Points
Spells
Known
1st
2nd
3rd
4th
5th


1st
+2
Martial Arts, Unarmored Defense, Spellcasting
1d4
-
2
2






2nd
+2
Ki, Flexible Casting
1d4
1
2
2






3rd
+2
Metamagic, Mystic Style
1d4
2
3
3






4th
+2
Ability Score Improvement
1d4
2
3
3






5th
+3
Extra Attack, Metamagic
1d6
3
4
4
2





6th
+3
Mystic Style
1d6
3
4
4
2





7th
+3
Ki-Infused Strikes
1d6
4
5
4
3





8th
+3
Ability Score Improvement
1d6
4
5
4
3





9th
+4
Purity of Body
1d6
5
6
4
3
2




10th
+4
Mystic Style
1d6
5
6
4
3
2




11th
+4
Evasive Mysticism, Metamagic
1d8
6
7
4
3
3




12th
+4
Ability Score Improvement
1d8
6
7
4
3
3




13th
+5
Tongue of the Sun and Moon
1d8
7
8
4
3
3
1



14th
+5
Diamond Soul
1d8
7
8
4
3
3
1



15th
+5
Mystic Style
1d8
8
9
4
3
3
2



16th
+5
Ability Score Improvement
1d8
8
9
4
3
3
2



17th
+6
Timeless Existence, Metamagic
1d10
9
10
4
3
3
3
1


18th
+6
Stylistic Exemplar
1d10
9
10
4
3
3
3
1


19th
+6
Ability Score Improvement
1d10
10
11
4
3
3
3
2


20th
+6
Eternal Spirit
1d10
10
11
4
3
3
3
2




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

PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one
musical instrument
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Religion, and Stealth

EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
• any simple weapon
• (a) a component pounch of (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 2 daggers

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Enlightened Martial Artist weapons, which are any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only Enlightened Martial Artist weapons and you aren’t wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Enlightened Martial Artist weapons.
• You can roll a d4 in place of the normal damage of your unarmed strike or Enlightened Martial Artist weapon. This die changes as you gain Enlightened Martial Artist levels, as shown in the Martial Arts column of the Enlightened Martial Artist table.
Certain monasteries use specialized forms of the Enlightened Martial Artist weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever Enlightened Martial Artist you use for a Enlightened Martial Artist weapon, you can use the game statistics provided for the weapon in chapter 5.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Spellcasting
Starting at 1st level, you have learned to draw upon your ki to cast spells through your own spiritual power. The Enlightened Martial Artist spell list is located at the end of this document.

Preparing and Casting Spells
The Enlightened Martial Artist table shows how many spell slots you have to cast your spells. To cast one of your Enlightened Martial Artist spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You know two 1st-level spells of your choice from the Enlightened Martial Artist spell list.

The Spells Known column of the Enlightened Martial Artist table shows when you learn more Enlightened Martial Artist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Enlightened Martial Artist spells you know and replace it with another spell from the Enlightened Martial Artist spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability
Wisdom is your spellcasting ability for your Enlightened Martial Artist spells, since your power derives from your understanding and mastery of your spirit. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Enlightened Martial Artist spell you cast and when making an attack roll with one.



Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier


Spellcasting Focus
You can use an Arcane Focus or a Enlightened Martial Artist weapon you are proficient with as a spellcasting focus for your Enlightened Martial Artist spells.
You may also use your own body as a spellcasting focus for your Enlightened Martial Artist spells. However, the backlash of channeling magic through your own body damages you. If you use your body as a spellcasting focus, your maximum health is reduced by an amount equal to twice the level of the spell you cast. This reduction lasts until you complete a long rest.

Ki
Beginning at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Enlightened Martial Artist level determines the number of points you have, as shown in the Ki Points column of the Enlightened Martial Artist table.
You can spend these points to fuel various ki features. You start knowing four such features: Empower Blow, Empowered Spell, Flurry of Blows, and Patient Defense. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Empowered Blow

You can spend 1 ki point as a bonus action to empower your blows, adding your Wisdom modifier to the damage of any attack you make with an unarmed strike or Enlightened Martial Artist weapon until the end of your turn. At the end of your turn, you regain 1 ki point.


Flurry of Blows

You can spend 1 ki point as a bonus action to make two attacks, both of which must be unarmed strikes.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.


Flexible Casting
Beginning at 2nd level, you can use your ki points to gain additional spell slots, or sacrifice spell slots to gain additional ki points.
You learn other ways to use your ki points as you reach higher levels.


Creating Spell Slots



Spell Slot Level

Ki Point Cost



1st
2


2nd
3


3rd
5


4th
6


5th
7



Converting Ki Points to a Spell Slot
As an action or bonus action on your turn, you can expend a number of Ki points and gain a spell slot of the appropriate level, as outlined in the Creating Spell Slots table. A spell slot gained using this feature is lost at the beginning of your next turn, if unused.

Converting a Spell Slot to Ki Points
As a bonus action on your turn, you can expend one spell slot and gain a number of Ki points equal to the slot’s level.


Metamagic
At 3rd level, your mastery of your spirit allows you to guide the spells you cast through it in a way suited to your personality. You gain one metamagic option as described in the sorcerer's Metamagic feature. You can use these options by spending a number of Ki points equal to the number of Sorcery points the option calls for.
You gain another metamagic option at level 5, 11, and 17.

Mystic Style
When you reach level 3, you learn a Mystic Style - a particular form of martial arts through which your spiritual power expresses itself. Choose a style specified at the end of this document. You gain the Beginner feature of that style immediately. If you have already gained the Beginner feature of that style, you gain the Mastery feature of that style.
You gain this feature again at levels 6, 10, and 15.
Additionally, when you gain a level in this class, you can choose a feature from a style you know and forget it in order to learn a new style. You may not choose to forget the Beginner feature of a style for which you possess a Mastery feature, and you cannot forget the Mastery feature of a style for which you possess the Exemplar feature.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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

Ki-Empower Strike
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Purity of Body
At 9th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Evasive Mysticism
Beginning at 9th level, you can use your spiritual energy to help yourself evade damage. You can spend a Ki point as a reaction to negate any damage you would take in one of the following situations:
• When you are falling and would take fall damage.
• When you succeed on a saving throw against a spell or magical effect and take half damage from the effect.
• When an attacker you can see hits you with a spell attack.
As part of the same reaction, you can move 5 feet without provoking opportunity attacks.

Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Existence
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you cannot age against your will, magically or naturally. In addition, you no longer need food, water, or sleep, although you must meditate for at least 4 hours to gain the benefits of a long rest.

Stylistic Exemplar
At level 18, you become a true master of mystical combat. Choose one of the Mystic Styles which you have learned. If you have gained the benefit of that style's Mastery feature, you gain the benefit of that style's Exemplar feature. If you have not gained that style's Mastery feature, you gain that feature now.

Eternal Spirit
When you reach 20th level, your spiritual power is everlasting, and it becomes nearly impossible to defeat you. If you roll for initiative and have fewer than 3 Ki points remaining, you regain 2 ki points.
Additionally, when you reach 0 hit points, you may spend 1 ki point as a reaction to restore yourself to half of your hit point maximum. After you have done so, you may not do so again until after a long rest.




Dragonic Beginner
When you learn Dragon Style, you gain the following benefits:Bonus Proficiencies
When you learn Dragon Style, you gain proficiency with light and medium armor, shields, and martial weapons.
Additionally, martial melee weapons which lack the two-handed and heavy properties count as Enlightened Martial Artist weapons for you.

Dragon Stance
When you learn Dragon Style, you learn to fight using the Dragon Stance, a method of shaping your spiritual energy to magically enhance yourself. Y may spend 1 Ki as a bonus action to enter Dragon Stance as long as you are not currently in a stance. Dragon Stance expires after one minute, or after you choose to end it at the beginning of your turn. It also ends if you are Incapacitated or otherwise rendered unable to take actions.
While you are in Dragon Stance, you gain the following benefits:
External Scales


You magically manifest scaled armor from your ki. Your AC becomes 14+Dex Modifier (max 2) if it is not already higher.


Dragon's Claws

When you use Flurry of Blows, one of the attacks may be made with an Enlightened Martial Artist weapon instead of an Unarmed Strike.


Spirit-Guided Rending


You may use your Wisdom modifier in place of your Strength or Dexterity modifier when you are using an Enlightened Martial Artist weapon.

Breath of Fire
When you learn Dragon Style, you learn a way of shaping your Ki to mimic the power of the dragons you emulate. If you are in Dragon Stance, you may cast Dragon's Breath at 2nd level on yourself without expending a spell slot. Additionally, while you are in Dragon Stance, you may add your Wisdom Modifer to the damage dealth by Dragon's Breath.
If you exit Dragon Stance, you immediately lose concentration on Dragon's Breath if you cast it using this feature.
After casting Dragon's Breath with this feature, you cannot do so again until you have completed a long or short rest.

Expanded Spell List
You learn the following spells at the Enlightened Martial Artist levels listed. If you later forget this style, you forget these spells as well.




Enlightened Martial Artist Level
Spell


3
Shield


5
Dragon's Breath


9
Fly


13
Stoneskin


17
Destructive Wave



Dragonic Mastery
When you gain mastery of Dragon Style, you are able to use certain aspects of Dragon Stance regardless of your current stance. You gain the following benefits at all times:
Internal Scales
Your AC is increased by 1. This stacks with the armor you manifest in Dragon Stance.

Internal Fires
You may use Breath of Fire without being in Dragon Stance, and do not automatically lose concentration by exiting Dragon Stance.

Additionally, you gain the following benefits which are only available while in Dragon Stance:
Spiritual Fires
When you cast Dragon's Breath, the damage it deals is increased by 1d6. Additionally, you may select up to your Wisdom Modifier targets of your choice in the affected area to automatically pass their saving throw against the spell.

Wings of Spirit

You can manifest draconic wings from your ki. You may spend 2 ki as a bonus action to grant yourself 60 feet of movement until you exit Dragon Stance.


Dragonic Exemplar
When you become an exemplar of Dragon Style, you have mastered it to a greater degree than any other. The cost of Breath of Fire and of manifesting wings are reduced by 1 Ki, and you may enter Dragon Stance for free. Additionally, your AC is further increased by 1 whenever you are in Dragon Stance.



Djinni Beginner
Bonus Cantrips
When you learn Djinn style, you learn the Control Flames, Gust of Wind, Move Earth, and Shape Water cantrips.
Djinn Stance
When you learn Djinn style, you learn to fight using the Djinn Stance, a method of combat which enhances your ability to cast spells. You may spend 1 Ki as a bonus action to enter Djinn Stance as long as you are not currently in a stance. Djinn Stance expires after one minute, or after you choose to end it at the beginning of your turn. It also ends if you are Incapacitated or otherwise rendered unable to take actions.
While you are in Djinn Stance, you gain the following benefits:
Spirit-Magic Harmony

You can convert Ki to Spell Slots or Spell Slots to Ki without spending an action.


Reap the Mage's Reward

You regain 1 expended Ki point each time you cast an Enlightened Martial Artist spell of 1st level or higher.


Empowered Spellcasting

You may add your Wisdom modifier to the damage of any Enlightened Martial Artist spell you cast which deals damage.

Elemental Attunement
When you learn Djinn Style, you learn to shape the Ki used to cast your spells to match a specific element. Choose from Cold, Acid, Lightning, or Fire. If you are in Djinn Stance, then when you cast an Enlightened Martial Artist spell which deals damage of one of these damage types, you may convert it to the damage type which you chose by paying 1 Ki as part of the same action.
You may change your choice of damage type each time you take a level in Enlightened Martial Artist.

Expanded Spell List
You learn the following spells at the Enlightened Martial Artist levels listed. If you later forget this style, you forget these spells as well.




Enlightened Martial Artist Level
Spell


3
Absorb Elements


5
Flaming Sphere


9
Elemental Weapon


13
Elemental Bane


17
Cone of Cold



Djinni Mastery
When you gain mastery of Djinn Style, you are able to use aspects of Djinn Stance regardless of your current stance. You gain the following benefits at all times:
1001 Rewards
You regain 1 expended Ki point each time you cast an Enlightened Martial Artist spell of 2nd level or higher. This stacks with the point you regain as part of Djinn Stance.

Elemental Embodiment
You can use Elemental Attunement without being in Dragon Stance.

Additionally, you gain the following benefits which are available only while in Djinn Stance:
At Home In The Elements
You gain resistance to the damage type chosen using Elemental Mastery.

Elemental Blow
You may replace any number of attacks that you make as part of an attack action with an elemental blow. This attack uses your spell attack bonus, deals 1d8 damage of the damage type chosen using Elemental Mastery, and has a range of 5 feet. It counts as both an Enlightened Martial Artist weapon and a spell.


Djinni Exemplar
When you become an exemplar of Djinn Style, you have mastered it to a greater degree than any other. You may use Elemental Attunement at no cost, and you may enter Djinn stance for free. Additionally, when you use Elemental Mastery, you may spend up to 2 Ki to increase the damage you deal by 1d6 per Ki point spent.



Hydra Beginner
Hydra Stance
When you learn Hydra style, you learn to fight using the Hydra Stance, a way to use your spiritual energy to magnify your speed of attack. You may enter Hydra Stance when you roll for Initiative, or may spend 1 Ki as a bonus action to enter Hydra Stance as long as you are not currently in a stance. Hydra Stance expires after one minute, or after you choose to end it at the beginning of your turn. It also ends if you are Incapacitated or otherwise rendered unable to take actions.
While you are in Hydra Stance, you gain the following benefits:
Extended Flurry


After using the Attack action or the Cast a Spell action, you may make an unarmed strike as a bonus action.


Furious Flurry

If you are at less than your maximum health, you may make 3 unarmed strikes when you use Flurry of Blows rather than 2.


Desperate Flurry


If you are at less than half of your maximum health, you may make an additional attack as part of your attack action.

Additionally, you gain temporary hit points equal to your Enlightened Martial Artist level when you enter Hydra stance. If you leave Hydra Stance while you have any of these temporary hit points, you loose them.

Hydra's Vitality
When you learn Hydra Style, you have practiced fighting through pain, making yourself tougher and tougher to withstand more damage. Your maximum health is increased by an amount equal to your Enlightened Martial Artist level, and is increased by 1 again each time you take another Enlightened Martial Artist level.
If you forget this style, your maximum health is reduced by an amount equal to your Enlightened Martial Artist level.

Two-Headed Strike
When you learn Hydra Style, your speed and strikes become ever more furious as you take more damage. Immediately after taking damage while in Hydra Stance, you may spend 1 Ki as a reaction to make an attack against an adjacent target.


Hydra Mastery
When you gain mastery of Hydra Style, you are able to use aspects of Hydra Stance regardless of your current stance. You gain the following benefits at all times:
Three-Headed Strike
You can use Two-Headed Strike without being in Hydra Stance.

Eternal Flurry
You may use Extended Flurry without being in Hydra Stance.

Additionally, you gain the following benefit which is available only while in Hydra Stance:
Four-Headed Strike
If you still have the temporary hit points granted by entering Hydra Stance, you may use Two-Headed Strike at no cost.


Hydra Exemplar
When you become an Exemplar of Hydra Style, you have mastered it to a greater degee than any other. If you deal damage using Two-Headed Strike, you regain your reaction, and you may enter Hydra stance for free. Additionally, immediately after taking damage while in Hydra Stance, you may grant yourself tempory hit points equal to your Wisdom modifier. These count as hit points granted by entered Hydra Stance for the purpose of Hydra Mastery.



Beholder Beginner
Beholder Stance
When you learn Beholder style, you learn the Beholder Stance, a method of using your spiritual energy to attack drain ambient magic and use it to your own ends, enhancing your mobility or attacking at a distance. You may enter Beholder Stance when you roll for initiative, or may spend 1 Ki as a bonus action to enter Beholder Stance as long as you are not currently in a stance. Beholder Stance expires after one minute, or after you choose to end it at the beginning of your turn. It also ends if you are Incapacitated or otherwise rendered unable to take actions.
While you are in Beholder Stance, you gain the following benefits:
Fist Rays


You may make attacks using unarmed strikes or Enlightened Martial Artist weapons at a range of up to 30 feet. These attacks deal either Necrotic or Radiant energy rather than their normal damage type - choose when you enter Beholder Stance. These attacks are considered magical for the purpose of antimagical fields and similar effects, but not for the purpose of determining resistances.


Hover


You may spend 1 Ki at the beginning of your turn to magically hover until the beginning of your next turn. While hovering, you have a fly speed equal to half of your normal speed.

Antimagical Blows
When you learn Beholder Style, you learn a method of using your Ki to destroy magical effects. If you are in Beholder Stance, you can spend 3 Ki to cast Dispel Magic without expending a spell slot. When you cast Dispel Magic using this feature, it has a range of touch, and requires an ability check regardless of the spell level being dispelled.
Additionally, if you are in Beholder Style, you may spend 1 Ki as a bonus action to cause your attacks to ignore resistances and immunities until the end of your turn.

Expanded Spell List
You learn the following spells at the Enlightened Martial Artist levels listed. If you later forget this style, you forget these spells as well.




Enlightened Martial Artist Level
Spell


3
Ray of Sickness


5
Scorching Ray


9
Lighting Bolt


13
Otiluke's Resilient Sphere


17
Telekinesis



Beholder Mastery
When you gain mastery of Beholder Style, you are able to use aspects of Beholder Stance regardless of our current stance. You gain the following benefits at all times:
Improved Antimagical Blows
You can use Antimagical Blows without being in Beholder Stance.

Improved Hover
You can use Hover without being in Beholder Stance.

Extended Blows
The range of your unarmed strikes and Enlightened Martial Artist weapons is doubled. This stacks with Fist Rays.

Additionally, you gain the following benefits which are only available while in Beholder Stance:
Hovering Maniac
When you use Hover, you gain a fly speed equal to your normal movement speed, rather than half of your normal movement speed.

Reactive Antimagic
You can use Antimagical Blows to cast Counterspell on a spell targetting you. This costs 3 Ki, and requires an ability check regardless of the spell level being dispelled.


Beholder Exemplar
When you become an Exemplar of Beholder Style, you have mastered it to a greater degree than any other. You may enter Beholder Stance for free, and may use Hover at no cost.
Additionally, you can cast Antimagic Field without expending a spell slot. If you are in Beholder Stance when you do so, you may continue to hover and make ranged attacks using your unarmed strikes and Enlightened Martial Artist weapons normally, even while the spell is in effect. After using this feature, you must take a long rest before doing so again.





Burning Hands
Cause Fear
Charm Person
Chromatic Orb
Comprehend Languages
Detect Poison and Disease
Disguise Self
Earth Tremor
False Life
Feather Fall
Hellish Rebuke
Heroism
Ice Knife
Jump
Longstrider
Searing Smite
Thunderous Smite
Thunderwave
Wrathful Smite
Zephyr Strike



Aganazzar's Scorcher
Aid
Alter Self
Barksense
Blur
Branding Smite
Darkvision
Detect Thoughts
Enhance Ability
Flame Blade
Invisibility
Magic Weapon
Melf's Acid Arrow
Mind Spike
Mirror Image
Misty Step
Pass Without a Trace
Protection from Poison
Scorching Ray
See Invisibility
Shadow Blade
Silence



Aura of Vitality
Beacon of Hope
Blinding Smite
Blink
Fear
Haste
Lightning Bolt
Mass Healing Word
Thunder Step
Tongues
Vampiric Touch
Water Walk



Aura of Life
Aura of Purity
Death Ward
Dimension Door
Fire Shield
Freedom of Movement
Greater Invisibility
Shadow of Moil
Staggering Smite
Vitriolic Sphere




Banishing Smite
Circle of Power
Dawn
Enervation
Far Step
Flame Strike
Immolation
Skill Empowerment
Steel Wind Strike

MoleMage
2020-07-27, 07:40 PM
Space reserved for the Witch: a Fast-Half-Alchemist (Artificer equivalent) and Slow-Half-Caster (Paladin equivalent). I want to see if I can take two different feature systems and blend them together in a single class. I'll be using a very mildly revised version of my Alchemy rules from Contest III (https://forums.giantitp.com/showsinglepost.php?p=23277785&postcount=3) for the Alchemy half, and probably a mixture of Bard and Wizard for the spellcasting half.

Alchemy revision will be limited to: Creating new formulae, rebalancing formula power, restricting available formulae for witches. Catalyst will be a unique feature for the base alchemist so Witches also will not have those.


Initial: Formatting, empty table
8/7: Added GMBinder Link, alchemy progression rate, and Evil Eye
8/7 cont: Evil Eye reworked into Malediction. Added Familiar, Witch Home, Hagkin, Greater Malediction, True Malediction, and Occult Mastery. Added Coven of the Bat
8/10: Added Covens of the Cat, Crow, Spider, and Toad.
9/25: Spell list and new spells copied to this post. Link now has updated poison rules under the alchemy rules for different types of poisons, and formula descriptions for 51 out of 71 formulae on the witch lists


The Witch (https://www.gmbinder.com/share/-MDqS0qTqK3y3DoTj0CV)






Alchemy


Spell
Slots





Level
Proficiency Bonus
Features
Formulae Known
Formulae Produced
Spells Known
1st
2nd
3rd
4th
5th


1st
+2
Alchemy, Coven
2
2
-
-
-
-
-
-


2nd
+2
Spellcasting, Malediction
3
2
2
2
-
-
-
-


3rd
+2
Familiar
4
3
3
3
-
-
-
-



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



5th
+3
Coven feature
5
4
4
4
2
-
-
-



6th
+3
Witch Home
5
4
4
4
2
-
-
-



7th
+3
Hagkin
6
5
5
4
3
-
-
-



8th
+3
Ability Score Improvement
6
6
5
4
3
-
-
-



9th
+4
Journeyman Alchemy
7
7
6
4
3
2
-
-



10th
+4
Coven Feature
7
7
6
4
3
2
-
-



11th
+4
Greater Malediction
8
8
7
4
3
3
-
-



12th
+4
Ability Score Improvement
8
8
7
4
3
3
-
-



13th
+5
--
9
9
8
4
3
3
1
-



14th
+5
Familiar Improvement
9
9
8
4
3
3
1
-



15th
+5
Coven Feature
10
9
9
4
3
3
2
-



16th
+5
Ability Score Improvement
10
9
9
4
3
3
2
-



17th
+6
Expert Alchemy
11
10
10
4
3
3
3
1



18th
+6
True Malediction
11
10
10
4
3
3
3
1


19th
+6
Ability Score Improvement
12
10
11
4
3
3
3
2


20th
+6
Occult Mastery
12
10
11
4
3
3
3
2




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

Hit Points
Hit Dice: 1d6 per Witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Witch level after 1st.

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Alchemist's supplies, plus one other type of artisan's tools or one musical instrument
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, Insight, Intimidation, Investigation, Medicine, Nature, and Survival

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


(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
an explorer's pack and alchemist's supplies


Alchemy
You have more than a passing familiarity with the art of alchemy, allowing you to mix up potent concoctions. See the end of this class for descriptions of the different formulae you can learn.

Formula Categories
Each formula belongs to one of five categories: Bomb, Device, Elixir, Munition, or Poison. You can only learn formulae from the Elixir and Poison categories, plus one additional category specified by your Coven.

Formulae Known
At 1st level, you know 2 Apprentice Formulae of your choice from the Elixir or Poison categories, or the category available to your Coven. You may use these formulae any time you produce formulae. The Witch table shows when you learn new formulae of your choice from those categories. You can only learn a formula if you have the required alchemy proficiency (Apprentice, Journeyman, or Expert). For instance, when you reach 9th level in this class, you can learn one new formulae from the Apprentice or Journeyman categories.

Additionally, when you gain a level in this class, you can choose one of the formulae you know and replace it with another from the available categories, which also must be of a proficiency for which you have the cor

Formulae Produced
Each day after you complete a long rest, you may produce a number of Alchemical Products as indicated on your Formulae Produced column in the Witch table. You must have alchemists supplies on hand in order to produce your formulae. Unless otherwise noted, an Alchemical Product retains potency for 24 hours until the next time you complete a long rest (whichever comes first), at which point it becomes inert and its materials can be reclaimed for future products. You cannot produce formulae belonging to categories you do not have access to.

Alchemical Ability
Intelligence is your alchemical ability for your witch formulae. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a chef spell you cast when making an attack roll with one.


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

Formula Attack Modifier = your proficiency bonus + your Intelligence modifier

Coven
At 1st level, you are initiated in the ways of the witch. Choose a coven, such as the Coven of the Bat, Coven of the Cat, Coven of the Crow, Coven of the Spider, or Coven of the Toad. Your choice grants you features when you select it and again at levels 5, 10, and 15.

Coven Alchemy
Each coven has an associated category of alchemical formula that the witch can learn from in addition to the elixirs and poisons available to all witches. You can choose your formulae known from any formulae in that category, provided you also have the requisite alchemical knowledge (Apprentice, Journeyman, or Expert).

Spellcasting
By 2nd level, you have learned to draw on the connections between things to cast spells. See Chapter 10 of the Player's Handbook for general rules about spells, and the end of this class for the witch spell list.

Spell Slots
The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the witch spell list. The spells known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

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


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

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane focus (see "Equipment") as a spellcasting focus for your witch spells.

Malediction
At 2nd level, your mastery of witchcraft allows you to impose a curse on a creature. As a bonus action, choose a creature you can see within 60 feet and spend a spell slot of 1st level or higher. Choose one of the following options each time you use this feature:


Banality: The creature has disadvantage on Constitution saving throws made to concentrate. If it loses concentration on an effect due to damage, it takes 2 necrotic damage. This damage is increased by 1 for each spell slot above 1st, to a maximum of 6 for a 5th level slot.
Frailty: The first time the target creature fails a saving throw against a spell or alchemical effect for the duration, it takes additional necrotic damage. This damage is 2d6 for a 1st-level spell slot, plus an additional 1d6 for each spell level above 1st, to a maximum of 6d6 for a 5th level spell slot.
Sloth: The creature's speed is reduced by 10 feet, plus an additional 5 feet for each spell level above 1st, to a maximum of 30 feet for a 5th level spell slot. A creature whose speed is reduced to 0 may still move by taking the Dash action.
Weakness: The creature's weapon damage is reduced by 2. This effect reduces damage by an additional 1 for each spell slot above 1st, to a maximum of 6 for a 5th level slot.


Your malediction lasts for up to one minute on the affected creature. You must concentrate on your Malediction, as if concentrating on a spell.

Familiar
At 3rd level, you know the spell find familiar. It does not count against your spells known, and you may cast it as a ritual without providing the expensive material components. Choose one of the following additional benefits. Your choice cannot be changed once it has been made.

Spell Familiar
Choose one spell from the Witch spell list which is of a level lower than the highest level spell slot you possess, which need not be a spell that you know. Your familiar knows this spell and may cast it by expending one of your spell slots as long as it is within 100 feet of you. Your familiar does not gain the benefit of any magic items or features you possess which modify spellcasting, and cannot perform ritual casting.

You can exchange the spell your familiar knows each time you gain a level in this class. At 14th level, your familiar knows two such spells instead of one. You can exchange either or both spells each time you gain a level in this class.

Alchemy Familiar
Your familiar knows a single formula from the formula types available to you, which need not be a formula that you know. Each time you produce formulae following a long rest, your familiar produces that formula once. Your familiar gains the Journeyman Formulae and Expert Formulae features at the same time you do, allowing it to learn, produce, and use higher alchemical formulae.

You can exchange the formula your familiar knows each time you gain a level in this class. At 14th level, your familiar knows and produces two such formulae instead of one. You can exchange either or both formulae each time you gain a level in this class.

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

Witch Home
At 6th level, you develop a connection to a small abode, known as your witch home. Your home occupies a hidden place away from settlements in the type of terrain you chose. It can only by found by yourself, those you give directions to, or lost travelers. It always has sufficient food and water for up to 6 people. Your home moves around, but is always found in the same type of terrain, and you can find it with two hours of travel in that type of terrain.

Desert Home
You are attuned to the hot sands and barren cliffs of a desert. You have resistance to fire damage, and never suffer penalties for environmental heat.

Forest Home
You are attuned to the shadowy depths of the forest. You are not harmed by naturally occuring thorns, vines, or toxic plants, and have darkvision with a range of 30 feet. If you already had darkvision, its range instead increases by 30 feet.

Swamp Home
You are attuned to the verdant cycles of the swamp. You can breathe both air and water, and you have resistance to poison damage.

Winter Home
You are attuned to frozen glaciers and tundras. You have resistance to cold damage, and never suffer penalties for environmental cold.

Hagkin
At 7th level, you have advantage on any type of ability check or saving throw made to interact with hags or resist their spells or abilities.

Journeyman Alchemy
At level 9, you have mastered the alchemical sciences sufficiently to be able to produce formulae of the journeyman tier. When you select your formula for this or any future levels, you may select from those formula. Many apprentice formulae have additional benefits if crafted by a journeyman Alchemist.

Greater Malediction
At 11th level, you deepen your mastery of witchcraft. You no longer need to concentrate on Malediction, but you may still only have one Malediction in effect at a given time. Additionally, you can use your Malediction ability without expending a spell slot. If you do, its effects are reduced.


Banality: The creature does not have disadvantage on Constitution saving throws made to concentrate. It still takes 2 necrotic damage each time it fails a Constitution save made to concentrate.
Frailty: The damage is reduced to 1d6 necrotic damage.
Sloth: The creature's speed is reduced by 5 feet.
Weakness: The creature's weapon damage is reduced by 1.


Expert Alchemy
At 17th level, you have mastered the alchemical sciences sufficiently to be able to produce formulae of the expert tier. When you select your formulae for this or any future levels, you may select from those formula. Many apprentice and journeyman formulae have additional benefits if crafted by an expert Alchemist.

True Malediction
At 18th level, your perfect your mastery of witchcraft. When you use your Malediction feature without expending a spell slot, you gain the benefits of expending a 1st level spell slot. If you expend a spell slot of 5th level or lower to use your Malediction, you calculate its effects as if you had spend a spell slot one level higher. Each Malediction effect has an increased effect if cast at an effective 6th level slot.


Banality: The save DC for Constitution saving throws to maintain concentration is additionally increased by 5.
Frailty: The effect deals an additional 2d6 necrotic damage (for a total of 8d6).
Sloth: The creature cannot take the Dash or Disengage action. They may make a Wisdom saving throw against your Spell Save DC at the end of their turn to end this Malediction.
Weakness: The creature's weapon damage is reduced by half instead.



Occult Mastery
At 20th level, you have mastered the occult. You know a single 6th level spell from the Witch spell list and a single alchemical formula of any tier from the categories available to you. Each time you complete a long rest, you may choose to gain a 6th level spell slot or to produce that formula once as a Master formula.

You are considered to have the Master Formulae feature only when using the formula that you produced with this feature. This feature does not allow you to produce any other formulae as Master formulae or to use Master Formulae created by another alchemist.



The Coven of the Bat focuses on the application of alchemy and magic in divination, and also excels at communication.

Alchemical Category
You can learn formulae for devices in addition to other formulae available to you as a Witch.

Bonus Languages
When you first pick this Coven at 1st level, you learn two additional languages of your choice.

Occult Sight
At 1st level, you can cast the spell detect magic at will without expending a spell slot.

Temporolocation
At 5th level, you can hear echoes of the future if you concentrate. As an action you may begin concentrating, as if on a spell. Until the start of your next turn, you can attempt to hear events from the near future. Whenever a creature rolls a d20, record the result. If the creature rolls with Advantage or Disadvantage, record only the die that was kept. At the start of your next turn, you no longer need to concentrate on this effect, and at any time during the next minute, you can replace a single d20 roll with any one of the recorded results (no action required). The remaining results are lost.

Once you have used this feature, you cannot use it again until you have completed a short or a long rest.

Tonal Control
At 10th level, you have perfect control over your tone while speaking. You have advantage on Charisma checks made to befriend or convince humanoids, as well as Wisdom(Animal Handling) checks made to manipulate the emotional state of animals and Charisma(Performance) checks involving speaking or singing.

True Diviner
At 15th level, you have mastered the art of using magic to seek out truth. Choose a Divination spell of 5th level or lower from any class's spell list. You may cast it once without expending a spell slot. You regain the ability to do so whenever you complete a long rest.



The Coven of the Cat are naturals at destructive forms of magic and also capable of magically assisted stealth.

Coven Alchemy
You can learn formulae for bombs in addition to other formulae available to you as a Witch.

Bonus Proficiencies
At 1st level when you choose this coven, you gain proficiency in the Stealth skill, simple weapons, and light armor, as well as with short swords.

Shadowed Tread
Also at 1st level, you have become as silent as a stalking cat. When you take the Hide action, you only need to be lightly obscured by shadows and you may add your Intelligence bonus in addition to your Dexterity (Stealth) check.

Yowling Curse
At 5th level, you learn to enhance your attacks, formulae, and spells. When you deal damage on your turn, you can use your bonus action to add 1d6 to the damage you deal to one target. This improves to 2d6 at 10th level and 3d6 at 15th level. Yowling Curse deals an additional 1d6 damage if the target of your attack is not aware of you.

You can use this feature a number of times equal to your Intelligence bonus. You regain all uses whenever you complete a long rest.

Catastrophe
At 10th level, you can call down a devastating burst of magic. As an action, designate a number of creatures within 100 feet of you equal to your Intelligence modifier. Each must make a Dexterity saving throw against your Spell Save DC. On a failed save, creatures take 5d6 force damage. On a successful save, they take half damage. The damage of this effect increases by 1d6 for each affected creature that fails their saving throw.

Once you have used this feature, you cannot use it again until you have finished a long rest.

Nine Lives
At 15th level, you have tapped into the seemingly untouchable nature of cats. Whenever you make a saving throw, you can expend a spell slot as a reaction to gain a bonus to that saving throw equal to twice the level of the spell slot. If your saving throw succeeds, you gain temporary hit points equal to the result of your roll.



Witches of Coven of the Crow are masters of cursing magic, and have strong ability to travel long distances.

Coven Alchemy
You can learn formulae for devices in addition to other formulae available to you as a Witch.

Exploring Winds
At 1st level when you pick this coven, you are blessed with a greater ability to travel long distances. Your move speed increases by 5 feet, and your overland travel, along with anyone you guide, is 50% faster as blessed winds guide your path.

Raven's Gaze
Also at 1st level, you can cause creatures to be less resistant to your magic and alchemy. When you use an alchemical formula or spell, you may grant a single target of that effect disadvantage on their saving throw. You can use this feature twice. You regain both uses whenever you complete a short or a long rest.

Curse of the Crow
At 5th level, your maledictions resonate with the bad luck of the crow. Whenever a creature affected by your Malediction feature makes a saving throw against one of your spells or formulae, you may choose to grant them disadvantage on that saving throw. If you do, the malediction ends at the start of that creature's next turn.

As the Crow Flies
At 10th level, you can use your action to take the shape of a tiny raven or revert to your normal shape. The tiny raven has a move speed of 10 feet and a fly speed of 50 feet. Your game statistics, other than your size and move speed, are unchanged while transformed. You cannot cast spells or use alchemical formulae while transformed, but you retain the benefits of any other class features you possess and can use them if the raven form is physically capable of doing so. When you transform, your equipment merges into your new form.

Endless Curse
At 15th level, you can maintain a second Malediction. The additional Malediction requires concentration, as if concentrating on a spell. Only one Malediction can be applied to a given creature at a time.



Witches of the Coven of the Spider are illusionists and deceivers.

Coven Alchemy
You can learn formulae for munitions in addition to other formulae available to you as a Witch.

Bonus Proficiencies
At 1st level when you join this coven, you gain proficiency in the rapier, heavy crossbow, and hand crossbow.

Web of Lies
Also at 1st level, you learn to enhance your deceptions magically. When you make a Charisma (Deception) check, you may add 1d6 to the result. This improves to 2d6 at level 10. This bonus does not stack with similar bonuses to ability checks, such as from Bardic Inspiration or the spell guidance.

Natural Illusionist
At 5th level, the saving throw DC for your Illusion spells is increased by 1, and you have advantage on all saving throws against spells from the Illusion school. In addition, choose one illusion spell from any class's spell list for each spell level you have. You learn the chosen spells, which do not count against your limit of spells known, and they count as Witch spells for you. Whenever you gain a new spell level, you also learn a new illusion spell in this fashion.

Widow's Kiss
At 10th level, you learn to afflict a creature with an intense devotion to you. You may cast the spell dominate person once at 5th level without expending a spell slot or providing components. You regain the ability to do so whenever you complete a long rest.

Additionally, as a reaction when you take damage, you can cause a creature affected by your dominate person spell to take half of that damage as psychic damage. Damage redirected in this way does not grant the creature an additional saving throw.

Many Faces
At 15th level, you cannot be easily identified. Unless you choose to allow it, creatures who see you cannot remember specific details about your appearance. Other details about you, such as actions you take in their presence or unusual objects you are carrying, are unaffected by this ability.



The Coven of the Toad understands medicine better than any other group, and can use it to great effect both when healing and poisoning.

Coven Alchemy
You can learn formulae for bombs in addition to other formulae available to you as a Witch.

Natural Healer
At 1st level when you first select this Coven, your healing elixirs are enhanced. You know the formula for Restorative Tonic, and it does not count against your limit for formulae known. Whenever a creature gains healing from your Restorative Tonics, they may add their own Constitution bonus (minimum 1) to the amount of healing.

Bonus Cantrip
Also at 1st level, you know the cantrip poison spray. Your range is doubled when using this cantrip.

Toxic Strikes
At 5th level, your poisons, weapon attacks, and poison spray cantrip are enhanced. Whenever you hit with an attack or a creature fails its saving throw against one of your alchemical poisons or your poison spray cantrip, you deal an additional 1d8 poison damage. This additional damage applies even if the normal effect of the alchemical poison would not deal damage.

Toxic Hide
At 10th level, whenever a creature strikes you with a weapon attack, you use your reaction to curse them with a toxic rebuke. The attacker must make a Constitution saving throw against your Spell Save DC. On a failed save, the creature takes 2d8 poison damage.

Healing Secretions
Also at 10th level, you can restore a creature with a simple touch. As an action, you can touch a creature within 5 feet of you and restore a number of hit points to it equal to your Witch level. You can use this feature twice. you regain both uses whenever you complete a short or a long rest.

Toxin Eater
At 15th level, you can convert healing into poison and vice versa. Whenever you receive healing that would exceed your hit point maximum, you can cause a creature within 30 feet of you to take three times the excess as poison damage. Whenever you receive poison damage, you can use your Reaction to instead gain healing equal to half of the damage you would have taken.




Bombs
Apprentice
Alchemical Acid
Alchemical Fire
Dazebomb
Smokestick

Journeyman
Endothermic Blast
Tanglefoot Bag
Thunderstone
Voltaic Bottle

Expert
Psychoactive Spores
Sands of Sleep
Tempest Orb
Volcanic Flask

Master
Alchemical Antimatter
Perfect Solvent

Devices
Apprentice
Alertgem
Arcane Lens
Glowmuck
Rod of Purifaction

Journeyman
Flask Familiar
Sight Mirror
Rod of Negation
Photonic Sculpture

Expert
Alchemical Lodestone
Chroma Goggles
Collapsing Bead

Master
Hand of Midas
Philosopher's Stone

Elixirs
Apprentice
Adaptive Tonic
Elixir of the Chameleon
Eyesight Tonic
Purification Elixir
Restorative Tonic

Journeyman
Accelerating Tonic
Elixir of Wrath
Ironhide Concoction
Philtre of Mental Fortitude

Expert
Elixir of Flight
Ichor of Undeath
Restorative Mists

Master
Soul Infusion
Troll's Blood Elixir

Munitions
Apprentice
Burstshot
Flareshot
Sparkshot
Vineshot

Journeyman
Acidshot
Burnshot
Razorshot
Screamshot

Expert
Barbshot
Forceshot
Freezeshot

Master
Ghostshot
Sunshot

Poisons
Apprentice
Alchemical Ether
Blindpowder
Crippling Poison
Viletoad Toxin

Journeyman
Demon's Breath
Truth Serum
Widowbite

Expert
Choking Cloud
Mindshatter Unguent
Wyvernstrike Venom

Master
Angel's Tears
Deathfog


New spells are in italics, and are described after the spell list.

1st Level
Animal Friendship
Bane
Charm Person
Command
Comprehend Languages
Corrupt Food and Drink
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
False Life
Hellish Rebuke
Hex
Inflict Wounds
Ray of Sickness
Sleep
Speak with Animals
Witch Bolt

2nd Level
Alter Self
Animal Messenger
Barkskin
Beast Sense
Blindness/Deafness
Calm Emotions
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enthrall
Knit Flesh
Locate Animals or Plants
Nystul's Magic Aura
Protection from Poison
Ray of Enfeeblement
See Invisibility
Spider Climb
Silence

3rd Level
Bestow Curse
Conjure Animals
Fear
Feign Death
Gaseous Form
Lightning Bolt
Magic Circle
Plant Growth
Slow
Speak with Plants
Vampiric Touch
Vermin Swarm
Water Breathing

4th Level
Blight
Compulsion
Confusion
Conjure Woodland Beings
Control Water
Dominate Beast
Eye of the Hag
Giant Insect
Polymorph
Stoneskin

5th Level
Antilife Shell
Baneful Word
Cloudkill
Commune with Nature
Contagion
Dream
Geas
Insect Plague
Mass Cure Wounds
Seeming

6th Level
Circle of Death
Drain Youth
Eyebite
Find the Path
Flesh to Stone
Mass Suggestion
Wall of Thorns


Baneful Word
5th level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

With a malign utterance, you cause a creature in range to suffer a powerful curse. The target must make a Wisdom saving throw. On a failed save, they take 10d8 necrotic damage and their maximum hit points are reduced by half the damage dealt. On a successful save, they take half as much damage and their maximum hit points are not reduced.

Corrupt Food and Drink
1st level transmutation (ritual)

Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range becomes rotten and stagnant. Creatures eating rotten food must make a Constitution saving throw or become poisoned until they complete a short or a long rest, and receive no sustenance from consuming it. Alchemical elixirs are considered magical drink for the purposes of this spell.

Drain Youth
6th level necromancy

Casting Time: 1 action
Range: Touch
Components: V S M (The chrysalis of a moth)
Duration: Concentration, up to 1 minute.
You attempt to drain the youth from a humanoid you touch. While this spell lasts, you may use a bonus action on your turn to deal 3d10 necrotic damage to the target as long as they are within 100 feet of you, and gain an equal number of temporary hit points. This spell ends if you end your turn and have not used this effect, or if the target is ever more than 100 feet away from you or if it has total cover from you.

If you concentrate on this spell for the full duration, you steal one year of life from your target; their current age increases by one year and your current age decreases by one year or you remain your current age for an additional year (your choice).

Eye of the Hag
4th level divination

Casting Time: 10 minutes
Range: Self
Components: S M (A tigerseye worth at least 500gp, which the spell consumes)
Duration: 1 year and 1 day
You transform a tigerseye into a magical relic known as an Eye of the Hag. While this spell lasts, you can use your action to swap your vision between the eye and your normal body, as long as you are on the same plane as it. While looking through the eye, you are blind with regards to your own body. The eye has darkvision with a range of 60 feet, and it can identify creatures concealed by illusion or transmutation magic as well as shapechangers who are not in their normal form. It does not give any insight into the true form of such creatures, merely reveals that they are hidden.

Knit Flesh
2nd level transmutation

Casting Time: 1 action
Range: Touch
Components: S M (A needle and thread)
Duration: Concentration, up to 1 minute
The wounds of a creature you touch begin to close. When you cast this spell and at the end of each of your turns, the target regains 1d6 hit points. As an action while the spell lasts, you can transfer this effect to another creature you touch. For the duration of this spell, the target is immune to any effects which are ended by receiving healing.

This spell ends early if you ever end your turn more than 30 feet away from the current target, or if the current target falls to 0 hit points.

Vermin Swarm
3rd level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 hour
You summon two swarms of vermin in spaces within range. Choose one of the following options for what appears: A swarm of bats, a swarm of insects, a swarm of rats, or a swarm of ravens. The summoned creatures are friendly to you and your companions. Roll initiative for the swarms as a group, which has its own turns. It understands and obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The stats for swarms can be found in the Monster Manual (page 337-339).

Multiple swarms can occupy the same space or split apart as part of movement. When combined, treat them as a single swarm with hit points equal to the combined hit points of all swarms, and their attacks deal the combined damage of all component swarms. When separating, each component swarm receives an equal portion of the current hit points.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can summon an additional swarm for each spell slot level above 3rd.

Edea
2020-07-28, 09:02 PM
DUSKBLADE
Level Prof. SA Features Cantrips Invocations
1st 2 1d6 Sneak Attack, Eldritch Invocations 2+1 2
2nd 2 1d6 Tenebrous Body 2+1 3
3rd 2 1d6 Path of Mysteries 2+1 3
4th 2 1d6 Ability Score Improvement 2+1 4
5th 3 2d6 Uncanny Dodge 3+1 4
6th 3 2d6 Tenebrous Mind 3+1 5
7th 3 2d6 Evasion 3+1 5
8th 3 2d6 Ability Score Improvement 3+1 6
9th 4 3d6 Path of Mysteries feature 4+1 6
10th 4 3d6 Shadow Flicker 4+1 7
11th 4 3d6 Vanish 4+1 7
12th 4 3d6 Ability Score Improvement 4+1 8
13th 5 4d6 Path of Mysteries feature 5+1 8
14th 5 4d6 Blindsense 5+1 9
15th 5 4d6 Shadow Anchor 5+1 9
16th 5 4d6 Ability Score Improvement 5+1 10
17th 6 5d6 Path of Mysteries feature 5+1 10
18th 6 5d6 Elusive 5+1 11
19th 6 5d6 Ability Score Improvement 5+1 11
20th 6 5d6 Shadow Persona 5+1 12
Rationale/Goals
This is intended to be a hybrid of the rogue and warlock classes. The duskblade does not have the raw burst damage potential or skill versatility of a rogue, and they lack the warlock's ability to cast spells and perform rituals, but they're capable of performing a large number of different tasks using the themes of shadow and stealth as a focal point.

Basic Information
Duskblades are those who have awakened a part of their subconscious psyche known as their 'inner shadow' or 'shadow self', which serves as an intermediary between the material and shadow realms and in turn is the source of the duskblade's arcane powers. A duskblade is trained in the arts of stealth and manipulation of shadow energy, enabling them to traverse a battlefield untouched while eliminating key threats before anyone else even realizes they're present. Sometimes referred to as a "gloom" or "lurk".
Hit Points
Hit Dice: 1d8 per duskblade level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per duskblade level after 1st

Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, rapiers, scimitars, shortswords, whips
Tools: Herbalism kit, thieves' tools
Saving Throws: Dexterity, Wisdom
Skills: Perception, Stealth; choose two from Acrobatics, Athletics, Arcana, Deception, Insight, Medicine, Sleight of Hand, Survival

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

(A) a rapier or (B) a scimitar or (C) a shortsword
(A) a heavy crossbow and 20 bolts or (B) a whip
(A) a burglar's pack and thieves' tools or (B) a dungeoneer's pack and herbalism kit
Leather armor and two daggers

Class Features
As a duskblade, you gain the following class features.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Duskblade table.

Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 1st level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain duskblade levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Duskblade table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. The stat controlling a duskblade's invocations is Wisdom.

Cantrips
You know two cantrips of your choice from the duskblade cantrips list (shown above), plus the eldritch blast cantrip (indicated by the "+1" under the Cantrips Known column of the Duskblade table). You learn additional duskblade cantrips of your choice at higher levels, as shown in the aforementioned table. The stat controlling a duskblade's cantrips is Wisdom.

Duskblade Cantrips List:

Acid Splash

Chill Touch

Dancing Lights

Eldritch Blast

Fire Bolt

Light

Mage Hand

Mending

Message

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Shocking Grasp

True Strike

Tenebrous Body
At 1st level, your proficiency bonus with Stealth checks is doubled. In addition, Perception checks contesting your Stealth checks are always made at a disadvantage.

Path of Mysteries
At 3rd level, you choose an archetype which embodies how the duskblade interacts with and draws power from the 'inner shadow' of their personal psyche. This choice grants you additional features at 3rd, 9th, 13th, and 17th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge
Beginning at 5th level, 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.

Tenebrous Mind
At 6th level, your proficiency bonus with Perception checks is doubled. In addition, Stealth checks contesting your Perception checks always made at a disadvantage.

Evasion
Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect 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.

Shadow Flicker
Starting at 10th level, your 'inner shadow' starts gaining the ability to passively leak out of your physical body, wrapping you in a mien of latent eldritch energy which you can use to camouflage yourself. Shadow flickering takes 1 minute to complete; once finished, you can attempt the Hide action absolutely anywhere, even on featureless terrain in broad daylight. You also gain a +10 bonus to Stealth checks as long as you don't move or take any actions. Movement does not disrupt shadow flickering (though you will need to make Stealth checks to remain hidden); taking any other actions does, however, and will necessitate re-establishing the shadow flickering afterwards.

Vanish
Starting at 11th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Shadow Anchor
By 15th level, your 'inner shadow' has grown strong enough that it passively reinforces your physical form even when you're not actively tapping into it. You gain proficiency in Constitution saving throws.

Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Shadow Persona
At 20th level, your 'inner shadow' achieves an apotheosis of sorts, and you are able to summon it out into the physical world completely as a regular action. This is called a persona, or colloquially a 'stand'; you can customize cosmetic aspects of its appearance (even if to disguise it as someone else), but mechanically it's otherwise identical to you in all aspects, including having copies of the gear you were wearing when you summoned it. However, personas are composed entirely of magically structured shadow energy, so said gear will dissipate if the persona is dismissed by you (a free action) or destroyed. Destruction/dismissal of the persona does not damage you in any way. The persona and the duskblade share the same psyche; what one senses and learns, the other will as well. If you are slain while the persona's active, you can choose to instantly re-integrate your original self with it, causing the persona to become the original you and the slain corpse to dissolve into shadowy nothingness. You can summon your persona once per long rest.
Sample Paths of Mysteries (Synopsis/Summary Version)

Cloak of the Tenebrous Self

3rd- Dark Actions: You gain the rogue's Cunning Action class feature.
9th- Shadow Blink: As Misty Escape (reaction to damage, 60' teleport, short rest recharge).
13th- Stalker in the Night: Maximizes user's Sneak Attack damage against targets who are unaware of you.
17th- Death in the Dark: Deals 15 damage/character level to the target (uses a regular action/long rest recharge).

Whispers of the Dark Sun

3rd- Dark Whispers: You learn two additional cantrips from any class.
9th- Shadow Eclipse: Forcefully repositions an enemy as a reaction to damage (uses a regular action, 60' range, short rest recharge).
13th- Void of the Dark Sun: You learn two additional duskblade invocations for which you meet the prerequisites.
17th- Balance of the Night Sky: Able to fly at a speed of 60 ft. and hover (regular action, lasts for 1 hour (no concentration required), long rest recharge).

Touch of the Feral Twilight

3rd- Dark Instincts: You can act normally on the first round of combat even if surprised.
9th- Shadow Pounce: Take an additional set of actions upon reducing a hostile foe to 0 HP (short rest recharge).
13th- Umbral Rage: User is able to take an additional attack action while hidden.
17th- Children of the Night: Temporarily charms and frightens all foes within 30 ft. (regular action (concentration), up to 1 minute, long rest recharge).


Duskblade Invocations

Arduous Blast
When you cast eldritch blast, add your Wisdom modifier to the damage it deals on a hit.

Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step (Prerequisite: 9th level)
You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech (Prerequisite: Touch of the Feral Twilight)
You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

Black Curse (Prerequisite: 9th level)
You can cast bestow curse once per short rest.

Chains of Umbral Might (Prerequisite: 15th level)
You can cast hold monster at will without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Dark Miasma (Prerequisite: 7th level)
You can cast confusion once per short rest.

Ebon Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Sight
You can cast detect magic at will, without expending a spell slot.

Eldritch Spear
When you cast eldritch blast, its range is 300 feet.

Eyebite (Prerequisite: Sneak Attack +2d6)
When you deal sneak attack damage, you can choose to exchange 2d6 dice worth of sneak attack dice to instead blind the target for 1 minute.

Eyes of the Rune Keeper
You can read all writing.

Five Shadows Creeping (Prerequisite: 5th level)
You can cast bane once per short rest.

Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Heartbreaker (Prerequisite: Sneak Attack +5d6)
When you deal sneak attack damage, you can choose to exchange 5d6 dice worth of sneak attack dice to instead charm the target for 1 minute.

Joystealer (Prerequisite: Sneak Attack +3d6)
When you deal sneak attack damage, you can choose to exchange 3d6 dice worth of sneak attack dice to instead frighten the target for 1 minute.

Mask of Many Faces (Prerequisite: Whispers of the Dark Sun)
You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms (Prerequisite: 15th level, Whispers of the Dark Sun)
You can cast alter self at will, without expending a spell slot.

Minion of the Night (Prerequisite: 12th level)
You can cast conjure shadow (as conjure elemental, except it arises from areas of shadow and is comprised of shadows, otherwise following the parameters of an air elemental) once per short rest.

Misty Visions
You can cast silent image at will, without expending a spell slot or material components.

One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action/reaction.

Otherworldly Leap (Prerequisite: 9th level)
You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Shapes in the Dark (Prerequisite: 15th level, Touch of the Feral Twilight)
You can cast polymorph once per short rest.

Shade Infusion
You can cast false life on yourself at will (at the strength of a 1st level spell), without expending a spell slot or material components.

Shadow Slice (Prerequisite: 7th level, Cloak of the Tenebrous Self)
You can attack twice, instead of once, whenever you take the Attack action on your turn while you are hidden.

Shadow Stitch (Prerequisite: 9th level, Cloak of the Tenebrous Self)
You can cast slow at will, without expending a spell slot or material components.

Shadow Trip (Prerequisite: Sneak Attack +1d6)
When you deal sneak attack damage, you can choose to exchange 1d6 dice worth of sneak attack dice to instead knock the target prone. Flying creatures affected by this invocation start falling instead, unless they can hover.

Souldrinker (Prerequisite: 12th level)
When you hit a creature and deal Sneak Attack damage, you regain lost Hit Points equal to your Wisdom modifier (minimum 1).

Visions of Distant Realms (Prerequisite: 12th level)
You can cast arcane eye at will, without expending a spell slot.

Wall of Black Ice (Prerequisite: 15th level)
You can cast wall of ice once per short rest.

Whispers in the Dark (Prerequisite: 7th level)
You can cast compulsion once per short rest.

Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.

Witch Sight (Prerequisite: 15th level)
You are constantly affected as though by true seeing.

Fnissalot
2020-07-29, 05:20 AM
The Occultist

The base idea came from the magic dabblers in occult detective fiction with everything from the Dresden Files, the X-files, Constantine, and Supernatural. They studied it enough to gain some magic capabilities through convoluted long rituals while still relying on their martial skills as well as knowledge of the arcane, divine and occult to deal with fiends weaknesses. The scoundrel became more in line with Dr. Facilier from the Princess and the Frog and the Witchfinder is somewhere between Van Helsing and an Inquisitor.




Level
Proficiency Bonus
Features
Learn New Spells
Spell Level


1st
+2
Fighting Style, Occult Ambition
-
-


2nd
+2
Rituals of the Occult, Warding Preparation
3
1st


3rd
+2
Channel Occult, Ambition Feature
-
1st


4th
+2
Ability Score Improvement
-
1st


5th
+3
Extra Attack
1
2nd


6th
+3
Use Magic Device, Ambition Feature
-
2nd


7th
+3
Tools of the Occult, Improved Warding Preparation (d6)
1
2nd


8th
+3
Ability Score Improvement
-
2nd


9th
+4
-
1
3rd


10th
+4
Coat of Arms
-
3rd


11th
+4
Ambition Feature
1
3rd


12th
+4
Ability Score Improvement
-
3rd


13th
+5
-
1
4th


14th
+5
Improved Warding Preparation (d8)
-
4th


15th
+5
Makeshift Wards
1
4th


16th
+5
Ability Score Improvement
-
4th


17th
+6
-
1
5th


18th
+6
Improved Warding Preparation (d10)
-
5th


19th
+6
Ability Score Improvement
1
5th


20th
+6
Ambition Feature
1
5th



As an Occultist , you gain the following class features.

Hit Points
Hit Dice: 1d10 per Occultist level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Occultist level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcane, Deception, History, Insight, Investigation, Perception, Religion, Sleight of Hands, and Stealth

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

(a) a whip, (b) a rapier, or (c) a light finesse weapon
(a) a light crossbow and a quiver of 20 bolts or (b) a shortsword
(a) a priest's pack, (b) a burglar's pack or (c) an explorer's pack
A leather armor and a holy symbol


Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Brawling While you are grappling a creature, you have half cover.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Eldritch Stances When you hit a creature that have resistance to non-magical weapons with a weapon, add your Intelligence modifier to damage rolls with that weapon.
Studious Warrior You learn one cantrips of your choice from the wizard spell list, and an additional one at level 5. They count as occultist spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Vigilance You gain a +4 bonus to Initiative checks.


Occult Ambition
When you reach 1st level, you choose your Ambition for dabbling with the occult. Your choice grants you features at 1st level and additional benefits at 6th, 10th, and 20th level and at 3rd level you gain ambition spells and an additional way to use your Channel Occult feature.

Ambition Spells
Each ambition has a list of spells - its ambition spells that you gain at the occultist levels noted in the ambition description. Once you gain an ambition spell, you can cast it once at its level without expending a spell slot. Once you cast a spell in this way, you can’t cast that spell again until you finish a long rest.

Rituals of the Occult
At 2nd level, as a student of the occult, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the occultist spell list. Instead of casting spells directly through spell slots, you have focused on the usage of rituals to avoid dallying with forces greater than you could control.

Spellbook
At 2nd level, you have a spellbook containing three 1st-level occultist spells of your choice. Your spellbook is the repository of the occultist spells you know.

Ritualist
You can cast an occultist spell as a ritual if you have the spell in your spellbook and either a) that spell has the ritual tag and you have the spell in your spellbook or b) spend a number of uses of Warding Preparation equal to 1 + the spells level.

Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells, since you interpret and your spells through dedicated study and theoretical ideation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an occultist spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your occultist spells.

Learning Spells of 1st Level and Higher
The Learn New Spells column of the Occultist table shows when you add more occultist spells of your choice to your spellbook. Each of these spells must be of your current spell level as shown on the Occultist table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar in the Wizard chapter of the PHB and replace “Wizard” with “Occultist”).

Warding Preparation
Starting at 2nd level, you can enchant a weapon you are holding with warding preparations consisting of oils, blessings, and other enhancements to address your target's weaknesses. As a bonus action, pick a target creature you can see and a weapon you are holding. The next time you deal damage to the target with the weapon, the damage is doubled as if the creature was vulnerable to it. If the creature is immune to the damage, this does not have an effect. Using this feature again ends the last use of this feature.
You can use this feature a number of times equal to your Intelligence modifier + twice your proficiency bonus. When you finish a long rest, you regain all expended uses.

Channel Occult
At 3rd level, you gain the ability to channel occult energy from the occult beings that traverse your reality, using that energy to fuel magical effects. You start with two such effects: to cast an Occultist spell and an effect determined by your Ambition. As an action, you can use one effect of Channel Occult unless that effect or spell states otherwise. Some Ambitions grant you additional effects as you advance in levels, as noted in the Ambition description. When you cast an occultist spell using channel occult, choose an Occultist Spell from your spell-book, you cast it with a spell slot of the spell level in the Occultist Table.

When you use your Channel Occult, you choose which effect to create. You must then finish a short or long rest to use your Channel Occult again.

Some Channel Occult effects require saving throws. When you use such an effect from this class, the DC equals your Occultist spell save DC.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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

Use Magic Device
By 6th 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.

Tools of the Occult
At 7th level, since your wards carry enough energy to channel the otherworldly, you have begun preparing your rituals beforehand, before they are cast. You can take 10 minutes and spend a number of uses of your warding preparations equal to 1 + your spell level in the Occultist Table to regain your use of channel occult.

Improved Warding Preparation
Starting at 7th level, warding preparation also increases the damage of that attack by 1d6. This die increases to a d8 at 14th level, and a d10 at 18th level

Coat of Arms
At 10th level, you know how to hide large sets of objects in your armor. While you are wearing a light armor or coat, you have advantage on dexterity checks to hide objects in it. In addition, you can draw or stow three items from your coat or armor when you would normally be able to draw or stow only one.

Makeshift Wards
Starting at 15th level, when you roll for initiative and have no uses of warding preparation remaining, you regain 4 uses of it.



Detective
Ambition Spells


Occultist Level
Spell


3rd
Detect Evil and Good


5th
Detect Thoughts


9th
Spirit Guardians


13th
Private Sanctum


17th
Scrying



Experienced Sleuth
At 1st level, you gain proficiency and expertise in Investigation.

Channel Occult: Enticing Harbinger
Starting at 3rd level, while you are concentrating on a conjuration spell that summoned or created a creature, you can use your channel occult to apply the charmed condition to those creature. At the end of their turn, they can make a Intelligence saving throw against your Spell Save DC. When the condition ends, the creature realizes that you used magic to influence its mood and may becomes hostile toward you.

Infused Vigilance
Staring at 6th level, your warding preparations helps you being aware of your surroundings. While you have more than 5 uses of warding preparations, you can choose to make an Intelligence (Perception) checks instead of Wisdom (Perception) checks.

Channel Occult: Elementary Weaknesses
Starting at 11th level, you can use your channel occult to exploit the weakness of the enemy. Choose a creature within 30ft you can see and mark it for 1 minute. Until the mark ends, the damage of Improved Warding Preparation is added to the hit of all attacks you make against the target, instead of only when using Warding Preparation.

All-seeing Eye
At 20th level, you embrace the occult to guide your senses. As an action, you can conjure an third eye on your forehead. For 10 minutes, you gain the following benefits:

You have 30ft of blind sight.
You gain a bonus to your Passive Perception, AC, and Dexterity Saves equal to your Intelligence modifier.

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

Witchfinder
Ambition Spells


Occultist Level
Spell


3rd
Protection from Evil and Good


5th
Zone of Truth


9th
Revivify


13th
Arcane Eye


17th
Hallow



Cold Reader
At 1st level, you gain proficiency and expertise in Insight.

Channel Occult: Brand Heretic
Starting at 3rd level, as a bonus action you can use your Channel Occult to brand a creature you can see as a heretic. The target is branded for 1 hour or you brand a different creature. The brand ends early if the target dies, you die, or you are incapacitated. Until the brand ends, you gain the following benefits:

Once per turn when you deal damage with a weapon attack to the target, you can deal additional fire damage to the target equal to your intelligence modifier.
As a reaction when the target uses its action to cast a spell, you can use your reaction to make a weapon attack. If that attack hits, it deals psychic damage equal to your Improved Warding Preparation instead of its normal damage. If the damage roll is higher than the spells level, the spell fails.


Infused Prosecution
Staring at 6th level, your warding preparations helps you enforce the truth from those around you. While you have more than 5 uses of warding preparations, you can choose to make an Intelligence (Intimidation) checks instead of Charisma (Intimidation) checks.

Quelling Witchhood
Starting at 11th level, when a creature that is concentrating on a spell takes damage from your Improved Warding Preparation, it has disadvantage on the Constitution saving throw to maintain its concentration on that spell. If it fails and then forces you to make a saving throw before the start of your next turn, you can use your reaction to add your Improved Warding Preparation die to that saving throw.

Righteous Inquisition
At 20th level, you incite yourself with your virtuous cause as an action. For 10 minutes, you gain the following benefits:

You gain resistance to damage from spells.
You have advantage on attacks against creatures that are celestial, fey, fiend, monstrosity, or undead.
Once per turn, when you hit a creature with an attack, you may force that creature to make a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

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

Scoundrel
Ambition Spells


Occultist Level
Spell


3rd
Cause Fear


5th
Shadowblade


9th
Nondetection


13th
Phantasmal Killer


17th
Mislead



Skilled Hustler
At 1st level, you gain proficiency and expertise in Sleight of Hands.

Channel Occult: Plotting Shadows
Starting at 3rd level, you can use your Channel Occult to animate your shadow.

As an action, you separate your shadow from yourself for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The Shadow appears in an unoccupied space within 5 feet of you. On your turn, you can mentally command the shadow to move up to 30 feet (no action required) but it must remain within 120 feet of you.

For the duration, when you take the Attack action on your turn, any melee attack you make with that action can originate from your space or the shadow's space. You make this choice for each attack. Attack's from the shadow's space is at disadvantage if you cannot see the target. Additionally, when both you and your shadow are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature as the shadow distracts it.

Infused Facade
Staring at 6th level, your warding preparations helps you hide the truth. While you have more than 5 uses of warding preparations, you can choose to make an Intelligence (Deception) checks instead of Charisma (Deception) checks.

Shadowmagic
Starting at 11th level, you gain the ability to move to your shadow. When you are in dim light or darkness, you can spend one use of your Warding Preparation as a bonus action to teleport to a space within 5ft of your shadow.

Friends on the Other Side
At 20th level, you ally yourself with the monsters of the night. As an action, you can summon them, letting them embrace you. For 10 minutes, you gain the following benefits:

You gain five mage hands for the duration. As a bonus action, you can control all of them.
At the start of your turn, choose a creature within 5ft of one of your mage hands. The target takes 1d10 force damage and have disadvantage on attacks until the start of your next turn.
At the start of your turn, you gain 13 temporary hit points.

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


1st Level Spells
Alarm (R)
Comprehend Languages (R)
Disguise Self
Detect Magic (R)
False Life
Find Familiar (R)
Identify (R)
Illusory Script (R)
Mage Armor
Purify Food and Drink (R)
Silent Image

2nd Level Spells
Alter Self
Arcane Lock
Augury (R)
Continual Flame
Cordon of Arrows
Gentle Repose (R)
Invisibility
Locate Animals and Plants (R)
Magic Mouth (R)
See Invisibility
Silence (R)

3rd Level Spells
Bestow Curse
Dispel Magic
Feign Death (R)
Gaseous Form
Magic Circle
Meld in Stone (R)
Phantom Steed (R)
Remove Curse
Summon Lesser Demons
Tiny Hut (Leomund's) (R)
Water Breathing (R)

4th Level Spells
Conjure Minor Elemental
Conjure Woodland Beings
Death Ward
Divination (R)
Guardian of Faith
Locate Creature
Summon Greater Demon

5th Level Spells
Commune (R)
Conjure Elemental
Contact Other Plane (R)
Dream
Infernal Calling
Telepathic Bond (R)

A note on UA
The Summon Spirits spells that were included in the unearthed arcana a while ago should be on this list, but I kept them off since they are not official yet.

Crim the Cold
2020-08-02, 03:37 AM
I am pleased to finally, after way to much time spent, present the Knight Enchanter.

This class combines a more powerful variant of the warlock's pact of the blade with limited arcane spell casting, a fighter's martial prowess, and a mix of animate object and spiritual weapon as well as a touch of healing from the Cleric class.

Here is the link.
https://drive.google.com/file/d/1YM5ioK1ljbhQvaS6JQbTIDIJLP30HOs_/view?usp=sharing

I have a supplementary character sheet add-on I am working on that can be used to track weapons. For the geeks like me that like paperwork a bit too much. When it is done I will add it here.

Heavenblade
2020-08-02, 11:47 AM
Reserving place for the Factotum, a bard-rogue hybrid!

Leathalsandwich
2020-08-07, 06:10 PM
See the future, and represent your god by becoming an Oracle. Channel the divinity like a cleric, and cast magic like a warlock

Lanth Sor
2020-08-15, 03:42 PM
Masquerade

HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons
Tools: Any one artisan tool

Saving Throws: Dexterity and Charisma
Skills: Choose any two

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Chain Mail, (b) Scale Mail, or (c) Leather Armor
-Any two weapons you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if thrown)
-Any one simple weapon you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if thrown)
-Any one pack


Mask Levels
Level Prof. Features 1st 3rd 5th 7th 9th 11th 13th 15th
1st +2 Masks 2 - - - - - - -
2nd +2 - 3 - - - - - - -
3rd +2 - 3 - - - - - - -
4th +2 Ability Score Improvement 3 1 - - - - - -
5th +3 - 4 2 - - - - - -
6th +3 - 4 3 - - - - - -
7th +3 - 4 3 1 - - - - -
8th +3 - 4 3 2 - - - - -
9th +4 - 4 4 3 - - - - -
10th +4 - 4 4 3 1 - - - -
11th +4 We 4 4 3 2 - - - -
12th +4 Ability Score Improvement 4 4 4 3 - - - -
13th +5 - 4 4 4 3 1 - - -
14th +5 - 4 4 4 3 2 - - -
15th +5 - 4 4 4 4 3 - - -
16th +5 - 4 4 4 4 3 1 - -
17th +6 - 4 4 4 4 3 2 - -
18th +6 - 4 4 4 4 4 3 1 -
19th +6 Ability Score Improvement 4 4 4 4 4 3 2 -
20th +6 Us 4 4 4 4 4 3 3 1

Masks
A masquerade is defined by the masks thy bear. At the first level the masquerade creates two masks they may wear to gain the benefit of. Each mask holds all the class features of a 1st level character in a class the masquerade chooses. Each mask my only be worn once per short rest.

At the 4th level the masquerade chooses one of increase the level of one of their masks to be 3rd level in the chosen class. Each time a mask

Mask Rules

All class permanent choices are made when creating the mask. IE Archetype, ASI choices, etc.
Any changes the class could normally make as part of a long rest, are instead permanent choice for that mask. IE Spell selection
Any changes the class could normally make as a part of a short rest are instead made as part of a long rest.
Any abilities the class normally recovered at a short rest are recovered on a long rest.
Any abilities that require a long rest require a day of down time to recover. (At DM discretion this may be adjusted if down time is not available, IE dungeon crawl. Author suggestion is requiring between 2-7 long rests)


We
Starting at the 11th level, the masquerade may grant a number of allies equal to their charisma modifier the ability to wear one of their masks until the masquerade performs a long rest. Any mask granted to an ally cannot be worn by the masquerade until they have a long rest. The masks granted must be 8 levels lower than the masquerade's class level.

The ally may spend an action to gain the benefit of wearing the mask for a number of rounds equal to the masquerade's charisma modifier. Benefiting form the mask in this way requires the wearer to maintain concentration.

Us
Starting at the 20th level, the masquerade may as a bonus action manifest a spirit that wears one of their masks. As bonus action the masquerade may teleport to the square a masks

Spirit Traits

Has all the masquerade's movements and any granted by the mask
Strength, Dexterity, and Constitution are the same as the masquerade.
No mental ability scores.
Class level Hit Points
Lasts until next short rest.

GreatWyrmGold
2020-09-17, 11:41 PM
Fallen Champion

Class Features

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine, and Religion

Equipment

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

(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple weapon
(a) a priest's pack or (b) a dungeoneer’s pack
Chain mail and a holy symbol

(I don't know how to make a section labeled "Spell Slots" over the numbers, so...please pretend I did?)

LevelProficiency BonusFeaturesSpells Known12345Pact Slot LevelInvocations Known
1+2Code, Dark Path, Eldritch Smite, Spellcasting20————1st—

2
+2
Damning Indictment, Fighting Style, Champion’s Sense
2
1




1st



3
+2
Blade Pact, Eldritch Invocations
3
2




1st
1


4
+2
Ability Score Improvement
3
3




1st
1


5
+3
Extra Attack
4
4
1



2nd
2


6
+3
Champion's Resolve
4
4
2



2nd
2


7
+3
Dark Patron feature
5
4
2



2nd
2


8
+3
Ability Score Improvement
5
4
2



2nd
2


9
+4

6
4
3
1


3rd
3


10
+4
Dark Patron Feature
6
4
3
2


3rd
3


11
+4
Improved Eldritch Smite
7
4
3
2


3rd
3


12
+4
Ability Score Improvement
7
4
3
2


3rd
3


13
+5

8
4
3
3
0

4th
4


14
+5
Damned By Association
8
4
3
3
1

4th
4


15
+5
Dark Patron Feature
9
4
3
3
1

4th
4


16
+5
Ability Score Improvement
9
4
3
3
2

4th
4


17
+6

10
4
3
3
3
0
5th
5


18
+6
Petrifying Indictment
10
4
3
3
3
1
5th
5


19
+6
Ability Score Improvement
10
4
3
3
3
1
5th
5


20
6
Dark Patron Feature
11
4
3
3
3
2
5th
6



Code

Every fallen champion has made compromise with evil, and they know this. To avoid slipping further into depravity, they cling to a code. This code is less restrictive than the oath they took—after all, they break that oath every time they use their powers—but it nevertheless keeps the champion on the side of righteousness and minimizes the harm that could come from their patron’s trickery. At least, that’s what they tell themselves…

Code of Faith: You follow the commandments set forth by your god. If you do so, nothing you do will cause harm. Deus vult! You gain advantage on any Religion check related to your patron deity and/or their followers.
Code of Laws: The law was written to uphold the greater good of the realm. Only an evil ruler would pass laws which did otherwise. You follow the law to the letter. “The law” is here defined as the laws enforced by the lord whose land you are currently within, or whatever political authority holds sway. If you are in a region with no formal governance, or the local leadership is obviously corrupt (such as a demon cult or drow nobility), you instead follow the law of your homeland. You have advantage on Charisma-based checks to convince people that you are telling the truth. You cannot select this code if your homeland is lawless.
Code of Loyalty: Someone who makes compromise with evil as you have cannot be trusted to judge right from wrong. Therefore, you have chosen someone to make such judgments for you—someone whose judgement is surely not compromised. You follow the spirit of their commands, and when possible the letter. If this person dies, rejects you, or is otherwise unavailable, you must find a new master. As a reaction, when an ally adjacent to you is hit by an attack, you may choose to have that attack hit you instead.
Code of Mercy: You are not judge, jury, or executioner. You are not worthy to end anyone’s life, nor to decide that someone else should; hence, you will do neither. Leaving people alive is a safe choice, compared to the uncertain finality of execution. You know the spare the dying cantrip. Creatures you reduce to zero hit points are always unconscious rather than dead.
Code of Temperance: You deny yourself pleasures which could lead you astray. As long as you avoid such temptation, you will have no concerns which impede your moral judgment. You may not engage in gluttony, drunkenness, or carnal pleasure; however, you also gain advantage on saving throws against ingested poison and only require half as much food as you ordinarily would.

You also gain advantage on saves against mind-affecting effects which would cause you to violate your code. (This does not include effects which cause you to act randomly, such as confusion, nor to effects which inflict the charmed condition.)

Dark Path

By 1st level, you have struck a bargain with an evil being, who brought you down a path of dark power: , each of which is detailed at the end of the class description. Your choice grants you features at 1st level, and again at 7th, 10th, 15th, and 20th level.

Dark Arts

Each path has a list of associated spells, which you may choose from when you learn a Fallen Champion spell. These spells are added to the Fallen Champion spell list for you.

Eldritch Smite

Your dark path determines the type of damage dealt by your Eldritch Smite.

Spellcasting

Your devotion allows you to shape the power bestowed on you by your patron into spells.

Preparing and Casting Spells

The Fallen Champion table shows how many spell slots you have to cast your spells. To cast one of your fallen champion spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You also have a single Pact Slot of a level equal to the highest spell level you can cast; you regain this spell slot on a short or long rest.

Spells Known

You know two 1st-level spells of your choice from the fallen champion spell list.
The Spells Known column of the Fallen Champion table shows when you learn more fallen champion spells of your choice. Each of these spells must be of a level for which you have spell slots; this includes levels for which you have “0” spell slots listed, which you may cast with your Pact Slot or spell slots from other classes. For example, at 13th level, you can learn a new spell of 1st, 2nd, 3rd, or 4th level (but not 5th, since you have “—” 5th-level spell slots).

Additionally, when you gain a level in this class, you can choose one of the fallen champion spells you know and replace it with another spell from the fallen champion spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Summary of New Rules

While most of a fallen champion’s spell slots are regained on a long rest, they possess one Pact Slot of the highest spell level they can cast, which is restored on a short or long rest. Also, they are spontaneous casters.


Eldritch Smite

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal additional damage to the target, in addition to the weapon’s damage. The damage type depends on your Dark Path. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Damning Indictment

Starting at 2nd level, you gain the ability to declare judgment on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is indicted for 1 minute. The indictment ends early if the target dies, you die, or you are incapacitated. Until the indictment ends, you gain the following benefits:

You gain a bonus to damage rolls against the indicted target. The bonus equals your proficiency bonus.
Any attack roll you make against the indicted target is a critical hit on a roll of 19 or 20 on the d20.
The threat of judgment draws the indicted target’s focus. They have disadvantage to attack anything except you.

You can’t use this feature again until you finish a short or long rest. For the purpose of eldritch invocations, Damning Indictment counts as a feature which curses.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Champion’s Sense

While your fall from grace has weakened your attunement to good and evil, this fall also makes you familiar with certain types of corruption. As an action, you can open your awareness to detect such corruption. The types of creature you can detect depend on your Dark Path.
You know the creature type of any being whose presence you sense, but not its identity (the fiend-pact warlock Ammon Jerro, for instance). You can also not distinguish between different categories which fall under the same creature type; for instance, you cannot distinguish between warlocks and fallen champions (though you can distinguish between them and inhuman creatures masquerading as such).
If your champion’s sense can detect creatures of a specific class or subclass, it can also detect NPCs with a similar power source, even if they do not follow the same rules as PCs built with that subclass. The DM should use their discretion

Within the same radius, you also detect the presence of any place or object that has been 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 short or long rest, you regain all expended uses.

Blade Pact

You learn to channel the power of your dark pact through the weapons you use. Starting at 3rd level, whenever you finish a long rest, you can touch one weapon that you are proficient with to infuse it with this power. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, this weapon is bound to you on a deep level. With a word and a gesture, you may summon this weapon to your hand; this takes a bonus action if the weapon is within five feet of you, and an action otherwise.

For the purpose of eldritch invocations, Blade Pact qualifies as the Pact of the Blade feature. You may treat your imbued weapon as a weapon summoned by this feature for the purposes of such invocations; however, no invocation will allow you to summon any additional weapons if you do not gain the ability to do so from another feature (such as from the Warlock class).

Eldritch Invocations

From your unusual experiences with dark powers, you have unearthed fragments of forbidden knowledge that imbue you with an abiding magical ability. At 3rd level, you gain one eldritch invocation of your choice. The eldritch invocations available to you are identical to the invocations available to a warlock.

For the purpose of qualifying for an invocation which requires a minimum level, your Fallen Champion level qualifies as your Warlock level, except for invocations which let you cast spells. For these invocations, your effective level is half of your Fallen Champion level, rounded up. In addition, you must be at least 5th level to select such a hex if it lacks a level requirement.
You may not select Eldritch Smite or Thirsting Blade as one of your Fallen Champion invocations.

When an invocation requires you to use a spell slot, you must use your Pact Slot and not one of your other spell slots.

Finally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Champion’s Resolve

Your righteous intent and the power needed to act on it fill you with determination. Starting at 6th level, you gain a bonus to all saving throws equal to your Charisma bonus (minimum +1) while you are conscious.

You also gain a pool of healing power which replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Fallen Champion level × 2. As an action, you can draw power from the pool to heal a number of hit points up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure one disease or neutralize one poison affecting you. You can neutralize multiple diseases or poisons with a single use of Champion’s Resolve, expending hit points separately for each one.

Finally, you ignore all effects of disease. However, you still carry the disease until it is cured, potentially infecting others until then.

Improved Eldritch Smite

By 11th level, calling on dark power is so natural that your every attack carries some. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage, of the same type as your Eldritch Smite deals. If you also use your Eldritch Smite with an attack, you add this damage to the extra damage of your Eldritch Smite.

Damned By Association

Starting at 14th level, you can spread your Damning Indictment from a slain creature to another creature. When the creature indicted by your Damning Indictment dies, you can apply the indictment to a different creature you can see within 30 feet of you, provided you aren't incapacitated.

Petrifying Indictment

Starting at 18th level, whenever you first indict a creature with Damning Indictment, the sheer force of your intent to kill can render people too frightened to react. When you use your Damning Indictment on someone, the indicted target must succeed on a Wisdom saving throw or be paralyzed until the start of your next turn. This only applies on the turn you use Damning Indictment; creatures targeted by Damned By Association after the first turn are unaffected.

Dark Paths

Every fallen champion was given power by a dark being—not necessarily evil, but certainly not benevolent. Various patrons give their champions access to different powers and invocations; they know most will refuse to give favors, yet they have their reasons for giving these would-be champions of light great power.

Some do not see good and evil as mortals do, and expect that a given champion will accomplish their patron’s ends as they follow their code. Others simply collect the fallen, doling out mystic power relatively freely and boasting of their ability to tempt mortals into darkness. Still others bestow such power sparingly, making pacts with carefully-chosen champions to serve specific plots.

Fallen champions who serve the same patron are unlikely to have a neutral relationship. If the fallen champions believe each is serving the greater good (which is likely if they share a Code), they will likely be staunch allies, glad to have someone else who can sympathize with their problems. If not, however, they will see each other as mere servants of a dark power, and become bitter enemies. Occasionally, one champion initially sees another as serving the greater good, while the other sees them as a servant of evil.



The deep wilds predate even the elves and druids, if not the gods themselves. The young races of this world seek to tame the wilderness, thinking of it as uninhabited. They are wrong. The ancient denizens of the wilderness are powerful, stubborn, and apathetic to human life. To a town in the wrong place, they can be as malevolent as any fiend...and as willing to bring mortals to their cause.

Dark Arts:
Level|Spells
1st|Animal Friendship, Ensnaring Strike, Shield of Faith
2nd|Blur, Prayer of Healing, Spike Growth
3rd|Plant Growth, Protection from Energy, Spirit Guardians
4th|Conjure Woodland Beings, Grasping Vine, Stoneskin
5th|Commune with Nature, Geas, Insect Plague
Eldritch Smite:
Champion’s Sense: Your Champion’s Sense allows you to detect servants of nature, including fey, druids, Archfey warlocks, Pied Partizans (see below), and fellow Eld Knights.

Verdant Armor
By spending a short rest meditating, as though attuning to a magic item, one set of medium or light armor you possess becomes infused with fey energies. This causes the armor to slowly turn green from a combination of moss, stains, and a coppery patina. When you wear this armor, your armor class is increased by one.

You may only possess one suit of verdant armor at a time; if you imbue another suit this way, the first set returns to normal. You may imbue a set of magic armor which is attuned to you; this ability does not otherwise affect the number of magic items to which you can attune.

Eternal Endurance

An eld knight is as unbreakable as the natural world, capable of adapting and enduring almost any damage. Starting at 7th level, while you are wearing your Verdant Armor, you heal two hit points for every point expended from the pool of healing granted by your Champion’s Resolve feature.

Eyes of the Eld
Starting at 10th level, you learn techniques to watch for attacks, a vigilant guard. If the target indicted by your Damning Indictment hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Flesh Wound
Your patron has rendered you virtually unkillable. Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to be decapitated instead. This does not kill you, instead restoring 20 hit points. You may pick up and reattach your head as an action; until you do so, you have disadvantage on attack rolls, skill checks, and Dexterity saving throws due to your perception being physically separated from your body.

Seeing someone lose their head like that is a shocking sight. Any enemies within 30 feet who see you use this ability must make a Wisdom saving throw (DC equal to your spell DC) or be stunned until the end of their next turn. After using this ability, you must complete a long rest before using it again.

Decapitation from any other effect, such as a vorpal weapon or guillotine, does not damage or heal you. However, it does sever your head, which must be reattached as if you had used this ability.

Elemental Ward
Whether you have mastered the influence of nature or been mastered by it, your long and close association with primal forces has hardened you to their touch. You have resistance to acid, cold, fire, lightning, and thunder damage.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. You must complete a short rest before you can do so again.


There are no powers darker than the fiends of the lower planes. Such beings desire the corruption or destruction of all things, especially mortals they tempt into making a deal. Whether such a patron sets its minions directly against the forces of good, points them at its fiendish rivals, or simply watches as they go about their business, it has a plan for them. A fiendish penitent hopes to use their power for good, but must strive not to stumble into their patron’s schemes...

Dark Arts:
Level|Spells
1st|Burning Hands, Command, Hellish Rebuke
2nd|Blindness/Deafness, Flame Blade, Suggestion
3rd|Bestow Curse, Fireball, Summon Lesser Demon
4th|Banishment, Phantasmal Killer, Wall of Fire
5th|Dominate Person, Flame Strike, Planar Binding

Eldritch Smite: Your Eldritch Smite summons the fires of your patron’s home plane. It deals fire damage.

Champion’s Sense: Your Champion’s Sense detects fiends and servants of fiends, including warlocks with the Fiend patron and other Fiendish Penitents.

Double-Edged Smite
You can power eldritch smites yourself, without relying on your fiendish patron. Starting at seventh level, when you hit a creature with a melee weapon attack, you can wreathe your weapon in hellish flames, dealing 2d6 points of fire damage in addition to the weapon’s damage. If you do so, you take damage equal to half the total damage dealt to the target. The damage you take comes from the drain that such a strike puts on your body; if it is reduced or prevented, the double-edged smite deals no extra damage.
You may use this ability in conjunction with your Eldritch Smite. If you do so, you roll d8’s for Double-Edged Smite damage instead of d6’s.

The damage dealt by Double-Edged Smite increases to 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.

Hellfire
Your magic thins the barriers between worlds, letting the fire of the lower planes scorch your enemies. Starting at 10th level, your smites and spells which deal fire damage deal additional fire damage equal to your Charisma modifier (minimum 1). In addition, such attacks ignore resistance to fire.

Hurl Through Hell
Starting at 15th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

Fiendbinder

Whether you have mastered them or they have mastered you, you can call servants from the lower planes to do your bidding.

At 20th level, you may summon fiends in a ritual which takes an hour to perform. (This ritual also banishes any fiends which you summoned with this ability, if they are still under your control.) You may summon one fiend of CR 6 or lower, two fiends of CR 4 or lower, four fiends of CR 2 or lower, or eight fiends of CR ½ or lower. If you summon multiple fiends, they must all be of the same type.
Once summoned, these fiends can be dismissed into a demiplane or called to you as an action. They follow your orders, including ones which could result in their deaths.

At the end of each day spent performing menial labor or as a reaction when taking damage, a fiend summoned by this feature may make a Charisma saving against your spell save DC. The fiend has disadvantage on this saving throw if you spoke its true name during the initial ritual. On a success, the fiend breaks free of your control. Otherwise, the fiend remains bound indefinitely, unless you willingly release it from your service or a third party intervenes with powerful magic (such as a [i]wish spell).

If you free a fiend of your own accord (and were not pressured by the threat of the demon being released from your service otherwise), the fiend may respect you if it was treated well; at worst, it will cause trouble elsewhere in the material plane. If it was freed by a third party or during a confrontation with a powerful enemy, it will join them, possibly attacking you or your allies depending on the situation. If it breaks your control in another situation (such as during extended menial labor or during combat with no strong foes surviving), it will attempt to flee and find some way to make your life more difficult.


The deep wilds predate even the elves and druids, if not the gods themselves. Some seek to protect these ancient places from the depredations of mortal races; others see them as no threat. These beings toy with mortals, playing pranks on them or granting monkey’s-paw wishes. Their champions take the gifts their patrons would use to fool their kin, and seek to instead benefit them...usually. Some find their patron’s subtle trickery a potent tool to use...

Dark Arts: You may learn any spell on the Bard spell list. They are Fallen Champion spells for you.

Eldritch Smite: Your Eldritch Smite is not so much a burst of magical energy as a burst of magical inspiration, guiding you to strike subtly and exploit a foe's distraction. Eldritch Smite deals the same type of damage as the weapon being used.

Champion’s Sense: Your Champion’s Sense allows you to detect servants of nature, including fey, druids, Archfey warlocks, Eld Knights (see above), and fellow Pied Partizans.

Sympathetic Resolve
A pied partizan learns to channel the life of the ancient wilderness into others to preserve their lives.

Starting at 7th level, you gain a pool of healing power much like that associated with your Champion’s Resolve feature; it replenishes when you take a long rest, can heal hit points up to twice your level, and can treat poison and disease by expending 5 hit points per affliction.
However, your Sympathetic Resolve pool cannot be used to heal yourself. Instead, you must touch another creature as an action.

Your healing pool associated with Champion’s Resolve is unaffected by this feature.

Inspirational Mockery
Your patron Starting at 10th level, you can inspire others by wittily questioning their ability to succeed. 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 Inspirational Mockery die, a d10.

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 Inspirational Mockery die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspirational Mockery die is rolled, it is lost. A creature can have only one Inspirational Mockery or 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.

All for One; One for All
Whether you forge together your companions to fight against the callous inhuman forces which oppose you or manipulate them into fighting for your own ends, you use the abilities granted by your patron to strengthen those under your influence.

Starting at 15th level, whenever a friendly creature within 15 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.

In addition, you can maintain more spells with the help of those companions. When you cast a spell on an ally within 15 feet, if that spell requires concentration, you may have that ally concentrate on it instead of concentrating on it yourself. The ally may not concentrate on that spell as well as a spell they cast themselves, nor may you have a second ally concentrate on a second spell without dismissing the first. You may, however, concentrate on a second spell yourself. The spell is dismissed automatically if the ally concentrating on it moves more than 15 feet away from you.

Finally, your Inspirational Mockery die increases to a d12.

20th Level Ability


The Undead are unnatural, by any stretch of the imagination. Liches, mummy lords, elder vampires, and the like subsist off the life-force of mere mortals; to keep this power, their domain must be maintained through force. Most often, this is done by creating lesser undead to serve them; however, some tasks require a mortal. Some can be seduced by power or wealth, while others must be secured by necessity.

Dark Arts:
[Level|Spells
1st|Cause Fear, False Life, Ray of Sickness
2nd|Blindness/Deafness, Ray of Enfeeblement, Shatter
3rd|Animate Dead, Counterspell, Vampiric Touch
4th|Blight, Leomund’s Secret Chest, Phantasmal Killer
5th|Cloudkill, Contagion, Dominate Person
Eldritch Smite: Your Eldritch Smite channels the dark energies powering your patron, dealing necrotic damage.

Champion’s Sense: Your Champion’s Sense detects necromancers, undead, and those who draw power from undeath (such as some warlocks and other Wightguards).

Mortal Indictment
You learn to draw strength from the living, as the undead do.

Starting at 7th level, when the target of your Damning Indictment is reduced to 0 hit points, you regain hit points equal to your Fallen Champion level plus your Charisma modifier. You also gain these hit points when you land a critical hit on the indicted enemy.

Spectral Squire

Starting at 10th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a ghost. When the ghost appears, it gains temporary hit points equal to half your Fallen Champion level. It cannot use its possession ability. Roll initiative for the ghost, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The ghost remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a ghost with this feature, you can't use the feature again until you finish a long rest.

Command Undead
As you gain power, you gain the ability to assert yourself as a leader of undead. Starting at 15th level, you can use magic to bring undead under your control. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Fallen Champion spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
If you gain control of your patron with this ability, your control over it is strengthened by your pact-bond; nothing short of a wish can free it. However, few

If you have created a ghost with your Spectral Squire ability, you may use this ability to attempt to maintain your control. If you succeed, it gains temporary hit points equal to half your Fallen Champion level whenever you complete a long rest, and it cannot attempt a new saving throw to break free if its Intelligence is 12 or higher.

Death Knight
At 20th level, your control over undead expands farther, enabling you to create and control more undead.

First, you may cast create undead by expending your Pact slot. You cannot cast it again until you complete a long rest.
Second, when you cast animate dead or create undead to maintain control over one or more existing undead, you maintain control of them for a number of days equal to your Charisma bonus (minimum 2) rather than 24 hours.
Third, you can use your Command Undead feature to simultaneously maintain control over a number of undead equal to your Charisma bonus (minimum 2). If you are at the maximum and attempt to control another, you lose control of the undead you have controlled the longest.


A wyrdseeker does not have a patron in the traditional sense. They seek power on their own terms, delving for secret or taboo knowledge that can be used for the greater good. The reasons that this knowledge was hidden or forbidden are irrelevant; to the wyrdseeker, the source of power does not matter, only how it is used. The ultimate dream of Wyrdseekers, as a path, is to find a power so mighty that they can bend fate itself to their whim, letting them guide the world on a path to perfection. Whether or not others agree with their vision of perfection is sometimes considered.

Dark Arts:
Level|Spells
1st|Comprehend Languages, Identify, Silent Image
2nd|Augury, Detect Thoughts, Knock
3rd|Clairvoyance, Fly, Water Breathing
4th|Arcane Eye, Hallucinatory Terrain, Locate Creature
5th|Contact Other Plane, Legend Lore, Modify Memory

Eldritch Smite: Your Eldritch Smite is infused with the raw energy of the cosmos, dealing lightning damage.
Champion’s Sense: A wyrdseeker’s Champion’s Sense can detect magicians, defined as those with magical powers that require at least some understanding of the arcane to wield. Magicians include (but are not limited to) bards, warlocks, wizards, and other fallen champions, but excluding those who were merely gifted magical powers from divine sources (such as clerics, druids, and paladins).
This ability can determine the magician’s general path, but nothing more specific; for instance, it lets the champion distinguish a wizard from a warlock, but not an enchanter from an evoker.

Tome of Fate
Eventually, your studies bear fruit, allowing you to understand more about the universe.
At seventh level, you fill a tome with your mystic insights. When you gain this feature, choose two cantrips from the wizard spell list and two from any other spell lists. (These latter need not be from the same list.)
While the book is on your person, you can cast those cantrips at will. They are Fallen Champion spells for you, even though the Fallen Champion class does not normally grant cantrips.

This counts as the Pact of the Tome feature for the purposes of qualifying for invocations. In addition, you may learn invocations which let you cast spells with a level requirement equal to or less than your Fallen Champion level.

Deciphering the shorthand, ciphers, and/or messy handwriting that composes your Tome of Fate is virtually impossible for anyone but you. If you lose your Tome of Fate, you can spend an hour rewriting your insights in a new tome. You also add new revelations you have discovered in the meantime, rendering the old tome worthless.

Finally, at seventh level, you may exchange one Fallen Champion spell you know for one Wizard spell of the same level. You may not later exchange this spell for a different Wizard spell. It is a Fallen Champion spell for you.

Occult Insight
At tenth level, your breadth of arcane knowledge increases. Choose one spell from the wizard spell list of level 5 or lower. You may cast it without expending a spell slot; once you do so, you cannot cast it again until you finish a long rest unless it is a ritual spell and you spend ten minutes to cast it. You also learn one more cantrip from any class’s list; it is a Fallen Champion spell for you.

You may also exchange one Fallen Champion spell you know for one Wizard spell of the same level.
You may not later exchange this spell for a different Wizard spell. It is a Fallen Champion spell for you.

Personal Discovery
At 15th level, select one spell you know of third level or less. You can cast that spell at will without expending a spell slot. It functions as if it was cast with a spell slot of 3rd level.

Arcane Mastery
At 20th level, you can draw on your inner reserve of mystical power to regain expended spell slots. You can spend 10 minutes meditating to regain all your expended spell slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Fallen Champion Spells


1st Level

Armor of Agathys
Compelled Duel
Detect Magic
Detect Poison and Disease
Divine Favor
Expeditious Retreat
Find Familiar
Healing Word
Hex
Hunter’s Mark
Protection from Good and Evil
Searing Smite
Shield
Thunderous Smite
Witch Bolt
Wrathful Smite

2nd Level

Branding Smite
Cloud of Daggers
Darkness
Earthbind
Enthrall
Find Steed
Hold Person
Magic Weapon
Mirror Image
Misty Step
Shadow Blade

3rd Level

Blinding Smite
Blink
Dispel Magic
Elemental Weapon
Enemies Abound
Magic Circle
Phantom Steed
Remove Curse
Thunder Step

4th Level

Banishment
Dimension Door
Elemental Bane
Find Greater Steed
Locate Creature
Shadow of Moil
Sickening Radiance
Staggering Smite

5th Level

Banishing Smite
Cone of Cold
Destructive Wave
Dispel Good and Evil
Hold Monster
Holy Weapon
Wall of Light



Superior Eldritch Smite
Prerequisites: 9th level, Eldritch Smite feature or invocation
Your Eldritch Smite deals 1d10 damage, plus 1d10 per level of the expended spell slot, and may deal force damage if it dealt another type of damage. In addition, you may knock the target prone regardless of size.
If you have the Improved Eldritch Smite feature, that feature deals an extra 1d10 damage per attack instead of 1d8, and it may deal force damage instead of its original type.



Follow all rules in the Player’s Handbook for multiclass characters, except as follows.

To multiclass into or out of the Fallen Champion class, a character’s Strength and Charisma scores of 13 or higher, in addition to other requirements. For instance, a rogue who takes a level of Fallen Champion must have Strength, Dexterity, and Charisma scores of at least 13, while a fallen champion who takes a level of Sorcerer only needs Strength and Charisma.

A character who gains one or more Fallen Champion levels at any level other than first gains proficiency in light armor, shields, simple weapons, and martial weapons.

Spellcasting

Multiclassing with Spellcasting Classes
Add half of your Fallen Champion levels to the total listed on page 164 of the Player’s Handbook. You gain a Pact slot as a Fallen Champion of your class level would, but gain one less spell slot of the Pact Slot’s level per day than listed on the “Multiclass Spellcaster: Spell Slots per Spell Level” table.

Multiclassing with Pact Magic Classes
The Pact Slot of a Fallen Champion exists separate from the spell slots gained from the Pact Magic feature. (See my commentary for why.)

Divine and Eldritch Smite
If you have levels in a class with the Divine Smite feature, you may not use both Divine Smite and Eldritch Smite on the same attack. However, if the sum of your levels in classes granting such features equals or exceeds 10, you may use either Improved Divine Smite or Improved Eldritch Smite on any attack you make.
If the sum of your levels in such classes equals 20, you may use both Divine Smite and Eldritch Smite, including their improved versions, on the same attack.

Eldritch Invocations
If you have levels in both Fallen Champion and another class which gains Warlock, you may not select an invocation for one class which you selected for the other; however, you may expend your Fallen Champion pact slot for warlock invocations which require you to expend a spell slot and vise versa.

MoleMage
2020-09-28, 04:18 PM
It's time to pick our favorite entries! Lot of really strong options this time around so it should be a close call.

Voting thread is here: https://forums.giantitp.com/showthread.php?619635-D-amp-D-5e-Base-Class-Contest-XII-Voting-Thread