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Maat Mons
2020-08-06, 08:52 PM
Reserved #0: Intro

Maat Mons
2020-08-06, 08:52 PM
Assassin


LevelBABFortRefWillSpecialManeuvers KnownManeuvers ReadiedStances Known
11022Sneak attack +1d6, poison use, trapfinding2
22033Combat style, uncanny dodge2
33133Skill mastery, sneak attack +2d62
44144Reflexive trapfinding, swift poison application2
55144Improved uncanny dodge, sneak attack +3d64
66255Improved combat style, skill mastery4
77255Sneak attack +4d64
88266Hide in plain sight4
99366Skill mastery, sneak attack +5d66
1010377Evasion, slippery mind6
1111377Combat style mastery, sneak attack +6d66
1212488Fast stealth, skill mastery6
1313488Poison immunity, sneak attack +7d66
1414499Unreadable6
1515599Skill mastery, sneak attack +8d68
161651010Swift mechanic8
171751010Sneak attack +9d6, wall run8
181861111Skill mastery8
191961111Sneak attack +10d6, water step8
202061212Improved evasion, mental fortress8


Weapon and Armor Proficiency:

You are proficient with all simple weapons, plus the blowgun, hand crossbow, kukri, rapier, longbow, sap, shortbow, and shortsword.

You are proficient with light armor, but not with shields.



Poison Use (Ex):

don't risk accidentally poisoning self when applying poison to weapon

additionally, add +1/2 class level to DC of injury poison if you're the one who delivers the attack



Combat Style (Ex):

archery or twf, as ranger



Skill Mastery (Ex):

pick one skill each time



Swift Poison Application (Ex):

apply poison as swift action



Hide in Plain Sight (Ex):

the shadow version



Fast Stealth (Ex):

no -5 penalty to hide or move silently when moving at full speed
can run or charge while hiding/moving silently at only -10 penalty



Unreadable (Ex):

immune to effects that detect alignment, lies, or thoughts
immune to effects that compel truth



Swift Mechanic (Ex):

can make disable device or open lock check as swift action



Mental Fortress (Ex):

as mind blank, but nonmagical

Maat Mons
2020-08-06, 08:53 PM
Beastmaster


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
10020Animal companion, wild empathy221
21030Retrain animal431
32131Reach companion741
431411162
53141Call companion (animal knows where you are and comes to you)1572
64252Extra animal companion2082
7525226103
86262Multi-command32113
96363Companion multispell39123
107373Call companion (teleport up to x feet)47144
118373Enspell companions (1 spell)55154
129484Extra animal companion64164
13948474185
1410494Enspell companions (2 spells)84195
1511595Call companion (teleport any distance)95205
16125105107226
17125105Enspell companions (3 spells)119236
18136116Extra animal companion132246
19146116146267
20156126Call companion (planar travel), enspell companions (4 spells)160277


Weapon and Armor Proficiency:

You are proficient with all simple weapons, plus the throwing axe, battleaxe, bolas, greatclub, handaxe, longbow, net, shortbow, shuriken, trident, and whip.

You are proficient with light armor, medium armor, and shields (except tower shields).

You can cast beastmaster spells while wearing light or medium armor or using a shield without incurring the normal arcane spell failure chance.



Retrain Animal (Ex):

spend one week working with animal
make handle animal checks vs its HD?
auto-success for companions?
can fully change its skills and feats to another legal arrangement



Reach Companion:

use touch spells on animal companion at distance



Call Companion (Su):

can magically signal animal companion that you need it; it knows your location and how to get to you
later, can teleport animal companion to you if within certain distance
still later, no range limit on teleport
eventually, can bring it to you across planar boundaries



Multi-Command (Su):

if action required to command animal companion, can command multiple companions as single action



Companion Multispell:

spells that normally affect single target can target multiple animal companion



Enspell Companions (Su):

precast spell, stays dormant until you trigger it as move action
then takes effect on all your animal companions
can keep limited number of spells suspended in this way at a time



Unused Ideas

extend spell for free on companions
send companions to non-dimensional space
and can call them back
they do not perceive the passage of time, grow hungry, etc
still heal at natural rate (as full bedrest with longterm care)
if companion would die, it instead goes to non-dimensional space
need to use immediate action?
can't be called back until fully healed though





Spell List Sketch

Animal-themed spells
Buff spells

Maat Mons
2020-08-06, 08:54 PM
Berserker


LevelBABFortRefWillSpecialManeuvers KnownManeuvers ReadiedStances Known
11220Rage 1/day, reckless attack1
22330Power attack, uncanny dodge1
33331Tireless rage1
44441Rage 2/day1
55441Improved uncanny dodge1
66552Immune to fatigue, ruinous blow (x2 damage, -3 AC)2
77552Mindless rage (compulsions)2
88662Rage 3/day2
99663Back-to-Back Rage2
1010773Improved power attack2
1111773Greater rage, ruinous blow (x3 damage, -5 AC)3
1212884Fight to the last, rage 4/day3
13138843
1414994Mindless rage (all mind-affecting)3
15159953
161610105Rage 5/day, ruinous blow (x4 damage, -7 AC)4
1717101054
181811116Deadened hide4
1919111164
202012126Mighty rage, rage 6/day, supreme power attack4


Weapon and Armor Proficiency:

You are proficient with all simple and martial weapons.

You are proficient with light armor, medium armor, and shields (except tower shields).



Reckless Attack (Ex):

can take penalty to AC (max = class level), gain equal bonus to melee attacks



Ruinous Blow (Ex):

as standard action, make attack that deals extra damage
take AC penalty until start of next turn
can use lesser version, if desired



Mindless Rage (Ex):

when raging, gain immunity to compulsion effects
later, gain immunity to all mind-affecting effects



Back-to-Back Rage (Ex):

can rage multiple times per encounter



Fight to the Last (Ex):

while raging, don't go unconscious from nonlethal damage



Deadened Hide (Ex):

immune to nonlethal damage



Unused Ideas

can rage in response to mind-affecting effect?
diehard
add wis to init
can use counters while flat-footed

Maat Mons
2020-08-06, 08:54 PM
Cultist


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
10020Sneak attack +1d6, trapfinding221
21030Eschew materials, somatic weaponry431
32131Immune to compulsions741
43141Reflexive trapfinding, sneak attack +2d61162
53141Skill mastery, uncanny dodge1572
64252Undetectable alignment2082
75252Sneak attack +3d626103
86262Hide in plain sight32113
96363Subtle spells (verbal components)39123
107373Skill mastery, sneak attack +4d647144
11837355154
129484Improved uncanny dodge64164
139484Sneak attack +5d674185
1410494False truth84195
1511595Skill mastery95205
16125105Sneak attack +6d6107226
17125105119236
18136116Subtle spells (somatic components)132246
19146116Sneak attack +7d6146267
20156126Mental fortress, skill mastery160277


Weapon and Armor Proficiency:

You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword.

You are proficient with light armor, but not with shields.

You can cast cultist spells while wearing light armor without incurring the normal arcane spell failure chance.



Eschew Materials:

bonus feat



Somatic Weaponry:

bonus feat



Reflexive Trapfinding (Ex):

notice traps without actively looking for them




Skill Mastery (Ex):

choose one skill at each indicated level?



Undetectable Alignment (Su):

as the spell, but continuous



Hide in Plain Sight (Ex):

shadow version



Subtle Spells (Ex):

gain silent spell and can apply it to cultist spells for free (no increase in level or casting time)
later, same for still spell



False Truth (Ex):

when magical effects that detect truth and lies are used, you can have things you say register as either, at your discretion



Mental Fortress (Ex):

as mind blank, but nonmagical



Spell List Sketch

Darkness descriptor
Subterfuge

Maat Mons
2020-08-06, 08:55 PM
Death Knight


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
11200Darkvision, immunities (disease, poison)111
22300Immunities (fatigue, exhaustion, sleep effects), undead sustenance (sleep)221
33311Arcane channeling431
44411Fortification 25%641
55411-952
66522Immunities (nonlethal)1262
77522Dr 1/bludgeoning1672
88622Fortification 50%2082
99633-2593
1010733Dr 2/bludgeoning, eternal30103
1111733Immunities (death effects, energy drain)36113
1212844Fortification 75%42123
1313844Arcane channeling (full attack), dr 3/bludgeoning49134
1414944See in darkness56144
1515955Immunities (ability drain, damage to physical ability scores)64154
16161055Dr 4/bludgeoning, fortification 100%72164
17171055-81175
18181166Immunities (stunning, paralysis)90185
19191166Dr 5/bludgeoning100195
20201266Immunities (death from massive damage), undead sustenance (eat, drink)110205


Weapon and Armor Proficiency:


You are proficient with all simple and martial weapons.

You are proficient with all armor (heavy, medium, and light) and shields (including tower shields).

You can cast death knight spells while wearing light, medium, or heavy armor or using a shield without incurring the normal arcane spell failure chance.



Darkvision (Ex):

gain darkvision 60 ft or add +60 ft to existing darkvision



Immunities (Ex):

gain immunities as indicated



Ceaseless (Ex):

no longer need to sleep



Undead Sustenance (Ex):

no longer need to do listed things



Eternal (Ex):

no longer age



See in Darkness (Su):

can see perfectly in darkness
even magical darkness
no range limit






Unused Ideas

cold resistance
heal from negative energy
still heal from positive energy too?





Spell List Sketch

Debuffs
Necromancy

Maat Mons
2020-08-06, 08:56 PM
Reserved #6: Eldritch Scholar

Maat Mons
2020-08-06, 08:56 PM
Reserved #7: Juggernaut

Maat Mons
2020-08-06, 08:57 PM
Priest


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
10002Turn anethma321
21003Beneficent reach641
31113Aura of courage, healing touch 1d81062
42114Beneficent sharing1582
5211421103
63225Enspell ally 1, healing touch 2d828123
7322536144
8422645164
94336Healing touch 3d855185
105337Enspell ally 266205
11533778226
126448Consecrated presence, healing touch 4d891246
136448105267
147449Enspell ally 3120287
157559Healing touch 5d8136308
1685510153328
1785510171349
1896611Enspell ally 4, healing touch 6d8190369
1996611210389
20106612Hallowed presence231409


Weapon and Armor Proficiency:

You are proficient with the club, flail, light mace, heavy mace, morningstar, and unarmed strike.

You are not proficient with any type of armor or shield.




Turn Anethma (Su):

as turn undead, but also aberrations and evil outsiders



Beneficent Reach:

spells that are harmless or only affect willing targets get increase range
touch -> close -> medium -> long -> still long



Healing Touch (Su):

like touch of healing reserve feat



Beneficent Sharing:

can use single-target spells on multiple allies




Enspell ally:

precast up to N spells on allies
spells don't start immediately
use move action to trigger all of them






Consecrated Presence (Su):

constant Consecrate spells centered on you
moves with you




Hallowed Presence (Su):

constant Hallow spells centered on you
moves with you
no spell effect tied to it


Spell List Sketch

Buffs
Debuffs
Healing/condition removal

Maat Mons
2020-08-06, 08:58 PM
Shapeshifter


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
11200Low-light vision, shape claws, track111
22300Pounce, woodland stride221
33311Scent, trackless step431
44411Natural weapons +1, speak with animals641
55411Wild shape (1/day)952
66522Rend, wild shape (2/day)1262
77522Fast wild shape (move action), wild shape (3/day)1672
88622Natural weapons +2, swift tracker, wild shape (large)2082
996332593
1010733Multimorph, wild shape (4/day)30103
1111733Wild shape (tiny)36113
1212844Fast healing, natural weapons +342123
1313844A thousand faces49134
1414944Fast wild shape (swift action), wild shape (5/day)56144
1515955Wild shape (huge)64154
16161055Infinite variety (1 trait), natural weapons +472164
1717105581175
18181166Infinite variety (2 traits)90185
19191166100195
20201266Evershifting form, infinite variety (3 traits), natural weapons +5110205


Weapon and Armor Proficiency:

You are proficient with the club, dagger, punching dagger, greatclub, and unarmed strike. You are also proficient with all natural attacks (claw, bite, and so forth) of any form you assume with wild shape.

You are proficient with light armor, medium armor, and shields (except tower shields).

You can cast shapeshifter spells while wearing light or medium armor or using a shield without incurring the normal arcane spell failure chance.



Shape Claws (Su):

swift action to shape/unshape
1d6 each (medium)
doesn't interfere with use of hands
no iterative attacks



Pounce (Ex):

only works with natural weapons



Speak With Animals (Su):

continuously active



Rend (Ex):

base damage = 2x claw base damage
add 1.5x Str



Multimorph (Su):

can switch between multiple animal forms during single wild shape
same action as using wild shape


Fast Healing (Su):

heal Wis mod HP per round




Infinite Variety (Ex):

add traits of one form to another form



Evershifting Form (Ex):

gain shapechanger subtype
immune to transmutation effects you don't want




Unused Ideas

shifters speech
can target self with animal-only spells even when not Wild Shaped



Spell List Sketch

Animal-themed spells
Self-buffs
Self-healing

Maat Mons
2020-08-06, 08:59 PM
Shaolin


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
10020Flurry of blows, ki armor, monk weapons 1d6, unarmed strike221
21030AC bonus, evasion431
32131Slow fall, speed bonus +10 ft.741
43141Ki strike +1, monk weapons 1d81162
53141Penetrating strikes (special materials), purity of body1572
64252Speed bonus +20 ft., wall run2082
7525226103
86262Ki strike +2, mobile combat, monk weapons 1d1032113
96363Improved evasion, speed bonus +30 ft.39123
10737347144
118373Diamond body, greater flurry55154
129484Ki strike +3, monk weapons 2d6, speed bonus +40 ft.64164
13948474185
1410494Penetrating strikes (all DR), water step84195
1511595Speed bonus +50 ft.95205
16125105Ki strike +4, monk weapons 2d8107226
17125105Timeless body119236
18136116Speed bonus +60 ft.132246
19146116146267
20156126Ki strike +5, monk weapons 2d10160277


Weapon and Armor Proficiency:

Rogues are proficient with all simple weapons, plus the throwing axe, battleaxe, glaive, greatclub, handaxe, kama, kukri, longbow, longsword, nunchaku, sai, scimitar, shortbow, shortsword, shuriken, and tonfa.


You are proficient with light armor, but not with shields.

You can cast shaolin spells while wearing light armor without incurring the normal arcane spell failure chance.





Ki Armor (Su):

armor bonus to AC
4 + 1/3 class level




Monk Weapons (Ex):

monk weapons (including unarmed strikes) deal indicated damage, if better than normal damage



AC Bonus (Ex):

add wis to AC in light or no armor



Slow Fall (Ex):

can fall any distance without taking damage (must be conscious)







Ki Strike (Su):

enhancement bonus to attack and damage


Penetrating Strikes (Ex):

bypass DR as if using any/all special materials
later, bypass all DR






Mobile Combat (Ex):

can take a full round action to full attack (including flurry, if desired) and also move your speed
movement can happen before, after, or between attacks






Unused Ideas

wholeness of body
standing leap





Spell List Sketch

Dimension door
Etheralness
Healing/condition removal
Self buffs
Tongues
Touch attack spells to simulate Stunning Fist and Quivering Palm

Maat Mons
2020-08-06, 08:59 PM
Templar


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
11200Fearless, sense anathema, smite 1/encounter111
22300Divine grace221
33311Ghost touch armor, healing touch 1d8431
44411Divine health (disease), turn anathema641
55411Ghost touch weapon, smite 2/encounter952
66522Healing touch 2d81262
77522Anathema slayer1672
88622Divine health (energy drain)2082
99633Healing touch 3d82593
1010733Mettle, smite 3/encounter30103
1111733Guided hand36113
1212844Divine health (death effects), healing touch 4d842123
131384449134
1414944Smite anathema56144
1515955Healing touch 5d8, smite 4/encounter64154
16161055Divine health (ability drain)72164
1717105581175
18181166Healing touch 6d890185
19191166100195
20201266Improved mettle, smite 5/encounter110205


Weapon and Armor Proficiency:

You are proficient with all simple and martial weapons.

You are proficient with all armor (heavy, medium, and light) and shields (including tower shields).

You can cast beastmaster spells while wearing light, medium, or heavy armor or using a shield without incurring the normal arcane spell failure chance.





Fearless (Ex):

immune to fear





Sense Anathema (Su):

detect aberrations, evil outsiders, and undead
no action required




Smite (Su):

works on any alignment



Ghost Touch Armor (Su):

armor bonus applies against touch attacks and incorporeal touch attacks
yes, I know ghost touch doesn't work against regular touch attacks



Healing Touch (Su):

similar to touch of healing reserve feat



Divine Health (Ex):

immunity to various things, as noted on table




Turn Anathema (Su):

as turn undead, but also affects aberrations and evil outsiders


Ghost Touch Weapon (Su):

ignore incorporeal miss chance and can hit incorporeal foes with nonmagical weapons




Anathema Slayer (Su):

attacks ignore DR of aberrations, evil outsiders, and undead





Guided Hand (Su):

ignore all miss chances


Smite Anathema (Su):

every attack against an aberration, evil outsider, or undead counts as a smite
this doesn't use up any of your smite uses





Unused Ideas

summon mount?
mounted combat feats?
grow wings
become an angel
halo that illuminates surroundings
armor shines so bright that enemies are blinded





Spell List Sketch

Buffs
Healing/condition removal

Maat Mons
2020-08-06, 09:00 PM
Witch


LevelBABFortRefWillSpecialSpell PointsSpells KnownMax Spell Level
10002Brew potion, familiar321
21003Bewitching, ranged application641
311131062
42114Purity of body1582
5211421103
63225Summon broomstick28123
73225Potent potables36144
84226Venom immunity45164
9433655185
105337Timeless body66205
11533778226
126448Captivate91246
136448105267
147449Woodland stride120287
157559136308
1685510Enthrall153328
1785510171349
1896611Subtle manipulations190369
1996611210389
20106612Enrapture, eternal youth231409


Weapon and Armor Proficiency:

You are proficient with the club, dagger, flail, longsword, shortsword, sickle, sling, and quarterstaff.

You are not proficient with any type of armor or shield.



Familiar

bat
cat
frog
rat
raven
spider





Bewitching (Ex):

bonus equal to 1/2 level
on bluff, diplomacy, gather information
and opposed Cha checks made as part of Enchantment spells



Ranged Application (Su):

can throw potion/oil (range 60 ft.)
if target unwilling, make touch attack (no roll needed otherwise)
target is effected as if potion/oil had been quaffed/applied (potion/oil is used up)
miss on unwilling target destroys potion/oil (and has no effect on target)



Summon Broomstick (Su):

gain intelligent flying broom as companion
can summon or dismiss it at will



Potent Potables (Ex):

you can brew potions of spells higher than 3rd level



Captivate (Ex):

targets of Dominate don't get new save for actions against nature



Enthrall (Ex):

targets of Dominate may take suicidal actions, but get new save at +2



Subtle Manipulations (Su):

after compulsion wears off, subject must save or believe actions were of own volition
implausibility may impart save bonus, or even make ability automatically fail
this is an instantaneous, mind-affecting Enchantment



Enrapture (Ex):

targets of Dominate will take suicidal actions, so extra save



Eternal Youth (Ex):

don't die of old age
ability penalties for age already taken disappear
regain youthful appearance if older
don't physically age beyond certain point







Unused Ideas

increase DC of charms/compulsions
transform into cat
hex
craft wand
fear
tongues
higher sense motive DC to notice enchantment






Spell List Sketch

Debuff spells
Healing/condition removal spells
Plant-themed spells

Maat Mons
2020-08-06, 09:00 PM
Reserved #13: Outro

Maat Mons
2020-08-07, 12:03 AM
Didn't there used to be templates people could copy for formatting homebrew classes? Also, I forgot how to do fancy tables, and the guide to tables linked in Notable Threads doesn't appear up to date.



I attempted to design a suite of classes. Something that felt like it covered the whole gamut of character concepts, more or less. I mean, as close to doing that as the original 11 classes in the PHB were.

I decided to make a grid, to make sure I hit each combo of theme and role. For these purposes, my themes were Arcane, Holy, Nature, and Nonmagical, and my roles were Squishy, Tough, and Balanced.


SquishyToughBalanced
ArcaneEldritch Scholar

Abyss (DPS/BFC [tentacles])
Inferno (DPS [fire])
Void (debuff)Death Knight

Necromancy (DPS/debuff)
Reaper (DPS/self-healing)
Undeath (tanking/resistances)Cultist

Blood (DPS/healing)
Madness (buff/debuff)
Shadow (DPS/stealth)
HolyPriest

Condemn (damage/debuff)
Inspire (buff [off.]/healing)
Protect (buff [def.]/healing)Templar

Cleanse (healing)
Defend (tanking)
Judge (DPS)Shaolin

Body Hardening (tanking)
Redirection (dodge/debuff)
Striking (DPS)
NatureWitch

Brew (healing/buffing)
Nature (damage/BFC)
Hex (debuff)Shapeshifter

Ferocity (DPS)
Regeneration (tanking [self-healing])
Toughness (tanking [resistances])Beastmaster

Packmaster (more pets)
Selective Breeding (better pets)
Veterinarian (heal pets)
NonmagicalAssassin

Blades (DPS)
Poison (debuff)
Subterfuge (dodge/stealth)Juggernaut

Harry (BFC)
Protect (hinder/punish attacks on allies)
Withstand (tanking)Berserker

Retaliate (DPS [punish attackers])
Slaughter (DPS [standard])
Terrorize (debuff [fear])


I decided to go with names that would feel at home in an MMO, so evocative. And just for the heck of it, I made up names for skill trees these hypothetical classes might in this hypothetical MMO.



Then I did my best to translate those ides into D&D 3.5.


SquishyToughBalanced
ArcaneEldritch Scholar

Blaster
9th-level spells (fixed-list)
Int
d6, 1/2 BAB, Will, 4+Int
Unarmored
ListDeath Knight

Blaster/BSF
5th-level spells (fixed-list)
Int
d10, Full BAB, Fort, 4+Int
Heavy Armor
MartialCultist

Blaster/Skillmonkey
7th-level spells (fixed-list)
Int
d8, 3/4 BAB, Ref, 6+Int
Light Armor
Simple+List
HolyPriest

Healbot
9th-level spells (fixed-list)
Cha
d6, 1/2 BAB, Will, 4+Int
Unarmored
ListTemplar

BSF/Healbot
5th-level spells (fixed-list)
Cha
d10, Full BAB, Fort, 4+Int
Heavy Armor
MartialShaolin

BSF/Healbot/Skillmonkey
7th-level spells (fixed-list)
Cha
d8, 3/4 BAB, Ref, 6+Int
Light Armor
Simple+List
NatureWitch

Blaster/Healbot
9th-level spells (fixed-list)
Wis
d6, 1/2 BAB, Will, 4+Int
Unarmored
ListShapeshifter

BSF/Skillmonkey
5th-level spells (fixed-list)
Wis
d10, Full BAB, Fort, 4+Int
Medium Armor
ListBeastmaster

Healbot/Skillmonkey
7th-level spells (fixed-list)
Wis
d8, 3/4 BAB, Ref, 6+Int
Medium Armor
Simple+List
NonmagicalAssassin

Skillmonkey
Maneuvers
Dex
d8, Full BAB, Ref/Will, 8+Int
Light Armor
Simple+ListJuggernaut

BSF
Maneuvers
Con
d12, Full BAB, Fort/Will, 4+Int
Heavy Armor
MartialBerserker

BSF
Maneuvers
Str
d10, Full BAB, Fort/Ref, 4+Int
Medium Armor
Martial


# full casters = 3
# 2/3 casters = 3
# 1/2 casters = 3
# maneuver users = 3

all casters have 1 good save
all maneuver users have 2 good saves

# of heavy armor classes = 3
# of medium armor classes = 3
# of light armor classes = 3
# of no armor classes = 3

Hooray for needless symmetry!



This is all very early and incomplete, but does anyone have any suggestions or comments?

I haven't started at all on spell lists, but I'm aiming for all the casters to know their whole list. Actually, that other thread about casters who know their whole list is partly what prompted me to actually post this. It's been languishing on my drive for quite a while. Was originally gonna summarize these classes in that thread, but instead they get a whole 15 posts in their own thread.

JNAProductions
2020-08-07, 09:38 AM
Didn't there used to be templates people could copy for formatting homebrew classes? Also, I forgot how to do fancy tables, and the guide to tables linked in Notable Threads doesn't appear up to date.

So, there's a 5E Thread For Tables (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew) I know of. You could either copy and modify the tables, or try to look at the code and figure out how to convert to 3.5 tables.

Also, props to you for the ambitious project! Good luck!

Elves
2020-08-07, 01:04 PM
here's a 3.5 mod of those tables, just extend it to 20 lvls.

Table: the Demonspawn Harbinger------Hit Die: d6
-


Level
BAB
Fort
Ref
Will
Man. Known
Man. Readied
Stances Known
Special
Invoking


1st
+1
+2
+0
+0
0
0
0
Armored invoking (medium)



2nd
+2
+3
+0
+0
1
0
1
Demon bond, demon trait I
+1 level of invoking class


3rd
+3
+3
+1
+1
0
1
0
Demonic transformation 1/day
+1 level of invoking class


4th
+4
+4
+1
+1
1
0
0
Demonic invoker stance
+1 level of invoking class


5th
+5
+4
+1
+1
0
0
0
Demonic transformation 2/day
+1 level of invoking class


6th
+6
+5
+2
+2
1
1
0
Demon trait II



7th
+7
+5
+2
+2
0
0
0
Armored invoking (heavy)
+1 level of invoking class


8th
+8
+6
+2
+2
1
0
1
Claws and bite
+1 level of invoking class


9th
+9
+6
+3
+3
0
1
0
Demonic transformation 3/day
+1 level of invoking class


10th
+10
+7
+3
+3
1
0
0
Stance of abyssal chaos
+1 level of invoking class



Class Skills: Balance, Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Move Silently, Search, Sense Motive, Spellcraft, Use Magic Device.

Skill points at each level: 2 + Intelligence modifier


CLASS FEATURES

Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.

nonsi
2020-08-08, 06:41 AM
. . .


Pardon the ignorance, but what's BFC, BSF and DPS ?

nonsi
2020-08-08, 08:36 AM
Witch
. . .


Basically, the Witch is very well structured thematically.
Instead of Summon broomstick (which is rather cliche and too much kids-stories oriented), I'd give the class some kind of Advanced Learning, to give it the option to acquire the ability of flight.
Woodland stride seems very appropriate at that level.
Eternal Youth could go nicely at 14th.

Also, as a general note, you didn't specify what spells/schools the different classes have access to.

Maat Mons
2020-08-08, 06:11 PM
Thanks to everyone who's responded so far.



Those suggestions for formatting the posts look good. But seeing them has reminded me of several things I omitted, like hit die size, skill lists, and number of skill points per level. I've already decided on hit die size and number of skill points per level. But I never put much thought into skill lists. I think I'll figure that out and then revisit beautification.



I believe I've gotten the tables sorted out now. Well, mostly. At some point I still need to get the "+"s and "th"s and things in place. ... And change the justification on most of the columns. ... But I'm going to be lazy for the time being, and put that off until later. My excuse to myself is that I might be changing a lot of the data in those tables before all is said and done.



BFC is short for Battlefield Control. It's used by some D&D players as a term for anything that makes it harder for enemies to be where they'd like to be. On the melee side of things, it typically involves tripping with a spiked chain. On the spellcasting side of things, it includes things like Entangle, Black Tentacles, and any spell with "wall" in the name.

BSF is short for Big Stupid Fighter. It's used by some D&D players as a term for a character that does little besides hit things and take hits. But usually the Big Stupid Fighter can hit things really hard and take a lot of hits. Another term I've heard is Beatstick. Maybe I should have gone with that one.

DPS is short for Damage Per Second. It's used by MMO players to describe a character that focuses on dealing damage. The name comes from the fact that such characters typically use Damage Per Second as the primary measure of how well they're performing.



I'm happy to hear that Witch mostly pulls off a consistent theme. When writing the class, at various times I was thinking of actual Wiccans, Sabrina the Teenage Witch, witches as imagined by the people who conducted witch trials, Little Witch Academia, and the sorceress from Dragon's Crown. So I was really all over the place.

I could definitely remove Summon Broomstick and shift Woodland Stride and Eternal Youth down. But I'm leery of Advanced Learning. Is there a specific, in-theme spell that I could add to the class list instead? Alternately, would it break the theme for there to be no in-class way to gain flight?

Spell lists are one of the biggest pieces of this that I have yet to start on. I'll try to get a pre-alpha draft of the Witch's spell list posted soon-ish.

JNAProductions
2020-08-08, 06:14 PM
Moar formatting tips!

See that upper-leftmost button? That'll switch you from seeing the HTML code to seeing it like a post would. That should be able to help you much around in the tables a little better.

Maat Mons
2020-08-08, 11:48 PM
We have a WYSIWYG option? I never knew.



As promised, here's a very rough draft of the Witch's spell list.

0th: create water, cure minor wounds, detect magic, detect poison, know direction, mending, message, purify food and drink, read magic

1st: burning hands, cause fear, cure light wounds, charm person, comprehend languages, disguise self, hypnotism, endure elements, entangle, obscuring mist, pass without trace, produce flame, shillelagh, shocking grasp, sleep

2nd: blindness/deafness, darkvision, delay poison, detect thoughts, flaming sphere, fog cloud, gust of wind, hideous laughter, hypnotic pattern, resist energy, lesser restoration, scare, scorching ray, spider climb, warp wood, web, whispering wind, wood shape

3rd: arcane sight, call lighting, contagion, cure moderate wounds, deep slumber, diminish plants, dispel magic, fireball, gaseous form, lightning bolt, neutralize poison, plant growth, poison, protection from energy, remove disease, slow, spike growth, stinking cloud, suggestion, tongues, wind wall

4th: bestow curse, charm monster, confusion, control water, crushing despair, cure serious wounds, fear, flame strike, lesser geas, remove curse, solid fog, wall of fire

5th: baleful polymorph, break enchantment, call lightning storm, cloudkill, commune with nature, control winds, cure critical wounds, death ward, dominate person, dream, mind fog, nightmare, sending, telepathic bond, wall of throns

6th: chain lightning, greater dispel magic, eyebite, find the path, fire seeds, flesh to stone, geas/quest, ironwood, repel wood, stone to flesh, mass suggestion

7th: greater arcane sight, control weather, mass cure moderate wounds, delayed blast fireball, fire storm, heal, insanity, spell turning, wind walk

8th: mass charm monster, control plants, mass cure serious wounds, demand, finger of death, horrid wilting, mind blank

9th: mass cure critical wounds, dominate monster, freedom, imprisonment, regenerate, storm of vengeance

Caelestion
2020-08-10, 07:47 AM
How are you imagining that your spell points system works? Similar to psionics from XPH?

Maat Mons
2020-08-11, 12:37 AM
The simple answer is "Yes, like psionics."

The more complex answer is, I'm using the spell point variant from Unearthed Arcana. But that comes with numerous caveats.

None of these classes are prepared casters, because I feel the way the spell point variant handles prepared casters is overpowered. Basically, it makes them into prepared casters, except with way more spells known, and they can change their spells known every day.

The spell point variant doesn't actually specify a way to handle metamagic. Rather, it specifiec two ways, and doesn't make either of them standard to the variant. I'm going with the one where appling metamagic increases the spell point cost. So like psionics, except without all the psionic focus nonsense.

I'm probably going to ditch the overcomplex method that the spell point variant uses for determining bonus spell points, and copy what psionics does for bonus power points.

Maat Mons
2020-08-13, 10:13 PM
Okay, how do these class skill lists look?



Assassin
Class Skills (8 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Martial Lore, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.

Beastmaster
Class Skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Heal, Jump, Knowledge (geography), Knowledge (nature), Listen, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, Use Rope.

Berserker
Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Martial Lore, Ride, Survival, Swim.

Cultist
Class Skills (6 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Gather Information, Hide, Intimidate, Knowledge (arcana), Knowledge (local), Knowledge (religion), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device.

Death Knight
Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft.

Eldritch Scholar
Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, Search, Spellcraft.

Juggernaut
Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (nobility and royalty), Martial Lore, Profession, Ride, Swim.

Priest
Class Skills ( + Int modifier per level, x4 at 1st level): Concentration, Craft, Diplomacy, Heal, Knowledge (history), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Listen, Perform, Profession, Speak Language, Spellcraft, Spot.

Shapeshifter
Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Hide, Jump, Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Search, Spot, Survival, Swim.

Shaolin
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Jump, Knowledge (geography), Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble.

Templar
Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Ride, Sense Motive, Spellcraft.

Witch
Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Listen, Profession, Spellcraft, Spot, Survival.

nonsi
2020-08-14, 02:04 AM
Okay, how do these class skill lists look?

.

I'd add Sense Motive to the Witch's list.
Witches are supposed to have powerful intuition.

Why does Juggernaut have Diplomacy?
That's about as incompatible is I can think of.

Maat Mons
2020-08-14, 05:12 PM
You make good points about Sense Motive and Diplomacy.



Thinking more about it, Knowledge (nobility and royalty) isn't a very good fit for Juggernaut either. I wanted at least one Knowledge skill, but better choices might be Knowledge (architecture and engineering), for an understanding of fortifications, or Knowledge (history), for a knowledge of famous battles.

Looking back at Assassin, I see that the only Knowledge skill I gave it was Knowledge (local), which I don't expect anyone to take outside of a game that stays entirely in i single locale. Knowledge (nobility and royalty) would help to know who they're assassinating. Maybe Knowledge (dungeoneering), for all those sewers and forgotten secret passages that fantasy assassins seem to travel through.

And I forgot to give Berserker any Knowledge skills. I guess Knowledge (nature) and Knowledge (geography)?



It occurs to me that class skills could get really screwy if I try to use only the disciplines from Tome of Battle. Well, unless I abandon the convention that every class that has access to a discipline has that discipline's key skill as a class skill.

Maat Mons
2020-09-29, 11:55 PM
Would it be a terrible idea to make the Martial Adepts into "fixed list" classes? What I mean is, the way Beguiler and Dread Necromancer (and all the homebrew casters in this thread) just get a predetermined list of spells known, instead of allowing the players to pick. Would it be a terrible idea to make martial adept classes that just get a predetermined list of maneuvers known? (And stances known, and maneuvers readied?)