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View Full Version : D&D 5e/Next Revised "Crowned soul" and "Cultist" from batch 1.



mcumoric
2020-11-21, 05:30 PM
These are revised versions of two of my subclasses from the first batch. I took as many suggestions as I could and made them better. In addition if any of you feel things are missing or feel to overpowered or underpowered, let me know.


Sorcerer
Crowned soul
Crowned sorcerers are sorcerers that trace their ancestry back to powerful kings of old. These kings may not necessarily be human and can be any sort of ancient being like mind flayers, giants, demigods, ect....

Kingly command
Starting at the 1st level, you gain proficiency in the persuasion and intimidation skills if you didn't have them already.

Invoke the crown
Starting at the 1st level, a number of times per short or long rest equal to your charisma modifier, you can conjure an ancient crown atop your head on your turn as a bonus action. While you wear the crown, you invoke a kingly presence. Choose one of the following pressences:

-Mighty.
You gain advantage on athletics and intimidation checks. In addition you gain a bonus to your weapon and cantrip damage rolls equal to your charisma modifier.

-Corrupted.
You gain advantage on deception and persuasion checks. In addition when you hit a creature with a cantrip or weapon attack they take extra necrotic damage equal to your level.

-Puppet.
You gain advantage on deception and stealth checks. In addition, when you target a creature with a spell you may force them to make a charisma saving throw versus your spell save dc, which on a fail they move up to half their movement speed in a direction of your choice. You may force someone to move in this way once per turn.

These benefits last for a minute or until you lose concentration (as if you were concentrating on a spell).

Sovereigns might
Starting at the 1st level, your hit point maximum increases by 1 and increases by an additional 1 each time you level up. In addition you gain proficiency in light and medium armor as well as shields, martial and simple weapons.

Extra attack
Starting at the 6th level, when you take the attack action on your turn you may make an additional attack.

Wrath of the king
Starting at the 14th level, when a creature hits you with a melee weapon attack you may use a reaction to make an Intimidation(charisma) check versus your attackerÂ’s ac dealing (your level) in psychic damage to the attacker if you succeed.

Kingly command
Starting at the 18th level, you can use a reaction whenever you want to command an ally within 10 feet of yourself to make a weapon attack or cast a cantrip.

Rogue
Cultist
Cultists are rogues who worship dark gods. They are evil most of the time, though they aren't always evil.

Dark gift
Starting at the 3rd level, you learn how to cast arcane spells. You can choose spells from the cleric spell list, however if a spell provides healing you may not choose it. You gain spells at certain levels determined by the table below, with the maximum spell level you can choose being in the spell level column. In addition when you cast a spell it is always cast at the highest level. You regain all your spell slots on a short or long rest.
Level - Cantrips known - Spells known - Spell slots - Spell level.

3rd - 2 - 2 - 1 - 1st
4th - 2 - 3 - 1 - 1st
5th - 2 - 3 - 1 - 1st
6th - 2 - 3 - 1 - 1st
7th - 2 - 3 - 2 - 2nd
8th - 2 - 3 - 2 - 2nd
9th - 2 - 3 - 2 - 2nd
10th - 3 - 4 - 2 - 2nd
11th - 3 - 4 - 2 - 2nd
12th - 3 - 4 - 2 - 2nd
13th - 3 - 5 - 3 - 3rd
14th - 3 - 5 - 3 - 3rd
15th - 3 - 5 - 3 - 3rd
16th - 3 - 6 - 3 - 3rd
17th - 3 - 6 - 3 - 3rd
18th - 3 - 6 - 3 - 3rd
19th - 3 - 6 - 4 - 4th
20th - 3 - 7 - 4 - 4th

Your spellcasting modifier is determined by your wisdom modifier.
Spellcasting modifier: your wisdom modifier.
Spellcasting save dc: 8 + your proficiency bonus + your wisdom modifier.
Spellcasting attack modifier: Your proficiency bonus + your wisdom modifier.

You may use a weapon as your spellcasting focus.

Dark devotion
Starting at the 3rd level, you gain advantage on saving throws against being charmed and frightened.

Sacrifice
Starting at the 9th level, you learn the hunter's mark spell and you may cast it twice without spending a spell slot each long rest at the 1st level.

Horrid knowledge
Starting at the 13th level, your horrid knowledge lets you summon sheds of your deity to damage the mind of your foes. As a bonus action you can force an enemy within 10 feet of yourself that can see you to make a wisdom saving throw versus your spell save dc. On a fail they take 3d4 psychic damage and are knocked prone. This increases by another 1d4 (4d4) at the 17th level.

Blackened heart
Starting at the 17th level, a number of times per short or long rest equal to your wisdom modifier when you hit a creature with a melee weapon attack, you may deal an additional amount of damage equal to your level.