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MoleMage
2020-11-02, 06:34 PM
It's time for our next subclass contest! Subclass Contest XIX: Something Borrowed II.


The class must fit the theme of the contest. For our nineteenth contest, we are revisiting an old theme: Other Classes. What this means is that your subclass must implement features, themes, or both from a second base class into the base class it is written for. Last time we had rage-sorcerers, divine rogues, and skin-changing rangers, among 19 others. I look forward to seeing what we come up with this time, because there are 156 unique pairings just in the officially published base classes, not even accounting for the infinite possibilities within each pairing.
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification. For the purposes of this contest, you may also use a homebrew class as the one being borrowed from. As with homebrew classes which you make subclasses for, you must get permission and give credit when you do this.
Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
Your subclass must be complete by 11:59 PM Central Time on Sunday December 6th. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
Have fun, be respectful.



Chat thread: https://forums.giantitp.com/showthread.php?622798-D-amp-D-Subclass-Contest-Chat-Thread-2-Joke-Entries-Win-with-Alarming-Frequency
Voting thread: To be created December 7th.

Phhase
2020-11-03, 08:53 PM
Something goes here. Dibs on Wizard/Sorcerer, by the way.


School of Adaptation
Wizard Archetype

In recent times, there's been something of a uproar in the wizarding community. The coastal wizards of the Waterdeep High Council have placed forth a more traditional, conservative agenda regarding magic. It is something of a nostalgic revival, a return to a more traditional, and allegedly, more pure form of magical practice. Many spells, once part of the standard array of a wizard's arsenal, were deemed to be unfit or unworthy, and were stuck from the record, causing great loss of legacy. What spells remained, were enshrined as the ideal forms of themselves, and metamagic, the art of changing a spell's formula to better fit the situation, was deemed a cruder, lower form of magic, fit only for Sorcerers, those dirty and uneducated fools that inherited their magic instead of truly learning the beauty of a spell's form.

Naturally, many wizards spat at this affront to their craft. Why should they hobble themselves? Why abandon the most core precepts of magic - creativity and innovation? These wizards split off from the rest, congregating and forming the School of Adaptation in defiance of the new norm, where they practice their art as they always have.


Metamagic Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell of a school already represented in your spellbook, or of an energy type that is already represented, is reduced by 1/4 (Effect stacks). The building blocks of magic become familiar to those that care to see them.

Metamagician
At 2nd level, you gain a pool of Metamana points that refreshes when you take a long rest. The size of the pool is equal to half of your wizard level * (your maximum slot level - 1) (Minimum pool size of 2). Additionally, choose 2 options from the list of Basic Metamagic. When casting a spell, you may use your reaction to apply one metamagic option to the spell, paying the listed spell slot cost, using either additional spell slots, Metamana points, or both. If (and only if) the spell has a casting time of 1 reaction, applying Metamagic has no additional action cost.


Metabias
Slot Cost: 1 per 2 creatures targeted
When casting a AoE spell (A spell that has the capacity to damage an allied creature by accident, without directly targeting them), you can designate a number of creatures that automatically succeed on the saving throw, or take half damage in the case that there is no save.

Metareach
Slot Cost: 1 per 20ft added range
When casting a spell, increase its range by the cost paid.

Metapower
Slot Cost: 1 per die rerolled
When casting a spell that deals damage, reroll a number of damage dice equal to the cost paid. The results must be used.

Metacrush
Slot Cost: 1 per extra point of save DC
When casting a spell that forces creatures to make saving throws, increase the DC according to the cost spent. This option must be used before the results of the spellcasting are known.

Metasight
Slot Cost: 1 per point added to the spell attack roll
When casting a spell that requires an attack roll, add to the attack roll according to the cost paid. This option must must be used before the attack roll is made.

Metacelerity
Slot Cost: 1 per level of the spell cast
When casting a spell with a casting time of 1 action, cast it as a bonus action instead. This does not prevent you from casting leveled spells using your action.

Metamagnitude
Slot Cost: 2 per 10 feet AoE
When casting a spell with an Area of Effect, increase the area of effect according to the cost paid.

Metamorph
Slot Cost: 1 per level of the spell cast
When casting a spell that deals damage, change the damage type.

Metaergonomics
Slot Cost: 2 per level of the spell cast
When casting a spell with a Verbal or Somatic component, omit one.

Metasplice
Slot Cost: 1 per level of the spell cast
When casting a spell while Concentrating, you may cast another Concentration spell, although it ends automatically at the end of your next turn.




Specialty
Upon reaching 6th level, learn 2 more Basic Metamagics, and additionally learn 2 Advanced Metamagics. Choose a school of magic. You can Empower Basic Metamagic when casting a spell of your specialty school. (See below).



Metamixture
Slot Cost: 2 per level of the spell cast
When casting a spell that deals damage, the spell gain 2 extra dice of damage, and its damage gains a second typing. This causes Vulnerability, resistance, or immunity to one of the damage types to be only half as effective.

Metasurge
Slot Cost: 2 per 20ft of forced movement
When casting a spell that affects another creature, the creature is knocked a number of feet in a direction of your choice. All affected creatures move in the same direction.

Metadupe
Slot Cost: 3 per additional spell target
When casting a spell that targets creatures directly, you may elect to also affect a number of other creatures determined by the paid cost that are within range.

Metatransfer
Slot Cost: 2 per level of the spell cast
When casting a spell with a range of Self, change the range to Touch instead, and target 1 creature.

Metatrespass
Slot Cost: 2 per level of the spell cast
When casting a spell that targets only willing creatures, target unwilling creatures at your option. They must make a save against your spellpower, or be affected.

Metaconversion
Slot Cost: 1 per level of the spell cast
When casting a spell that requires a spell attack roll or a saving throw, change the spell to require the opposite targeting type.

Metapermanence
Slot Cost: 2 per level of the spell cast
When casting a spell with a duration that is not Instantaneous, double its duration.




Empowered Metabias
Slot Cost: 1 per 2 creatures targeted
When casting a AoE spell (A spell that has the capacity to damage or otherwise affect an allied creature by accident, without directly targeting them), you can designate a number of creatures that are not affected.

Empowered Metareach
Slot Cost: 1 per 30ft added range
When casting a spell, increase its range by the cost paid. Additionally, you do not require a line of sight, so long as you are aware of the creature's approximate location and identity.

Empowered Metapower
Slot Cost: 1 per die rerolled
When casting a spell that deals damage, reroll a number of damage dice equal to the cost paid. The results must be used. Additionally, ignore resistance and treat immunity as resistance.

Empowered Metacrush
Slot Cost: 1 per extra point of save DC/Disadvantaged creature
When casting a spell that forces creatures to make saving throws, increase the DC according to the cost spent, and cause a number of creatures equal to the cost to roll with disadvantage. This option must be used before the results of the spellcasting are known.

Empowered Metasight
Slot Cost: 2 per point added to the spell attack roll
When casting a spell that requires an attack roll, roll with advantage and add to the attack roll according to the cost paid. The spell ignores half and 3/4 cover. This option must must be used before the attack roll is made.

Empowered Metacelerity
Slot Cost: 3
When casting a spell with a casting time of 1 action, cast it as a bonus action instead. This does not prevent you from casting leveled spells using your action.

Empowered Metamagnitude
Slot Cost: 2 per 10 feet AoE
When casting any spell, increase the area of effect according to the cost paid. If the spell has no area of effect, it gains one of the correct size that is centered around any creatures that would normally be affected by the spell. Spells that normally target Self only affect willing creatures that are within the Area of Effect.

Empowered Metamorph
Slot Cost: 2 per level of the spell cast
When casting a spell that deals damage, change the damage type. Creatures that take damage suffer an additional effect depending on the damage type chosen:
Fire: Take 1d8 extra fire damage at the beginning of their next turn.
Cold: Become Vulnerable to Physical damage until the beginning of their next turn (Does not supersede immunity to nonmagical physical damage).
Acid: Weapons and armor suffer a permanent -2 to attack rolls or AC. At -5, they crumble away.
Lightning: If one's Dexterity Bonus is greater than +0, it becomes +0 until the beginning of their next turn.
Poison: Become Poisoned until beginning of their next turn.
Sonic: Become Deafened until beginning of their next turn.
Necrotic: If one's Strength Bonus is greater than +0, it becomes +0 until the beginning of their next turn.
Radiant: Blinded until beginning of next turn.
Psychic: Suffers the effects of Confusion until the beginning of their next turn.
Piercing: The spell's damage ignores resistance and treats immunity as resistance.
Slashing: Bleed for 1 point of damage at the end of each turn. Medicine check as an action against your spellpower to staunch.
Bludgeoning: Suffer the effects of the Slow spell until the beginning of their next turn.

Empowered Metaergonomics
Slot Cost: 2 per level of the spell cast/200gp of materials replaced
When casting a spell, you may omit any Verbal or Somatic components, as well as eschewing any Focus or Material components with no listed cost. Materials with a listed cost can be of reduced cost according to the cost paid.

Empowered Metasplice
Slot Cost: 1 per level of the spell cast
When casting a spell while Concentrating, the spell you are casting can be a Concentration spell, although it lasts only a number of rounds equal to your Intelligence bonus. If you take damage, you make one Concentration Check for both spells, losing both an a failure.




Signature Style
Upon reaching 10th level, you learn 2 more Basic Metamagics, 1 more Advanced Metamagic, and can apply 2 metamagics to a spell instead of 1.


Expert Spellcraft
Upon reaching 14th level, you complete your Magnum Opus: a new spell. Take one spell in your spell book and apply 3 Basic Metamagics and 1 Advanced Metamagic to it (But only at their minimum cost). If the spell has an area of effect, it can be of of any shape, as long as the total area is unchanged and all affected areas connect to the spell's origin. This new spell's base level is one level higher than the original spell. Casting this spell requires no additional costs outside of the norm, but additional Metamagic cannot be applied to it during casting. You determine the new spell's name and appearance.

nickl_2000
2020-11-04, 04:02 PM
Fighter: Crusader



https://i.imgur.com/gRdb1QP.png


Usually Paladins are known as the devoted soldiers of the gods, but a Crusader is just as devoted and fights just as hard. They just don't believe in the necessity of oaths and the strict structure of Paladins, living instead the life that they believe their god desires and needs. Typically those that are devoted to the life of a crusader want to bring the devotion of their chosen deity to the world, even against the wishes of the world.


Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots
The Crusader Spellcasting table shows how many spell slots you have to cast your cleric 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 spell slots when you finish a long rest.


Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice at the end of a long rest. The Spells Known column of the Crusader Spellcasting table shows when you can known more cleric spells of 1st level or higher. When you gain a level, you can replace 1 spell known with a different known spell.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through divine inspiration. 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 cleric 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 a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells


Fighter Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th


3rd
2
2
2
-
-
-


4th
2
3
3
-
-
-


5th
2
3
3
-
-
-


6th
2
3
3
-
-
-


7th
2
4
4
2
-
-


8th
2
5
4
2
-
-


9th
2
5
4
2
-
-


10th
3
6
4
3
-
-


11th
3
7
4
3
-
-


12th
3
7
4
3
-
-


13th
3
8
4
3
2
-


14th
3
9
4
3
2
-


15th
3
9
4
3
2
-


16th
3
10
4
3
3
-


17th
3
10
4
3
3
-


18th
3
10
4
3
3
-


19th
3
11
4
3
3
1


20th
3
12
4
3
3
1




Divine Weapon
additionally at level 3, you may use an action to summon a divine weapon into your hand or change the type of an already summoned weapon. This weapon acts as a normal weapon, but glows with divine radiance, providing 5 feet of bright light and an additional 5 feet of dim light. This weapon may be dismissed as an action. You may cause the weapon to appear as any weapon with which you have proficiency, melee or ranged. If another creature attempts to hold this weapon, it immediately disappears in a burst of radiant light dealing 1d6 radiant damage to the creature who attempted to wield it.


Divine Guidance
At level 7 you gain the guidance cantrip, if you don’t already have it. If you do, you may choose a different cantrip from the Cleric list. This cantrip does not count against your cantrip total listed in the Crusader cantrips known table. During your turn, you may now cast Guidance as a bonus action.

Additionally, your summoned divine weapon is now considered magical for the purpose of overcoming magical resistance.


Shared Healing
At level 10, when you use the second wind feature, you may choose one other creature to also gains the same amount of HP. You must be able to see this creature and it must be within 60 feet of you.

Additionally, your summoned divine weapon takes in more of the divine essence. It now provides 15 feet bright light, an additional 15 feet dim light, and is considered a +1 weapon.


Divine Connection
At level 15, you gain a direct connection to your deity. As such, while you are conscious, you constantly have celestial, fey, or fiendish spectral figures orbiting around you in a 5 foot radius. Any hostile creature that starts their turn within this radius, has their speed halved for that round.

Additionally, through your divine connection, you gain the ability to use any magical items that requires levels in the Cleric or Paladin class to use them.


Healing Boost
At level 18, when you cast a spell or use an ability that grants an ally (non-temporary) HP, any weapon attacks you make does an extra 1d6 radiant or necrotic damage until the start of your next turn.

Additionally, your divine weapon glows with more power 60/60 light and is considered a +2 weapon.





So, the goal here is creating a fighter class that steals a little bit from the paladin (aura) and cleric (spells). It's almost a Paladin light subclass that uses spells more as utility than anything else.
Yes, I realize that 1/3 casters don't usually get a spell focus. I gave the focus ability specifically because I think that is kind of stupid personally that they don't get it.
The divine weapon is more for flavor than overall effectiveness. I expect that most level 18 characters will have better than a +2 weapon, but it still gives good utility.
The same thing can be said for the cleric/paladin magical items. That isn't the main abilities for the level, but more of a nice flavor item without stealing from the rogue subclass that lets you use everything.

CountDVB
2020-11-05, 02:55 AM
Have no idea if it's been done, but I have created an abomination. I have made a subclass out of freakin worship music!

Behold a Cleric themed subclass for the bard! The College of Gospel Version 1.4

Bard: College of Gospel

Bards of the College of Gospel dedicate their passions, songs, arts and storycrafting all in the service of their faith. For the Gods are but entities born and sustained through stories and thus these bards worship them through their wordsmithery and performances. From skalds honoring gods of war to the glorious chanters who beckon the storm god, these bards sway crowds and bring many a new people into the faith by touching their hearts.

Follower of the Faith
When you choose this college at 3rd level, choose a cleric domain from your chosen deity’s list of eligible domains. This will determine your Channel Divinity options and spells. You can use a holy symbol as your spellcasting focus.

Bonus Proficiencies
When you join the College of Gospel at 3rd level, you gain proficiency with medium armor and shields. You are also gain proficiency in Religion. If you are already proficient when you choose this, instead your proficiency bonus is doubled for any ability check you make that uses Religion.

Channel Divinity
At 3rd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Hymn of Revelation and the Channel Divinity option granted by your chosen domain.

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

Some Channel Divinity effects require saving throws. When you use such an effect, the save DC equals your bard spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

If you gain additional Channel Divinity options from your domain, you can employ them at the levels they would be gained for a cleric.

Channel Divinity: Hymn of Revelation
As an action, you present your holy symbol and shout aloud in ecstasy an almighty hymn in the name of your deity. Choose a number of friendly creatures up equal to that of your proficiency bonus within 30 feet of you who can hear you. For one minute, all of them gain a Bardic Inspiration die that can be applied as normally.

By 12th level, the creatures you've chosen do not have to be able to hear you, as the holy words can now reach their soul.

Domain of the Devotee
Starting at 6th level, you gain three spells of up to 3rd level from your chosen domain. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Concert of Prayers
By 14th level, your dedication to your deity is so strong that your very song of the soul can be heard to the heavens. You unleash a sublime performance of devotion, all to call upon your deity to intervene on your behalf when your need is great.

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


Version 1.1- Changed the Channel Divinity to balance it!
Version 1.2- Changed it again.
Version 1.3- Switch 6th Level with Domain of the Devotee
Version 1.4- Tweaked proficiency bonus, a couple of word choices and added a bit more.

Crim the Cold
2020-11-05, 11:02 AM
I checked the previous Something borrowed contest and didn't see anyone use this combo. I think it is fun. It should be obvious what the Something Borrowed is. I bet you can tell what I was watching that inspired this.


Moonlighter

A druid themed subclass for the Rogue character class.

https://drive.google.com/file/d/1MgMkEWr1IkObDsLAdYrAYJtB6TRzt8zm/view?usp=sharing

Version 2

Added clarifications to the number of uses and the duration of Moon Shape.

Added restriction on flying, swimming, and burrowing shapes at level 3.

Added proficiency bonus to attack in Moon Shape at level 3.

Moved hp bonus to Moon Shape from level 9 to level 3.

Removed restriction on sneak attack efficacy in Moon Shape. Sneak attack is at full efficacy in Moon Shape.

Added removal of movement mode restriction at level 9.

Moved improved hp bonus to Moon Shape from level 17 to level 9.

Added clarification on why the rogue can self-heal while shifting to a new form using level 13 Multi-Morph ability as well as listing the PHB page for hit-dice healing.

Added clarification to Moon Swarm indicating that the variant insect swarms were included in the ability as well as MM page with the list.

Changed list in Moon Shape to bullet point list instead of numbers. There was no need for numbers.

Changed description of Moon Shape Expertise to a bullet pointed list to enhance readability and clarity.

Version 3

Updated cunning actions text in moon shape per Twelvetrees' suggestion. I like the way he worded it better.

Added flavor text to rabbit stat block.

Added Squirrel stat block.


Edit: Posted the first revision.
Edit the second: Placed requested changelog.
Edit the third: Updated with new version. Updated changelog.

Old Harry MTX
2020-11-05, 01:36 PM
Eventually I let myself be convinced. In theory the monk should have enough room for all of these features, however I can't wait to hear your feedback!

Martial Artist
Monastic Tradition

Combat Techniques
Whoever undertakes the way of the Martial Artist devolves itself to the study of the most sophisticated fighting techniques, making its own body similar to a weapon. When you choose this subclass at 3rd level, and again at 6th, 11th, and 17th level, you gain the features that a Battle Master (http://dnd5e.wikidot.com/fighter:battle-master) takes at 3rd, 7th, 10th, and 15th level respectively.

Whenever a maneuver requires you to perform a weapon attack, you can perform an unarmed strike instead. Also, the feature Know Your Enemy will gives you hints about monk levels instead of fighter levels.

Iron Skin
Thanks to hard training and discipline you have fortified your body like iron. From 6th level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier + your Iron Skin bonus, where your Iron Skin bonus is equal to +1. It will become +2 at 13th level.

Warrior Within
When you reach 11th level you learn to tap into your inner power to fuel your martial arts. Each time you roll a superiority die you can spend a certain number of ki points to increase the result, up to the maximum value of the die. Each additional point gained before the beginning of your next turn costs 1 ki point more than the previous, starting at 1.

For example, to increase the value of the roll by 3 points you need to spend 1 ki point for the first, 2 for the second and 3 for the third, for a total of 6 ki points.

Action Surge
Starting at 17th Level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Combat Techniques: As I said in the chat related to this contest, the problem I always had in creating an original subclass that uses the maneuvers system is that if you take the Battle Master features directly and insert them in another class, they are fine almost without need of modifications. For this reason, Combat Techniques could be enough to create a perfectly functioning subclass and, probably, also fun to play. Anyway, considering that the monk is notoriously a bit weaker than the other classes, I felt that there was enough room for more.

Iron Skin: A progressive bonus to AC. The idea is to compensates the lack of a shield and gives a fighter feeling

Warrior Within: A feature to tie maneuvers and ki together. It's a costly boost to maneuvers, and adds some martial art flavour.

Action Surge: Finally, a powerful milestone at 17th level.

RickAsWritten
2020-11-05, 03:13 PM
Barbarian – Path of Panic

The Path of Panic is not one that is chosen. It is a path that develops… a path that grows in the twisted hearts of men, as trauma and strife slowly encapsulate their world… wait… who am I kidding. I’m a freakin’ coward. I’m just some guy that got duped into goin' on a crazy adventure, and now I’ve got murder beasts and eldritch horrors tryin' to chase me down while lawful-stupid over there beseeches some holy jerkwad-in-the-sky for help. This is not what I had planned when I took that trip to Baldur’s Gate.
Such is the life of an anxiety barbarian. Danger is everywhere, and they make it their life’s work to avoid that danger...at...all...cost.

Panicked Attack

Starting when you choose this path at 3rd level, your natural anxiety has made you fear the reprisal of your actions. When you use your action to make a Reckless Attack, you can use a bonus action to Disengage or Hide.

I’m No Warrior

At 3rd level, you gain proficiency in one skill of your choice and one set of tools of your choice. The skill cannot be Athletics or Intimidation. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

OUCH!!!

At 6th level, the enemy hungers for your end, but even the weak-willed can only take so much. While you are raging and take damage that you are resistant to, you can use a reaction to instead take the full amount of damage. On your next turn the first time you hit an enemy with a melee attack, that creature takes bonus damage equal to half of the damage that you took (rounded up).

Coward’s Sense

Starting at 10th level, you have an uncanny ability to know when pain is coming your way. You have advantage on Strength and Constitution saving throws against effects that you can see, such as traps and spells. In addition, when you have advantage on a Dexterity saving throw that allows you to take half damage on a success, you instead take no damage if you succeed.

Blind Panic

When you reach 14th level, your fear and rage cause you to white-out when you are in a desperate struggle. When you rage, you can enter a blind panic rage. While blindly panicking you are blinded, but still count as sighted for any abilities that require you to see for them to be applied (such as Danger Sense). In addition, your bonus Rage Damage is tripled and you are immune to the frightened and charmed conditions. You can use this ability a number of times equal to your Constitution modifier per long rest.


So, we’ve got a Barbarian/Rogue hybrid

Panicked Attack is Reckless + Cunning Action
I’m No Warrior is a poor man’s Expertise
OUCH!!! is reverse Uncanny Dodge + Sneak Attack
Coward’s sense is suped-up Danger Sense + half-Evasion
Blind Panic is Blindsense mixed with a bit of Frenzy Rage and a healthy portion of pure terror


Changelog:

Changed name to Path of Panic
Removed Acrobatics from No Warrior
Changed rage damage bonus in Blind Panic from double to triple
Added fear and charm immunity to Blind Panic
General typo corrections
Slightly reworded Blind Panic to be more clear
Changed Coward's Sense from "all saving throws" to "Str and Con saving throws"

Edea
2020-11-05, 07:49 PM
Withdrawing submission, apologies.

Lvl45DM!
2020-11-05, 09:26 PM
"When I die, I will go before my ancestors and they will ask me, "What is the Riddle of Steel?" And if I don't know it, they will cast me into the outer darkness."

Primal Path: The Path of Steel
Unfettered by civilization, barbarians are strong, and durable, and fight with the fury of ten men. But a challenge has haunted the tribes for generations, known as the Riddle of Steel, the Riddle that mortals discovered, and then answered, when they found the secrets of the forge in the wake of the first battles between gods and titans, dragons and giants, primordials and outsiders.

But the Riddle of Steel cannot be taught to the wild folk. To do so would be to bind them, slow and weaken them, ensnare them in civilization. But a few of those savage folk, who are as close to beast as to mortal, can seek both question and answer. This enigma can only be sought by HIGH ADVENTUUUURE!

Trusted Steel
Noone in this world can you trust. Not mortals, not gods, not beasts. Steel...Steel you can trust.
More than other barbarians, one who seeks the Riddle of Steel spends time with their weapons, honing their craft. At 3rd level you gain proficiency with Heavy Armour. You may use your Rage and gain all the normal benefits while wearing Heavy Armour.
Also the barbarian can select one Fighting Styles from the list below.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.


Strong Flesh
What is the strength of steel, compared to the hand that wields it?
When wounded in battle, your body is a source of strength that can overcome even the might of steel. Starting at 6th level, on your turn, you can use a bonus action to regain hit points equal to 1d12 + your barbarian level.

Once you use this feature, you must finish a short or long rest before you can use it again.

You also have acclimatized to the weight of steel on your body. You may use Fast Movement in any armour.

Steel Will
"You wanna live forever?"
Beginning at 10th level, your ferocity overcomes even terrible powers worked against you. You can choose to reroll a saving throw that you fail, as a reaction. Doing so uses up a use of your rages, until you take a long rest. If you have no rages available, you cannot use this feature. Regardless of how many rages you have, you may only use this ability a maximum number of times equal to your Con Modifier (Min 1) before a long rest

The Riddle of Steel
"The answer to the Riddle..."
You have found the answer to the Riddle of Steel. Steel, flesh, will, each is weak in its own way. But together, they can forge a weapon that is unbreakable.
You are now that weapon.
At 14th level you are in such harmony with your weapon, you gain the Extra Attack feature again, up to a maximum of 2 extra attacks.
In addition, while raging you can take an additional action on your turn. You must use this action to Attack. You may do so once per long rest.

Breccia
2020-11-07, 11:59 PM
Gymnast
Some Rogues value movement so much, they dedicate time, study, and practice to push the limits of the mobility of their body. This can be taught or read from manuals, but the benefits are due to research and preparation rather than any internal energy source. They learn to run, jump, and climb with more fluid grace than even their instincts and agility allow. This same training lets them turn normally flailing legs or arms into deliberate strikes.

Gymnasts can apply their skills to leaping from rooftop to rooftop, scrambling up walls or trees with lightning speed, dropping from high ledges and instantly sprinting when they touch the ground, or disabling enemies with flying kicks.

Special Requirements
A Rogue can only become a Gymnast if they have Expertise in Acrobatics.

Unarmored Defense
Starting at 3rd level, while not wearing any armor and not using a shield, the Gymnast may add their Intelligence bonus to their Armor Class.

Unarmored Defense bonuses from multiple class features do not stack.

Wind Sprint
Also starting at 3rd level, while not wearing any armor and not using a shield, a Gymnast’s movement speed increases by +5 feet, and they may make Acrobatics checks to Jump instead of Athletics.
The bonus to movement speed of Wind Sprint increases to +10 feet at 9th level, +15 feet at 13th and +20 feet at 17th level.

Jump Kick
Also starting at 3rd level, while not wearing any armor and not using a shield, a Gymnast’s unarmed attack does 1d4 bludgeoning damage and acts as a Finesse weapon, including that it can be used to land a Sneak Attack. This damage increases to 1d6 at 9th level, 1d8 at 13th and 1d10 at 17th.

Light as a Feather
Starting at 9th level, while not wearing any armor and not using a shield, when the Gymnast takes their normal Movement for their turn to Climb, climbing movement does not require an extra foot of movement per foot climbed. This also applies to any movement they take while Balancing. Difficult Terrain modifiers still apply to both.

Extra movement, such as the Dash Action/Cunning Action, is not affected.

In addition, when the Gymnast falls, while not wearing any armor and not using a shield, they may use their Reaction to make an Acrobatics check. Falling damage is reduced by the result of the check, and if the damage is reduced to 0, the Gymnast lands on their feet. If the Gymnast intentionally jumps down or otherwise falls, this check has Advantage and does not require a Reaction.

Damage from other aspects of the fall, such as spikes or landing in lava, is not affected.

A Gymnast may intentionally make a Drop Attack, jumping from an elevated position to land on their target. This is a special Sneak Attack, including that they must have Advantage (including unaware targets) or the target must have an ally of the Gymnast adjacent to them. Before making the attack, the Gymnast must first make their Light as a Feather attempt to negate the falling damage. If they still take damage, they may not make this special attack (but this does not cost their Action). If they reduce the falling damage to 0, they may then make a Jump Kick. If this hits and does damage, the Gymnast may replace the Sneak Attack damage with the falling damage that was prevented, if the falling damage is higher than the Sneak Attack damage dice.

Spinning Kick
Also starting at 9th level, a Gymnast may make a Jump Kick unarmed strike as a Bonus Action.

Leaf on the Wind
Starting at 13th level, Light as a Feather’s Climb and Balance movement effects apply to any movement, including Dash.

The Gymnast may also Wall Run. If the distance the Gymnast Climbs is half their movement speed or lower, they do not need their hands to Climb. If the Gymnast is still Climbing when their movement ends, they must immediately grab the wall with their hands as normal.

Wall Run can go up, sideways, or down, but cannot be used on ceilings.

Hurricane Kick
Also starting at 13th level, when the Gymnast uses Spinning Kick, they may make two Jump Kick unarmed attacks instead of one.

When the Gymnast makes a Drop Attack, they may still make two Jump Kicks, but the Sneak Attack damage can only still be applied once (like any other use of Sneak Attack).

Walking on Air
Starting at 17th level, while not wearing any armor and not using a shield, the Gymnast can sprint, leap, and flip with nearly legendary precision of steps, barely touching the ground at all.

Floors and walls they touch do not count as Difficult Terrain. If touching an inanimate surface normally causes damage, such as spikes, searing hot metals, or a wall coated in acid, they have Advantage on any saving throw the surface requires. If there is no saving throw, they may make a Dexterity saving throw DC = the number of feet traveled to avoid the damage. This doesn’t apply to damage from zones that fill an entire area, such as clouds of gas or being immersed in lava.

The Gymnast may also Wall Run for their full movement, instead of half, when going up, down, or sideways. They can also Wall Run on ceilings, but no more than half their movement.

Tornado Kick
Also starting at 17th level, if both attacks from Hurricane Kick strike the same target, the target must make a Constitution saving throw opposed by the Gymnast’s Acrobatics check. If the target fails the saving throw, the Gymnast may either knock the target prone, or stun the target until the end of their next turn, the Gymnast’s choice.

Regardless if the saving throw succeeds or fails, the same target cannot be affected by Tornado Kick from the same Gymnast for 1 hour.

sengmeng
2020-11-08, 03:53 PM
Way of the Punchimancer
A wizard-themed 1/3 caster monk subclass

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots
The Punchimancer Spellcasting 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 spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, which must come from the abjuration school or from one other school that you choose when you take this subclass. Thereafter, your spells must come from that school or abjuration.

The Spells Known column of the Punchimancer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or spell from a school of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or from your chosen school of magic.

Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, although you learn your spells through study and memorization. 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 wizard 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



Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th


3rd
2
3
2
-
-
-


4th
2
4
3
-
-
-


5th
2
4
3
-
-
-


6th
2
4
3
-
-
-


7th
2
5
4
2
-
-


8th
2
6
4
2
-
-


9th
2
6
4
2
-
-


10th
3
7
4
3
-
-


11th
3
8
4
3
-
-


12th
3
8
4
3
-
-


13th
3
9
4
3
2
-


14th
3
10
4
3
2
-


15th
3
10
4
3
2
-


16th
3
11
4
3
3
-


17th
3
11
4
3
3
-


18th
3
11
4
3
3
-


19th
3
12
4
3
3
1


20th
3
13
4
3
3
1



Punchimancy
At third level, when you select this subclass, you learn Punchimancy, the art of combining fists and magic. When you use your action to cast a spell or cantrip, you can spend one ki point to make two unarmed strikes as a bonus action.

Deflect Magic
Beginning at 6th level,

Ki Magic
Beginning at 11th level, you learn to use your ki to cast a spell that you have special mastery over. Pick one spell you know. You may now cast it by expending ki points equal to the spell's level or with spell slots as normal. You may spend extra ki points to increase the slot level by one per ki point, but no higher than the highest slot level you have.

Arcane Flurry
Beginning at 17th level, when you use your action to cast a spell or cantrip, you may spend a ki point to make three unarmed strikes as a bonus action. Your unarmed strikes gain a bonus to damage equal to the slot level of the spell you cast with your action (zero for cantrips) until the beginning of your next turn.

Ilerien
2020-11-09, 11:15 AM
Monastic Tradition: Way of the Chameleon

The Way of the Chameleon, sometimes called the Way of Broad Horizons, has its roots in a human philosophical school of thought claiming everyone has a potential to become anything they desired if willing and able to break free from their old mindset. Centuries had passed before the school of thought in question was perfected into an actual tradition incorporating the ultimate diversity of the human race. Since then it has taken a somewhat darker turn: after all, who makes more untraceable thief or assassin than a person able to become anyone? Monasteries that teach their students the Way of the Chameleon generally don't advertise their presense and their unique tradition to avoid arousing the suspicion of authorities.
Adherents to the Way of the Chameleon (or just chameleons, as those who know of their existense call them) pair their life energy with their ultimate self-confidence and mastery of the physical, mental and spiritual to mimic the aptitude in broad selection of other fields of study. Be it an ability to swing swords, to cast spells or to pick locks, a chameleon has the capacity to master it to at least some degree.

Restriction: Humans only
This tradition represents unique diversity humans possess as a whole, but embraced by an individual. If you'd like to include more racial options or lift the restriction altogether, consult your DM: the restriction is in place for purely roleplaying reasons and might not apply in a specific setting or campaign.



Monk level
Feature


3rd
Bonus Proficiency, Aptitude Focus


6th
Floating Talent


11th
Double Aptitude


17th
Rapid Refocus



Bonus Proficiency
When you choose this tradition at 3rd level, you gain proficiency in Deception skill (choose any other skill if you have it already).

Aptitude Focus
When you finish your long rest, you may select one area on which to focus your ever-shifting talents: choose one focus you know (the list of available foci can be found at the end of this tradition's description), and it becomes your active focus. Changing your active focus requires an hour of uninterrupted meditation. If you have an active focus already and decide to opt out of it in favor of some other focus you know, you lose the benefits of your previous active focus and then gain benefits of your new active focus. Alternatively, you may choose to have no active focus.
If you have an active focus, you can't use any of the monk class features that require spending ki with the exception of this Monastic Tradition features. A focus is, effectively, a subset of some other class's features you gain temporarily until you change your active focus. The effect of any focus improves as you gain levels in the monk class.
Every focus is associated with a set of skills. When you activate a specific focus, choose one associated skill. You have proficiency in it. You don't get any skill proficiencies if you have at least one level in the class the focus is associated with.
You gain all of weapon, armor and tool proficiencies associated with a specific focus, as noted in "non-skill proficiencies" entry in every focus description. If the focus description lacks this entry, you gain no additional proficiencies when activating it.
Whenever you lose your active focus, all effects you have created using it end immediately: for example, if you have cast Gentle Repose spell using Divine Focus, the target corpse resumes decaying immediately after you lose your active Divine Focus in favor of some other focus.
Whenever you choose to change your active focus, you may choose anew any options the effect of your new active focus allows you to every time you do so. For example, if you have Heritage Focus and choose to activate it, you select all known spells and cantrips as well as metamagic options regardless of your previous choices for Heritage Focus. However, if you opt to select any of the options while retaining the active focus itself, it still counts as changing your active focus: you lose your active focus and immediately gain the same focus with alternative options. In effect, if you wish to make changes the list of spells known for your active Heritage Focus, you effectively replace it with different version of Heritage Focus, and it results in losing your Heritage Focus momentarily.
If you die, you lose you active focus immediately.
You can't use anything (class features, spells, skill or tool proficiencies, etc.) gained from any one of your foci to qualify for feats unless you possess the same ability innately (i.e. when you have no active focus).
Generally, if you would gain a class feature from your active focus, but have a class feature with the same name from the class associated with this focus already, they don't stack, and the feature you gained from the actual class takes precedence: for example, if you have 3 levels in sorcerer class and 3 levels in monk class and activate Heritage Focus, you won't be able to choose the third Metamagic option. Class features with the same name gained from a class different from the one associated with your active focus interact exactly as they would be if you had both from actual class levels.
You're considered a member of a class your active focus is associated with for the purpose of using and attuning to magic items. However, if you change your active focus later, you lose your attunement with any item you don't meet prerequisites for attunement anymore.
You know 3 foci at 3rd level and learn another 1 focus every time you gain Monastic Tradition feature (at 6th, 11th and 17th levels). Every time you gain a level in this class, you may lose one of the foci you know and replace it with a new one. If a particular class is unavailable within the setting, it makes the focus assosiated with it unavailable as well.

Floating Talent
Starting at 6th level, you can select any one feat you qualify for every time you change your active focus. Unlike feats you may gain from Ability Score Increase class feature, meeting a feat's prerequisites the features from your active focus count for qualifying for the feat in question. You still lose it if you stop meeting its prerequisites. Effectively, you choose a feat immediately after you change your active focus. Any feat selected this way doesn't confer any ability bonuses even if its description says otherwise. When you replace a feat gained through this feature, you lose all of its benefits (e.g. you lose additional hit points gained from the Tough feat when you opt out of it in favor of some other feat).
At 17th level you may choose two feats instead of one.

Double Aptitude
Starting at 11th level, whenever you change you active focus, you may apply the effects of two different foci you know simultaneously, and they become your active foci both if you do. Alternatively, you may select only one focus and retain the ability to expend ki to actviate class features you gain from the monk class. If you gain the same class feature as an effect of two active foci, they follow the rules for multiclassing unless noted otherwise. If you change only one of your active foci and leave the other intact, the other one isn't considered interrupted. Finally, when you finish a short or long rest and have no active foci, your ki pool size becomes equal to your monk level + your Wisdom modifier (if positive) until you choose to activate at least one of your foci.

Rapid Refocus
Starting at 17th level, you may change your active foci when you finish a short rest. You cannot use this feature again until you finish a long rest.

Foci

Common features
Spellcasting and Pact Magic
When you gain Spellcasting or Pact Magic as an effect of a focus, you don't gain any spell slots. Instead, to cast a spell using a slot of a certain level, you expend a number of your ki points equal to the slot level + 1 instead.
Minimum monk level to "create" a spell slot of a specific level using this ability is limited is shown in the following table:


Slot level
Minimum monk level


1st
3rd


2nd
5th


3rd
9th


4th
13th


5th
17th

If the Spellcasting or Pact Magic feature in question allows you to select known spells, you can't select spells of higher level than your maximum slot level.
If the Spellcasting feature in question allows ritual casting, you must expend 1 ki point to cast a spell as a ritual.
If your active focus provides you with cantrips, you must expend 1 ki point to cast a cantrip.
If your active focus requires you to prepare spells, you may prepare a number of spells up to your Wisdom modifier + your proficiency bonus.
You can use a spellcasting focus designated in the associated class' description for your spells.
You may use your Wisdom in place of a normal spellcasting ability for a given class when calculating your spell attack modifier and your spell save DC, but only if you use ki to fuel this particular spell or cantrip.
If you have Spellcasting or Pact Magic from the same class your active focus is associated with, it has the following consequences:
you retain the ability to cast known or prepared spells by expending ki points;
if the Spellcasting or Pact Magic feature in question has cantrips, you don't get any more cantrips known from this focus;
if the associated class prepares spells, you may use the limit provided in the class description or in the focus description, whichever is higher;
if the Spellcasting or Pact Magic feature in question has spells known, you don't get any more spells known from this focus.
Expertise
When you select skills or tools to apply expertise to, you may choose any (within the feature in question restrictions) of them you're proficient in innately or as an effect of your active focus. The same applies to Prodigy feat should you take it using your Floating Talent feature. If you happen to gain Expertise from two different active foci, only one of them applies (your choice when you change your active foci).

Martial Synergy
You can select any one martial weapon you're proficient with to count as your monk weapon, even if it has heavy property. If you wield this weapon in two hands (you can't do it unless it has versatile or two-handed property), you may deal 2 martial arts dice of damage instead of the weapon's normal damage, but the dice themselves are downgraded one step (d6s become d4s and so on). You can select one more weapon at 11th level.

Fighting Style
You can choose one option from the fighting styles available to the class the specific focus is associated with.
Amok Focus (Barbarian)
Associated skills: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
Non-skill proficiencies: martial weapons, light and medium armor, shields.


Monk level
Features


3rd
Rage, Unarmored Defense Improvement, Danger Sense


6th
Reckless Attack, Martial Synergy


11th
Feral Instinct, Brutal Critical


17th
Persistent Rage


Rage
On your turn, you can spend 3 ki points and enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you add your martial arts die to the damage roll.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Unarmored Defense Improvement
You can use a shield without losing your Unarmored Defense.

Danger Sense
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack
When you make your first attack on your turn, you can spend 1 ki point to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until the beginning of your next turn.

Martial Synergy
Melee weapons only.

Feral Instinct
You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical
When you perform a critical hit with a melee attack, you may spend 1 ki point and add your martial arts die to the damage dealt. At 17th level, you add two martial arts dice instead.

Persistent Rage
Your rage ends early only if you're knocked unconscious or choose to end it.
Arcane Focus (Wizard)
Associated skills: Arcana, History, Insight, Investigation, Medicine, Religion.


Monk level
Features


3rd
Spellcasting, Ki Recovery


Spellcasting
When you learn this focus, you gain a spellbook with 6 1-st level wizard spells as if you have taken the first level in the wizard class, provided you don't have a spellbook already. It follows all rules on wizard spellbooks detailed in the wizard class description. Chameleons typically use stolen or borrowed spellbooks, though some of them choose to create their own. If you don't have levels in the wizard class, you may scribe 2 additional spells from the wizard spell list into your spellbook each time your maximum spell slot level increases (at 5th, 9th, 13th and 17 levels), though those "free" spells can't be of a level higher than maximum spell slot level you would have at a given monk level, even if you learn this focus at higher level. Your spellbook and all spells it containts persist if you choose to deactivate this focus or even lose it in favor of some other focus when you gain a level.
You know 1 cantrip from the wizard spell list. The number of cantrips known increases by 1 at 6th, 11th and 17th levels.
You can prepare spells from your spellbook the same way a wizard does.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Ki Recovery
You can recover ki spent on casting a prepared spell from your spellbook immediately after you finish casting it. You can't use this ability again until you finish a short or long rest. You gain another use of this ability at 11th level.
Divine Focus (Cleric)
Associated skills: History, Insight, Medicine, Persuasion, Religion.
Non-skill proficiencies: light armor, medium armor, shields.


Monk level
Features


3rd
Spellcasting


6th
Channel Divinity:Turn Undead


Spellcasting
You know 1 cantrip from the cleric spell list. The number of cantrips known increases by 1 at 6th, 11th and 17th levels.
You can prepare cleric spells the same way a cleric does.
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Channel Divinity: Turn Undead
As an action, you expend 4 ki points, present your holy symbol and speak a proclamation against the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw against your spell save DC, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If you have Channel Divinity feature from multiclassing, you add Turn Undead to your Channel Divinity options list and may use ki points to fuel other Channel Divinity options you may possess in the same manner.
Eldritch Focus (Warlock)
Associated skills: Arcana, History, Intimidation, Investigation, Nature, Religion.
Non-skill proficiencies: light armor.


Monk level
Features


3rd
Pact Magic, Eldritch Invocations


17th
Mystic Arcanum


Pact Magic
You know 1 cantrip from the warlock spell list. The number of cantrips known increases by 1 at 11th level and again at 17th level.
You know 2 spells from the warlock spell list. The number of spells known increases by 1 at 6th, 11th and 17th levels.

Eldritch Invocations
You gain one eldritch invocation (refer to the list of available invocations for the warlock class) and one more at 6th, 11th and 17th levels each.
If an invocation allows you to cast a spell at will, you have to expend 1 ki point to activate the effect. If an invocation allows you to cast a spell using a warlock spell slot, you must use a "slot" of the spell's actual level or higher, i.e. expend a number of ki points equal to 1 + spell level or more.
If an invocation has level prerequisite, your effective warlock level is half your monk level (rounded up). If an invocation has a Pact Boon option prerequisite, you can't choose it.

Mystic Arcanum
When you activate this focus, choose one 6th level spell from the warlock spell list. You can expend 8 ki points to cast it.
Handicraft Focus (Artificer)
Associated skills: Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand.
Non-skill proficiencies: light armor, meduim armor, tinker's tools, thieves' tools and one type of artisan's tools of your choice. If your DM is using optional rules for firearms, they are included into this list.


Monk level
Features


3rd
Magical Tinkering, Spellcasting, Infuse Item


6th
The Right Tool for the Job


11th
Tool Expertise


17th
Spell-Storing Item


Magical Tinkering
You can invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then expend 1 ki point and touch a Tiny nonmagical object as an action, giving it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts until as long as you have this focus as your active focus. As an action, you can touch the object and end the property early.
You can bestow magic on one object. If you try to use this feature another time (on the same object or a different one), the old property immediately ends, and then the new property applies.

Spellcasting
You know 1 cantrip from the artificer spell list. The number of cantrips known increases by 1 at 11th level and again at 17th level.
You can prepare a number of spells from the artificer spell list equal to your Wisdom modifier + one quarter your monk level (rounded up).

Infuse Item
You have the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
You know two infusions from the Artificer Infusions section at the end of the artificer class description. The number of infusions known increases by 1 at 6th, 11th and 17th levels each. If an infusion has level prerequisite, your effective artificer level is half your monk level. Unless an infusion's description says otherwise, you can't select an infusion more than once.
Whenever you finish a long rest, you can expend 1 ki point, touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your infusion remains in an item as long as you have this focus as your active focus.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects equals your monk level divided by 6 (rounded up). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

The Right Tool for the Job
With tinker's tools in hand, you can expend 1 ki point and magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish if this focus is no longer active or if you use this feature again.

Tool Expertise
You have expertise in all tools you're proficient with.

Spell-Storing Item
Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). You must expend a number of ki points as if you cast the spell normally.
While holding the object, a creature can take an action to produce the spell's effect from it, using your Wisdom (whichever is higher) as its spellcasting ability. If the spell requires concentration, the creature must concentrate. The spell stays in the object until this focus is no longer your active focus, it's been used a number of times equal to your Wisdom modifier (minimum of once) or until you use this feature again to store a spell in an object.
Heritage Focus (Sorcerer)
Associated skills: Arcana, Insight, Intimidation, Persuasion, Religion.


Monk level
Features


3rd
Spellcasting, Metamagic


6th
Ki Recovery


Spellcasting
You know 1 cantrip from the sorcerer spell list. The number of cantrips known increases by 1 at 6th, 11th and 17th levels.
You know 3 spells from the sorcerer spell list. The number of spells known increases by 1 at 6th, 11th and 17th levels.

Metamagic
You know one metamagic option from the list available to the sorcerer class. To apply a metamagic option to a spell, you must expend a number of ki points equal to half the number of sorcery points required to use the metamagic option in question normally, rounded up. You can select one more metamagic option at 6th and 17th levels each.

Ki Recovery
You can recover ki spent on casting a sorcerer spell immediately after you finish casting it. If you apply any metamagic option to the casting in question, ki points expended on it are recovered too. You can't use this ability again until you finish a short or long rest.
Hunting Focus (Ranger)
Note: this focus uses the official ranger's class features. If your DM uses revised ranger, you should pick class features from the revised ranger's class description and adjust them accordingly.
Associated skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival.
Non-skill proficiencies: martial weapons, light and medium armor, shields.


Monk level
Features


3rd
Favored Enemy, Fighting Style, Natural Explorer, Spellcasting


6th
Martial Synergy


11th
Land's Stride, Hide in Plain Sight


17th
Vanish


Favored Enemy
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You choose one additional favored enemy at 11th and 17th levels.

Natural Explorer
Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain 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.
- If you are traveling alone, you can move stealthily at a normal pace.
- 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.
You choose one additional favored terrain type at 11th and 17th levels.

Spellcasting
You know 2 spells from the ranger spell list. The number of spells known increases by 1 at 6th, 11th and 17th levels.

Land's Stride
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight
You can spend 1 minute creating camouflage for yourself, or you can do so as an action by expending 1 ki point. Either way, you must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Vanish
You can spend 1 ki point to 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.
Larceny Focus (Rogue)
Associated skills: Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
Non-skill proficiencies: rapier, hand crossbow, longsword, light armor, thieves' tools.


Monk level
Features


3rd
Expertise, Sneak Attack


6th
Cunning Action, Martial Synergy


11th
Uncanny Dodge


17th
Reliable Talent


Expertise
Choose thieves' tools or any one skill you're proficient in to gain expertise in it. You select one more option at 6th and 11th levels each.

Sneak Attack
Once per turn, you may expend 1 ki point, roll a number of d6s and add the result to the damage you deal to any one creature you hit with an attack if you have advantage on the attack roll. You must use a monk weapon or unarmed strike to perform the attack for it to be eligible. The number of d6s equals to quarter your monk level, rounded up.
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.

Cunning Action
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action and requires you to expend 1 ki point.

Uncanny Dodge
When an attacker that you can see hits you with an attack, you can expend 1 ki point as a reaction and halve the attack's damage against you.

Reliable Talent
Whenever you roll of 9 or lower on d20 while making an ability check that lets you add your proficiency bonus and fail, you may expend 1 ki point and treat the value rolled as 10.
Martial Focus (Fighter)
Associated skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.
Non-skill proficiencies: martial weapons, light, medium and heavy armor, shields.


Monk level
Features


3rd
Fighting Style, Second Wind


6th
Martial Synergy


11th
Action Surge


17th
Indomitable, Extra Attack Improvement


Second Wind
On your turn, you can expend 3 ki points as a bonus action to regain hit points equal to you martial arts die + half your monk level (rounded up).

Action Surge
On your turn, you can expend 6 ki points and take one additional action.

Indomitable
You may use the second clause of your Diamond Soul class feature even if you aren't normally allowed to spend ki points on monk class features. Additionally, if you make your saving throw as a result, you regain the ki point expended.

Extra Attack Improvement
Whenever you take an Attack action on your turn and attack two times, you may expend 1 ki point (immediately after your second attack is resolved) and make an additional attack.
Musical Focus (Bard)
Associated skills: all.
Non-skill proficiencies: hand crossbow, rapier, longsword, light armor, any 3 musical instruments of your choice.


Monk level
Features


3rd
Bardic Inspiration, Spellcasting, Song of Rest


6th
Expertise


11th
Magical Secrets


Bardic Inspiration
You can inspire others through stirring words or music. To do so, you expend 2 ki points as a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die which is idential to your martial arts die.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Spellcasting
You know one cantrip from the bard spell list. The number of cantrips known increases by 1 at 11th level and again at 17th level.
You know 3 spells from the bard spell list. The number of spells known increases by 1 at 6th, 11th and 17th levels.

Song of Rest
You can expend 1 ki point and use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains extra hit points equal to your martial arts die.

Expertise
Choose any one skill you're proficient in to gain expertise in it. You select one more skill at 11th and 17th levels each.

Magical Secrets
Whenever you activate this focus and select spells and cantrips known, you may select one spell or cantrip from any spell list. It counts against your limit of spells or cantrips known respectively. At 17th level, you can select two spells, two cantrips or a spell and a cantrip from any class list (they doesn't have to come from the same class).
Sacramental Focus (Paladin)
Associated skills: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
Non-skill proficiencies: martial weapons, light, medium and heavy armor, shields.


Monk level
Features


3rd
Lay on Hands, Spellcasting, Divine Smite, Fighting Style


6th
Martial Synergy


11th
Aura of Courage


17th
Improved Divine Smite


Lay on Hands
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to thrice your monk level.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Spellcasting
You can prepare paladin spells the same way a paladin does.

Divine Smite
When you hit a creature with a melee weapon attack, you can expend a number of ki points up to your maximum spell slot level to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 per ki point expended. The damage increases by 1d8 if the target is an undead or a fiend.

Aura of Courage
You and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Improved Divine Smite
Whenever you hit a creature with a melee weapon, it takes an extra 1d8 radiant damage.
Wild Focus (Druid)
Associated skills: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival.
Non-skill proficiencies: scimitar, light armor, medium armor, herbalism kit.


Monk level
Features


3rd
Spellcasting


6th
Wild Shape


Spellcasting
You know 1 cantrip from the druid spell list. The number of cantrips known increases by 1 at 11th level and again at 17th level.
You can prepare druid spells the same way a druid does.
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Wild Shape
This feature works exactly as described in the Wild Shape Entry in the druid class description with the following exceptions:
- you must expend 4 ki points to use it;
- it doesn't have any limitations on how many times you can use it between rests;
- the values in "Level" column if the Beast Shapes table are replaced: 2nd with 6th, 4th with 11th, 8th with 17th, and they refer to your monk level.

This is an adaptation of the Chameleon prestige class from 3.5e sourcebook Races of Destiny.
The goal is to create a subclass that is able to use every defining base class feature to some extent, basically, multiclass on the fly into what class their party needs most. Though there's the key dofference: being a jack-of-all-trades, a chameleon is still limited by the same ki pool.
So, some passive class features got transformed into activated abilities that require 1 ki point to activate. I tried to get rid of all the "X times per long rest" features just assigning appropriate ki points cost ot them: yes, it makes 20-th level chameleon able to hand 10 bardic inspirations out, but, if he/she wants to blow their entire resource pool on it, who am I to forbid it?..
Generally, a chameleon shouldn't be able to best a character of the class being emulated at their own game, but some breaks had to be made for the sake of balance and sanity. For example, Rage from Amok Focus allows a chameleon to add their martial arts die to damage which is a bit superior to what an actual barbarian gets, but how many STR-based monks are out there?..
And, of course, there's an opportunity to play a monk without subclass features except that floating feat. :D At 11th level, it becomes "ordinary monk with a bit more ki points" vs "ordinary monk with some other class sewn to it" vs "nerfed monk with pocket gestalt".
23.11.2020 - fixed a bug in Rapid Refocus, moved extra ki to Double Aptitude.
28.11.2020 toned down Mystic Arcanum from Eldritch Focus; made the number of spells prepared equal for all preparation-based spellcasting foci; got rid of that bothersome "at any time during your long rest" clause in Aptitude Focus; Arcane Focus now gives some free spells so the chameleon doesn't have to search frantically for spells in written form to imitate a functional wizard; made some more very minor tweaks to the features' wording.03.12.2020 - removed the second skill proficiency at 11th level. Combined with Double Aptitude and Bonus Proficiency, it would yield 5 bonus proficiencies which is too powerful, I think.

Twelvetrees
2020-11-18, 11:24 PM
Naturalist

A Wizard subclass borrowing from the Ranger

Your area of study lies in the natural world and you take great delight in learning about its patterns and behaviors. You magic focuses on fostering the connections between all creatures, no matter how strange or alien. Some naturalists act as guides, sharing their knowledge with others and showing them the wonders all around them. Others yearn for greater understanding and plumb the depths of the earth and climb mountain heights in search of lost secrets.

Wild Watcher
At 2nd level, your careful observations and detailed notes on flora and fauna begins to pay off. You gain proficiency in the Nature and Stealth skills. If you are already proficient in one or both skills, you can gain proficiency in an equal number from this list: Animal Handling, Perception, or Survival. If you spend at least 1 minute observing or interacting with another creature outside combat, you learn certain information about is capabilities. The DM tells you two of the following characteristics of your choice:


Movement speeds
Senses
One of its special traits (if any)
Which ability score has the highest value (randomly chosen if tied)


Catch and Release
Starting at 2nd level, you are able to tailor your spells to cause the least amount of harm necessary. When you reduce a creature to 0 hit points with a wizard spell, you can knock the creature out. You can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Area of Study
Beginning at 6th level, your studies narrow to focus on a specific sort of creature. Your investigations into the behaviors of your chosen creature type allow you to emulate some of their features.
Choose a type and gain the associated benefits. You can change your choice whenever you gain a level in this class.


Aberrations: You can speak, read, and write Deep Speech. When you cast a spell that deals damage, you can choose for it to deal psychic damage instead of the type of damage it would normally deal. Once you use this feature, you can't use it again until you finish a long rest or you cast another spell of 1st level or higher that deals psychic damage.

Beasts: You add the speak with animals spell to your spellbook. When you cast a spell of 1st level or higher with a duration other than Instantaneous that targets creatures, you can give the targets a special trait for the duration. If the spell targets multiple creatures, you can give each creature a different trait. You regain the use of this feature after you finish a short or long rest.


Keen Sight: The creature has advantage on Wisdom (Perception) checks that rely on sight.
Keen Smell: The creature has advantage on Wisdom (Perception) checks that rely on smell.
Keen Hearing: The creature has advantage on Wisdom (Perception) checks that rely on hearing
Swim: The creature gains a swim speed equal to its walking speed.
Climb: The creature gains a climb speed equal to its walking speed.

Celestials: You can speak, read, and write Celestial. You gain telepathy with a range of 60 feet. In addition, when you cast a spell that causes light to be shed, you can double the radius of the light.

Constructs: You no longer require air, food, drink, or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. In addition, you can cast the stoneskin spell once with this trait and regain the ability to do so when you finish a long rest. This use of stoneskin requires no material components and lasts for the full duration without requiring concentration.

Dragons: You can speak, read, and write Draconic. You have advantage on saving throws again being frightened. You add the fly and dragon's breath spells to your spellbook.

Elementals: You can speak, read, and write Primordial. You gain resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. Your resistances can be changed at the end of a short or long rest or when you cast a spell of 1st level or higher that deals one of the damage types from the list.

Fey: You can speak, read, and write Sylvan. You can use your action to swap proficiency in a saving throw with one willing creature that you touch. You or the creature you swapped with can use a bonus action to end this effect. The effect also ends if you use this feature again, causing you to regain proficiency in your normal saving throws before you swap with another creature.

Fiends: You can speak, read, and write Abyssal and Infernal. Creatures can't have advantage on saves to resist your spells. Any source of advantage on saves to resist your spells that they would normally gain can still cancel out with disadvantage. In addition, you gain resistance to fire damage.

Giants: You can speak, read, and write Giant. In addition, your hit point maximum increases by 6 and increases by 1 whenever you gain a level in this class. You also gain additional temporary hit points equal to your wizard level when you cast a spell that grants you temporary hit points.

Humanoids: You gain proficiency in cook's utensils. You can also prepare an additional number of spells per day equal to your Intelligence modifier.

Monstrosities: You add the speak with animals spell to your spellbook, but this version of it only allows you to speak with monstrosities. When you cast a spell of 1st level or higher, you can cause every creature you choose within 30 feet of you to gain the ability to make a bite attack as a bonus action until the start of your next turn. This bite deals 1d8 piercing damage and creatures are considered proficient with it. You regain the use of this trait when you finish a long rest.

Oozes: You are treated as being one size smaller for the purposes of squeezing. In addition, when you cast a spell that requires concentration, you can gain blindsight with a range of 60 feet for the same duration. You regain the use of this trait when you finish a long rest.

Plants: You add the speak with plants spell to your spellbook. When you cast a spell of 1st level or higher, every creature you choose within 30 feet of you can regain hit points equal to the level of the spell. You regain the use of this trait when you finish a short or long rest.

Undead: You add the speak with dead spell to your spellbook. You no longer require air, food, drink, or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. In addition, you gain resistance to necrotic damage.

Quiet Observer
At 10th level, you add the pass without trace spell to your spellbook. In addition, whenever you make a Dexterity (Stealth) check, you gain a bonus to the check equal to your Intelligence modifier.

Creature Specialist
By 14th level, your knowledge of a specific creature type is unparalled. You gain an additional benefit based on the creature type you chose at 6th level.


Aberrations: At the end of a long rest, you gain the effect of a mind blank spell.

Beasts: Any creature with Intelligence 3 or less that starts its turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your spell save DC or be charmed by you for the next hour. If the creature succeeds on its saving throw, it can't be affected by this feature again for 24 hours.

Celestials: You gain a fly speed of 30 feet.

Constructs: When you cast the i spell granted by your Area of Study feature, you can choose to target an additional creature. All creatures targeted by this spell are also immune to the following conditions for the duration: charmed, exhaustion, frightened, paralyzed, petrified, poisoned. The targets gain immunity to poison damage for the duration as well.

Dragons: When you cast dragon's breath, the affected creature is also immune to the chosen damage type while the spell lasts.

Elementals: Whenever you take damage of a type you are resistant to, you gain an equal amount of temporary hit points.

Fey: Whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Intelligence modifier. The first time each day you are 0 hit points, you can immediately gain the benefits of the reincarnate spell. You are treated as if you had died for the purposes of this casting of the spell.

Fiends: You have advantage on saving throws against spells. In addition, you are immune to poison and the poisoned condition.

Giants: As a bonus action, you can cause a Medium or Small creature within 60 feet of you to grow to Huge size for 1 minute. Any weapon attacks the creature makes deals an extra 4d4 damage while it is under this effect. You regain the use of this trait when you finish a short or long rest.

Humanoids: When you use Arcane Recovery, you can choose to exchange prepared spells instead of regaining spell slots.

Monstrosities: As a bonus action, you can change your movement speeds to match those of a creature within 30 feet of you. You can change back to your normal movement speeds by spending another bonus action.

Oozes: You can move through a space as narrow as 1 inch wide without squeezing. Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d10 acid damage.

Plants: When you cast a spell that requires a save to avoid taking damage, you can cause one of the targets to make a Strength save as well, with a DC equal to your spell save DC. On a failure, the target is restrained until the start of your next turn.

Undead: Each friendly creature within 30 feet of you has resistance to necrotic damage. In addition, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.


1.1 Changes

Wild Watcher
Added this line after the first two sentences: If you are already proficient in one or both skills, you can gain proficiency in an equal number from this list: Animal Handling, Perception, or Survival.

Area of Study
Celestials
In addition, any light created by spells you cast is considered sunlight. In addition, when you cast a spell that causes light to be shed, you can double the radius of the light.

Elementals
You gain resistance to two one of the following damage types: acid, cold, fire, lightning, or thunder.

Fey
Removed: When you cast a spell that requires concentration, you can turn invisible for the same duration. You regain the use of this trait when you finish a long rest.
Replaced with: You can use your action to swap proficiency in a saving throw with one willing creature that you touch. You or the creature you swapped with can use a bonus action to end this effect. The effect also ends if you use this feature again, causing you to regain proficiency in your normal saving throws before you swap with another creature.

mcumoric
2020-11-21, 10:12 PM
Woodcarver, a artificer with druidic planty abilities.

Artificer

Woodcarver
Woodcarvers are artificers that use their skills in carving wood. Because of their skills they often learn the ways of the forest and always re-plant what they take.

Tool proficiency
You gain proficiency in wood carvers tools. If you already had proficiency in wood carvers tools, you gain proficiency in a different artisans tool of your choice.

Woodcarver casting
You gain the following spells at their respective levels.
Level - Spells
3rd - Entangle, Goodberry
5th - Barkskin, Spike growth
9th - Plant growth, Speak with plants
13th - Grasping vine, Guardian of nature (XGE, Great tree only)
17th - Commune with nature, Tree stride

Nature’s blessing
Starting at the 3rd level, you gain the ability to bless your wooden creations with druidic magic.
During a short or long rest you can carve an animal figure made out of wood. This figure takes the statistics of a dc 1/4 or less medium size beast of your choice.
-It’s creature type becomes plant.
-This beast’s hp is replaced by (your level)x5 + your intelligence modifier.
-It gains the benefits of the barkskin spell.
-It loses any actions but gains the following attack:
Vine whip: Melee weapon attack: +(your intelligence modifier) + your (proficiency bonus) to hit, reach 10 feet, one target, Hit: 1d6 + (your intelligence modifier) magical slashing damage.

Your wooden creation takes its own initiative but moves directly after yours. It only takes the dodge action on it’s turn unless you tell it to take a different action.

Druidic knowledge
Starting at the 3rd level, you learn the druidcraft and shillelagh cantrips which don’t count against your known spells.

Wooden quickness
Starting at the 5th level, when your wooden creation takes the attack action, it may make an additional attack.

Wooden armor
Starting at the 5th level, you learn how to craft armor made of wood. During a long rest, if you have 10 gold pieces worth of wooden materials you may craft a set of armor made of wood.
While wearing this armor, it counts as medium armor and your armor class equals 15 + your dexterity modifier (maximum 2).
The armor is enchanted with the barkskin spell, meaning your armor class cannot be lower than 16 while wearing this armor.

Root down
Starting at the 9th level, while you are wearing your wooden armor, you can use an action to root into the ground reducing your movement speed to 0 and forcing disadvantage on dexterity saving throws. For the next minute you regain 2 hp at the start of each of your turns.

Mighty oak
Starting at the 15th level, while wearing wooden armor your strength and constitution scores increase by 2 to a maximum of 22.

MoleMage
2020-11-23, 01:35 AM
Circle of Spirit

Master your inner self.

Most druids are deeply concerned with preserving balance between all natural beings, but druids of the Circle of Spirit prefer to look inward to the balance of self. Through self-mastery, they believe that they cause a reflection of that balance in the world around them.

Spirit Points
When you first join this circle at 2nd level, you have mastered your inner self, allowing you to manifest various energies. You have a pool of spirit points equal to the highest level spell slot you possess. Spirit points are used to fuel several of your features from this subclass. You regain all of your spirit points each time you finish a short or a long rest.


Mental Fortress
As a bonus action on your turn, you may expend one spirit point. Until the start of your next turn, you have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Become as Wind
As a bonus action on your turn, you may expend one spirit point to take the Disengage action. If you do, your move speed is increased by 10 feet this round.


Wholeness of Mind
At 6th level, you gain the ability to heal yourself. Whenever you expend a spell slot of 1st level or higher, you may spend a spirit point to also heal yourself for an amount equal to 2d4, plus 1d4 per spell slot level above 1st.

Improved Spirit Points
At 10th level, you may choose one of your spirit point features to upgrade.


Mental Fortress
When you use Mental Fortress, you instead gain advantage on all saving throws.

Become as Wind
When you use Become As Wind, your move speed instead doubles, and you can make one weapon attack as part of the same bonus action.

Wholeness of Mind
The dice of this effect increase to d6s.


Tongue of the Wild
At 14th level, your mastery of inner self allows you to speak to all natural things. You are constantly under the effects of speak with animals and speak with plants.

mythmonster2
2020-11-27, 01:54 AM
Blade of Justice

Rogue with a dash of Paladin

Not all rogues are criminals only out for themselves. Some use their skills in stealth to aid a cause they deem righteous. They understand that a blade in the back can smite the wicked just as well as a frontal assault. As a Blade of Justice, you serve your cause in the shadows, but no less fervently than a paladin. Though you do not have access to divine magic, you’ve learned to make do with the tools you have, and can quickly patch up wounded allies. You inspire your allies while striking down those who would do them harm.

A Bandage and a Prayer:
When you choose this archetype at 3rd level, you gain proficiency with the healer’s kit and the Medicine skill, if you don’t already have it. In addition, you may use the bonus action granted by your Cunning Action to use a healer’s kit to stabilize a creature that has 0 hit points.
Retribution Strike:
Starting at 3rd level, your righteous cause drives you to protect your allies. You gain an additional way to you use your Sneak Attack. If you hit an enemy that has dealt damage to an ally since your last turn, you may apply your Sneak Attack damage to it, even if you do not have advantage on the attack roll or if an enemy of the target is not within 5 feet of it, but not if you have disadvantage on the attack roll. If you would normally be able to deal your Sneak Attack damage to that creature, you add an additional Sneak Attack die.

Tend Wounds:
At 9th level, you can’t heal with a touch, but you can get pretty close. You may spend 1 minute and up to five uses from a healer’s kit to tend to someone’s wounds, potentially including yourself. If you take damage while tending to their wounds, you fail, and still spend the uses from the healer’s kit. If you finish, they restore 5 x the number of uses used from your healer’s kit hit points. Once you have used ten uses from a healing kit using Tend Wounds, you can't use this ability again until you complete a long rest.

Bring Out Courage:
At 13th level, you can inspire your allies to bolster their defense. As a bonus action on your turn, you may grant yourself and a number of creatures that can hear you up to your proficiency bonus a bonus to saving throws equal to your Charisma modifier (with a minimum bonus of +1) until the beginning of your next turn. If a creature affected this way is already receiving a bonus to their saving throws (such as by another instance of this ability or a Paladin's Aura of Courage), they must choose one bonus they benefit from until your next turn.

Silence the Wicked:
At 17th level, your righteous fury deepens. If would deal Sneak Attack damage because of Retribution Strike when you would normally be able to deal your Sneak Attack damage, you add two Sneak Attack dice instead. If that enemy has dealt damage to two or more allies since your last turn, you instead add four Sneak Attack dice. If that enemy has dealt damage to four or more allies, or to all allies within 90 feet of you (minimum 2 allies) since your last turn, you instead add six Sneak Attack dice.

First time doing a homebrew subclass, hopefully this isn't too unbalanced. Happy to take feedback!
EDIT: Thanks to Twelvetrees for the feedback! I made Bring Out Courage not stack, nerfed Tend Wounds to only refresh on long rests, though I'm considering other changes to it, and buffed Silence the Wicked to make it more exciting. The baseline is intentionally weaker than the Inquisitive, since it's a passive effect while the Inquisitive has to make a check, but the top end can be huge damage against foes with AOEs.
Edit 2: Changed up Tend Wounds. Added a cap to its use per day, but removed the restriction on how often you can use it on someone. Made Silence the Wicked more useful for smaller parties, since it could be impossible to trigger in parties of three or four people.
Just in case the ability is confusing, since I'm still working on the wording. The 6 dice only trigger if four or more allies have been hit, or if at least 2 allies have been hit, and they are the only allies within 90 feet. If you have three allies within 90 feet, and 2 get hit, you only get the four dice. If you only have 1 ally in 90 feet and they get hit, you only get the 2 dice. If you have two or three allies within 90 feet, and all of them get hit, you get the full six.

Damon_Tor
2020-11-28, 11:00 PM
Barbarian: Path of Possession

While some barbarians commune with ancestor spirits, primal totems, or celestial gods, there are those who make pacts with darker forces. Allowing their bodies to become vessels for entities of sinister or ineffable purpose, the barbarians who choose the path of possession walk a fine line between control and surrender to the darkness held captive inside them. These dark passengers can be fiends or fey, eldritch horrors or undead spirits, or any other sort of nefarious entity. Work with your DM to determine the nature and motives of your passenger. Are you a willing vessel, or were you cursed to bear this burden? Do you hold it captive within you for the good of the world, or do you only seek its power? Did you join with your passenger just recently, or has it always been lurking inside you?


Dark Passenger
When you embark on this path at third level, you take on your Dark Passenger, an entity which inhabits your body and whispers in your mind. You learn one language of your choice spoken by your Dark Passenger. (If your dark passenger is a fiend, for example, you might select Abyssal.) You also gain proficiency with two skills of your choice selected from Arcana, Religion, Nature or History. Whenever you make an intelligence check using one of those skills, you can use Constitution in place of Intelligence, and double your proficiency bonus.


Arcane Expulsion
Starting at third level, when you enter your rage you allow your passenger's magic to erupt from your body. Choose two first-level spells from the warlock spell list with a casting time of 1 action or 1 bonus action: just before you enter your rage, you can cast one of those of the spells as a part of the same bonus action without expending a spell slot or providing material or somatic components. As long as you are raging, you don't need to concentrate on this spell if it normally requires concentration. All effects of the spell end when your rage ends. Constitution is your casting ability for these spells, as your pain tolerance sets the limit of how much power your passenger can channel through you.

At 7th level and again at 11th level, you can choose one additional first level warlock spell which can be used with this feature. At 15th level and again at 19th level you can choose one additional warlock spells which must be either 1st or 2nd level. Whenever you gain a level in this class you may replace one spell you've chosen for another of the same level or lower.

Indwelling
Starting at 6th level, you can feed your Dark Passenger a fraction of your lifeforce to strengthen its hold on you. Whenever your rage would end for any reason, you can expend one hit die. If you do, roll the die and add your constitution modifier: your rage will persist for a number of additional rounds equal to the result.

While your rage is extended it this way it cannot end for any reason until the additional rounds have elapsed. If you are incapacitated while in this state (including by becoming unconscious or dead) instead of becoming unable to move or act, your Dark Passenger takes control of your movement and actions, as determined by the DM. Generally your Dark Passenger will wish to defeat your foes and keep your body intact, though it may have additional motives at the DM's discretion. You regain control of your actions if you are no longer incapacitated.


Symbiotic Resistance
At 10th level and beyond, your passenger jealously protects your mind and soul from external influence apart from its own. Whenever you would be forced to make an intelligence, wisdom, or charisma save while raging, you can make a constitution save instead.


Dark Conduit
Starting at 14th level, your dark passenger can use your body as a portal to its native plane. When you enter your rage, and as a bonus action while raging, you can summon a Dark Underling to an unoccupied space within 5 feet of you. You can use this ability a number of times equal to your constitution modifier and regain all uses of it when you begin a new rage. See its game statistics in the Dark Underling stat block.
You determine the creature's appearance; your choices have no effect on its game statistics.
When you gain this ability, pick one creature type (for example, fiend, fey, undead, aberration, etc): your underlings have that creature type
In combat, your underlings share your initiative count, but they take their turns immediately after yours. They follow your mental orders (no action required) to the best of their ability.
A Dark Underling vanishes when your current rage ends or when it is reduced to 0 or fewer hitpoints. Your Dark Underlings act on your initiative, taking their turns after yours. They follow your mental orders (no action required) to the best of their ability.




Dark Underling
Tiny
__________________________________________________
Armor Class 10
Hitpoints 1
Speed 30 ft., Fly 30 ft.
__________________________________________________



STR

DEX

CON

INT

WIS

CHA



10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

__________________________________________________
Senses Darkvision 60 feet, Passive Perception 10
Languages The language granted by your Dark Patron feature

Actions___________________________________________
Underling Strike Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 Slashing Damage. This damage is considered magical.

BerzerkerUnit
2020-11-29, 10:17 PM
Barbarian: Path of Possession

While some barbarians commune with ancestor spirits, primal totems, or celestial gods, there are those who make pacts with darker forces. Allowing their bodies to become vessels for entities of sinister or ineffable purpose, the barbarians who choose the path of possession walk a fine line between control and surrender to the darkness held captive inside them. These dark passengers can be fiends or fey, eldritch horrors or undead spirits, or any other sort of nefarious entity. Work with your DM to determine the nature and motives of your passenger. Are you a willing vessel, or were you cursed to bear this burden? Do you hold it captive within you for the good of the world, or do you only seek its power? Did you join with your passenger just recently, or has it always been lurking inside you?


Dark Passenger
When you embark on this path at third level, you take on your Dark Passenger, an entity which inhabits your body and whispers in your mind. You learn one language of your choice spoken by your Dark Passenger. (If your dark passenger is a fiend, for example, you might select Abyssal.) You also gain proficiency with two skills of your choice selected from Arcana, Religion, Nature or History. Whenever you make an intelligence check using one of those skills, you can use Constitution in place of Intelligence, and double your proficiency bonus.


Arcane Expulsions
Starting at third level, when you rage you allow your passenger to channel its magic through your weapons to lay waste to your foes. Choose two cantrips from the warlock spell list which do not have a range of self. Once per turn while you are raging, you can cast one of those cantrips without using an action or any components. The spell can only effect creatures you hit with a weapon attack this turn. Raging does not prevent you from casting a spell in this way or from concentrating on such a spell. Constitution is your casting ability for these spells.

Whenever you gain a level in this class you may exchange one of the cantrips you chose for this ability for another cantrip from the Warlock list.


Indwelling
Starting at 6th level, you can feed your Dark Passenger a fraction of your lifeforce to strengthen its hold on you. Whenever your rage would end for any reason, you can expend one hit die. If you do, roll the die and add your constitution modifier: your rage will persist for a number of additional rounds equal to the result.

While your rage is extended it this way it cannot end for any reason until the additional rounds have elapsed. If you are incapacitated while in this state (including by becoming unconscious or dead) instead of becoming unable to move or act, your Dark Passenger takes control of your movement and actions, as determined by the DM. Generally your Dark Passenger will wish to defeat your foes and keep your body intact, though it may have additional motives at the DM's discretion. You regain control of your actions if you are no longer incapacitated.


Symbiotic Resistance
At 10th level, you develop a resistance to the magical energies your Dark Passenger channels through your body. While raging you have resistance to any damage type dealt by the cantrips chosen for your Arcane Expulsions. If both cantrips deal the same type of damage, you become immune to that damage type instead.


Jealous Occupation
Starting at 14th level, your Dark Passenger possessively guards your mind and soul from outside intrusion. While raging, whenever you would be forced to roll an intelligence, wisdom or charisma save, you can use your reaction to roll a constitution save instead. Whether the save succeeds or fails, the creature that forced you to roll the save takes psychic damage equal to the result of your save.


Keeping in mind that I love the flavor, Arcane Expulsions is near broken, Indwelling requires a player centric reimagining, and Jealous Occupation is weak for a capstone.

Arcane Expulsions: 1/turn Eldritch Blast (even without invocations) on top of regular barbarian damage is going to skew far too strong and that's as a pure Barbarian, Chill Touch would be nearly as bad. As a Hexblade/Barbarian Multiclass EB would be nuclear.

Indwelling: I understand the flavor but that means your level 6 ability is "you're an NPC for a few rounds." That's not fun. I've written a few classes and subclasses that provide additional personalities for the player to manage, I always put in a sidebar to discuss any conflicts with the DM and party at chargen so there's a good story to tell, and make it explicit your PC's actions are you, the player's decision even if some other force is supposed to be in charge of them bc this is something they're choosing (unlike say, a failed save vs Dominate Person).

Jealous Occupation: Assuming it comes up at all (those save types come from spells and if the DM doesn't make regular use of psychic type monsters or Enchanter wizards, then this feature may never see use), using your reaction to use a good save is pretty weak. I would say either "While Raging add Con mod to Int/Wis/Cha saves and deal psychic damage of d12 + your Barbarian level to caster" so even if you fail the save there's a chance you break their concentration. Alternatively you could just make the Barbarian immune to the Charmed condition while raging, but you can move that down to level 6 like the berserker.

Personally I think a Partial Possession capstone would be more fun where the Barbarian creates a weak Charm effect when initiating rage, like:

Partial Possession
Beginning at 14th level the influence of your Dark Passenger is stoked by your rage such that smoky tendrils of its power can emerge from your body to touch the minds of nearby creatures. While raging, you can use a bonus action to force a creature within 30 feet of you to make a Wisdom Saving throw against your Spell DC. On a failure they must make a melee attack against a creature of your choosing on their next turn. If they aren't within reach of their target they must use their movement or Dash to try and get within reach. If an affected creature is friendly to you, it can use its reaction to make this attack instead. You can use this Bonus action twice and regain all uses when you next Rage.

This is a powerful but limited control effect, evokes the Mindflayer of Stranger Things, it's something that's always useful even if you're fighting a solo target, maybe making it waste a turn running around to focus attacks on you or another hard target.

Altogether, good flavor/concept but needs some work. Good luck!

sleepyhead
2020-12-06, 12:11 AM
Roguish Archetype: Beast Crafter

(Had to type this all out on my phone last minute so no fancy formatting or completeness. Based off idea of koblod inventors but they are more practical then magical so I figured rogue would be a good fit.)

Extra Profencencies
You gain profencency in alchemists supplies and animal handling.

Trinket Crafting
Starting at level 3, at the end of long rest you can craft a number of trinkets equal to your intelligence modifier + your proficiency bonus. Trinkets are consumed on use and unused trinkets fall apart or get scrapped for parts when creating more trinkets. You may craft more then one of the same trinket.

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

Trinkets
Snake on a stick-
When creatures are hit by a snake in a stick they make a Constitution saving throw against your Trinket save DC. Creatures who fail the save take 1d4 poison damage for 1d6 rounds. This trinket counts as a finesse weapon.

Basket of Centipeds-
You throw a small basket into a 5x5-foot-square space within 20 feet of you. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. Any creature who shares a square with the swarm had disadvantage with ranged attacks. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.

Green Goop-
You throw a clay pot full of green goop at the target, and it breaks open on impact. Make a ranged weapon attack against a creature withen 20 ft., on hit: The target is covered in a mess of sticky green goo. On a miss a patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. Creatures covered in or end their turn in green goo have their movement speed halved and disadvantage on dexterity saves. The goo can be removed with an action.

(Only doing three right now but imagine like 9 or 10.)

Trained Beast
Starting at 9th level, you can use a beast for combat. You can cast Summon Beast a number of times a day equal to your Intelligence Modifier as a second level spell without requiring any components.

Swarm Tactics
Starting at level 13, you may use your Cunning Action feature to give your summoned beast additional AC equal to your proficiency bonus and allow them to use their reaction to attack.

On the Fly Tinkering
At 17th level you may, as a bonus action craft there additional trinkets. You can only use this feature once per long rest.

Blackflight
2020-12-06, 08:02 AM
Feywild warrior
Fighter Subclass

Feywild stride
Starting at your 3rd level, you can once on each of your turns teleport yourself or a willing creature you touch to an unoccupied space you can see within 10 feet.


Delirious Strikes
Also at your 3rd level, you learn how to augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild.

Once on each of your turns, immediately after you hit a creature with an attack, you can force that creature to make an intelligence saving throw or take 1d6 psychic damage.

In addition, if the creature failed its saving throw you are able to craft an illusion that takes root in the mind of that creature. You create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target.

This effect lasts until the end of the creature´s next turn after which the phantasm disappears.

You can use this ability a number of times equal to your proficiency bonus. You regain all uses when you complete a short or long rest.


Smoke and mirrors
At your 7th level, as a bonus action you can swap your position with a willing creature within 30 feet that you can see.

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


Mind sear
At your 10th level, your Delirious strikes deal an extra 1d6 psychic damage. This damage is further improved by another 1d6 psychic damage at your 18th level.


Improved Feywild stride
At 15th level, After you use your feywild stride ability you gain advantage on the next attack you make this turn.

MoleMage
2020-12-07, 12:21 PM
Voting time!

https://forums.giantitp.com/showthread.php?623531-D-amp-D-Subclass-Contest-XIX-Voting-Thread&p=24833915#post24833915

Remember to vote, or you'll lose any tiebreakers right out.

MoleMage
2020-12-21, 08:07 PM
Time to count up our winnings and get out of here with our borrowed class features. Other than first place, it was a tight race with three classes earning 6 and two classes earning 7 points, but that's why I codified the tiebreaker rules a couple contests back.

In 3rd place, losing the tiebreaker but earning 7 points, it's MoleMage's Circle of Spirit! Master the self, and you master all, and that applies for druids as much as for monks.

In 2nd place, winning out that same tiebreaker by dint of more 1st-place votes, also earning 7 points, it's Ilerien's Way of the Chameleon! Why borrow one class's features when you can borrow them all?

And in 1st place, winning with a staggering 12 points, nearly twice as many as any other entrant, it's Crim the Cold's Moonlighter Rogue! Turn into small, seemingly helpless animals, then use the advantage provided by your cuteness to commit crimes!

For our themes, we had a tie in total points, but Subsystems Online took the greater number of 1st place votes, so what we're going to do is this: Context XX will be Subsystem's Online, and Contest XXI will be I Read This in a Book. There won't be a voting pool for theme next voting thread, and we'll start over with a newly randomized batch of themes in the one after that.

Voting has been called! I'll be formatting the Context XX entry thread over the next couple minutes, but I'm sure some of you have already got ideas in the works, so just be patient.