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View Full Version : D&D 5e/Next Subclasses for some official D&D 5e classes (#3.5)



mcumoric
2020-12-06, 10:08 PM
Barbarian (Replacing Bell)

Path of the mad

Path of the mad
Barbarians who take the path of the mad are faced with madness, as they cleave through enemies wielding a weapon in their hand while being immersed in adrenalin. They often brew tonics and gather herbs to heighten their adrenalin levels while raging, often going into a flurry of reckless attacks.

Aura of madness
Starting at the 3rd level, when you rage, you emit an aura of madness that extends 10 feet around yourself. Each creature that starts their turn in this aura’s movement speed increases by 10 feet and they gain a bonus to strength based damage rolls equal to half your proficiency bonus until the end of their turn.
In addition while you are in a rage, you may make an additional weapon attack as a bonus action if you take the attack action, however if you do so, the next weapon attack against you has advantage.

Gatherer and brewer
Starting at the 3rd level, you gain proficiency in brewer’s supplies and herbalism kits.

Adrenalin rush
Starting at the 6th level, during a long rest if you have brewer’s supplies on hand you may craft a tonic of adrenaline. As an action you can throw this tonic onto a point within 60 feet of yourself. Each creature in these affected spaces gains a +2 bonus to strength based damage rolls and gains an additional 10 feet of movement for the next minute. You may also drink the tonic as an action for the same effect, as well as you immediately enter your rage.

Mad laughter
Starting at the 10th level, when you reduce a creature to 0 hit points while you are raging, you may immediately start laughing madly. Each creature of your choice within 30 feet of yourself must make a wisdom saving throw versus 8 + your proficiency + your strength modifier. On a fail they are frightened of you until the end of your next turn.

Pure adrenalin
Starting at the 14th level, your tonic of adrenalin becomes so potent that if you drink it, you gain the effects of the haste spell for 1 minute, or until your rage ends.

Fighter (Replacing Quick knight/speed blessed)

Warrior of Pandemonium

Warrior of Pandemonium
Warrior of Pandemonium are warriors who have been either banished to pandemonium at some point in their life and survived, or someone in their ancestry has been banished there and gotten out.
These warrior’s channel the mad winds and chaos of pandemonium having it swirl around themselves in a flurry of chaos.

Maddening winds
Starting at the 3rd level, once per turn when you hit a creature with a weapon attack, as a part of that attack, you can summon a swirling wind around yourself. This wind extinguishes any open flames and you can choose to deal 1 point of psychic damage to each creature within 5 feet of yourself.
On a critical hit, when you summon these winds, the psychic damage increases to 1d6 (it doesn’t double with the critical hit however), and each creature no larger than large within 5 feet of yourself is pushed 10 feet away from you.

Cavern adept
Starting at the 3rd level, because of your relation to pandemonium, you gain 60 feet of darkvision if you don't already have darkvision, and you gain advantage on all saving throws against madness of any kind.

Deflection
Starting at the 7th level, when you are targeted with a ranged weapon attack, you may use a reaction to reduce the damage by 1d10 + your constitution modifier by blasting out maddening wind. When you take this reaction you may choose to deal 1 point of psychic damage to each creature within 5 feet of yourself and extinguish open flames within 5 feet of yourself. When you deal this psychic damage roll a d6, on a 6 you deal an additional 1d6 psychic damage to each creature.

Twister of madness
Starting at the 10th level, when you use your action surge ability you can summon a whirling cloud of maddening wind around yourself. Until the start of your next turn,

-Each creature that starts their turn within 10 feet of you takes 3d6 psychic damage and is thrown 10 feet away from you.

-Any spaces within 10 feet of you are considered difficult terrain.

-You are heavily obscured to creatures outside of your space.

-Open flames are extinguished.

-No one can hear you.

Deadly zephyr
Starting at the 13th level, once per turn when you deal psychic damage with a feature from this class, you may roll a d12 and add it to the damage.

Hurricane of madness
Starting at the 17th level, your twister of madness now extends 20 feet around yourself and deals an additional 2d12 psychic damage.

Monk (Replacing Way of the fool)

Way of the boar

Way of the boar
The way of the boar is a mosaic tradition that was first pioneered by orcs to take down elf settlements if their weapons were lacking. However in recent times other races have adopted this style of fighting. These monks focus on tanking through weapon attacks and shoving down targets with brutal strikes.

Toughness of the beast
Starting at the 3rd level, your maximum hit points increase by 3 and increase by an additional 1 each time you level up.

Charge
Starting at the 3rd level, once per turn if you move 20 feet in a straight line towards a creature and immediately hit them with a monk weapon or unarmed strike you can spend a ki point to deal an additional 1d6 bludgeoning damage and knock them prone.

Relentless
Starting at the 6th level, when you are hit with a weapon or spell attack, you can use a reaction to reduce the damage you take by 1d10 + your constitution modifier.
In addition once per short or long rest when you drop to 0 hit points but don’t die outright you can spend a ki point to drop to 1 hit point instead.

Bone breaking charge
Starting at the 11th level, when you use your charge ability, you deal an additional 1d6 bludgeoning and the target is unable to take reactions until it’s next turn.

Legendary toughness
Starting at the 17th level, you can spend 10 ki points as an action to gain 30 temporary hit points until your next long rest, and gain resistance to all damage for the next minute.

Rogue (Replacing Arcane artist)

Poltergeist

Poltergeist
These rogues form a bond with mystical ghosts that have the ability to manipulate objects. They use their abilities to manipulate objects to fly out from their pockets to stab foes from a range. This poltergeist might be an ancestor, a pet, or even a ghost that lived in your house while you were young.

Manipulate weapons
Starting at the 3rd level, your bond with powerful spirits lets you manipulate objects with your mind, allowing you to stab targets at a range without approaching them.
As an action you can cause a light melee weapon you have proficiency with to hover and move up to 30 feet in any direction. If your weapon moves within 5 feet of, or into an enemies space you can make a melee attack against them once per turn, as a part of this action. If you cannot see your weapon it stops hovering and falls to the ground. Unlike your normal weapon attacks, this attack uses your charisma modifier for attack and damage rolls. You may also gain your sneak attack bonus with this floating weapon if you are not visible to the target, but you can see them.

Ghostly trickery
Starting at the 3rd level, you learn the mage hand cantrip. When you cast it the hand is invisible.

Chaotic mess
Starting at the 9th level, when you cast the mage hand cantrip, you can summon additional hands equal to half your level. In addition, summoning them and controlling them only takes a bonus action.

Quickened spirits
Starting at the 13th level, when you use your ‘manipulate weapons’ ability to levitate a light weapon, you may cause another of your light weapons to hover simultaneously as a bonus action and make an attack against the same target. If you hit with the secondary weapon, you do not add your charisma modifier or sneak attack bonus to the damage roll.

Shower of daggers
Starting at the 17th level, you can cause up to 12 of your light weapons to fly in a 120 by 5 foot straight line in a direction of your choice. Every creature within this line must make a dexterity saving throw versus 8 + your proficiency bonus + your charisma modifier, which on a fail, they take a number of d4 piercing damages equal to the amount of weapons tossed by this ability.

Wizard (Replacing witch doctor)

Jeweler

Jeweler
Jeweler’s are wizards who seek the powers of mystical crystals to aid in their magics. They wield these stones in order to trap arcane forces and souls and use them to conquer their enemies.

Crystal collector
Starting at the 2nd level, you gain proficiency in jeweler’s tools.

Trap soul
Starting at the 2nd level, you can use your crystals to trap latent magic and souls. When a living creature dies within 30 feet of yourself, you can use a reaction to trap their soul in a transparent crystal worth at least 30 gold pieces that you have on yourself.
During a short or long rest, you can forge this crystal into a weapon using a set of jeweler's tools. The weapon then becomes a sentient weapon using the slain creature’s personality and mental statistics. They gain 30 feet of blindsight and are blind.
The sword can communicate through one of the following methods depending on what you choose and if they spoke any languages.

-If the creature spoke any languages, it can communicate with 30 feet of telepathy.

-If they spoke no languages or if they did, they can communicate simple emotions to the wielder.

A trapped creature cannot be resurrected outside of a wish spell unless the crystal is broken or is touching the killed creature’s body.

Flying blade
Starting at the 6th level, when you forge a crystal into a weapon, you may choose to give it the traits of a flying sword (MM pg 20) in addition to any options chosen in trap soul. If the weapon is different from a sword it’s “longsword” attack instead deals damage equal to the weapon’s base damage and gains any traits of the weapon in question (for example an animated whip would gain the reach property, and a finesse weapon could use the flying sword’s dexterity modifier instead of its strength modifier). A weapon with the ammunition property creates its own ammunition. This flying sword’s intelligence, wisdom and charisma are replaced by the trapped soul’s scores.

Trap magic
Starting at the 10th level, when you are damaged by a spell, you can cause a crystal with at least 30 gold pieces you have on yourself to trap some of the magic, reducing the damage the spell deals by 1d10 + your intelligence modifier.
Because of the trapped magic the crystal can be used in unique ways.

-As an action you or another creature can throw this crystal at a creature within 20 feet of yourself as a simple thrown weapon attack. On a hit they take damage equal to 1d10 + your intelligence modifier of the type of damage you trapped. After the crystal is thrown, it loses it’s magic and shatters.

-During a short or long rest you can forge the crystal into a weapon. The weapon gains 5 charges. Each time a creature hits a creature, as a part of that attack, they can deal an additional 1d8 of the damage type the crystal trapped. After all 5 charges are spent, the crystal shatters.

You must complete a long rest or spend a 1st level spell slot to use this ability again.

Under my control
Starting at the 14th level, when a creature’s soul is sealed inside your crystal, you can expend a 3rd level or higher spell slot to unseal them, breaking the crystal and turning them into a specter (MM pg 279) without sunlight sensitivity. The specter is under your control and moves in initiative directly after yourself. You may have a total number of specters equal to your intelligence modifier.

noob
2020-12-07, 08:02 AM
Now that you made a thread regrouping your classes can you delete your other threads to avoid thread clutter?
While the path of the mad have good option to boost allies that do str based attacks it finds itself to nearly be a detriment if you have few allies with str based attacks. (the boost also applies to monsters that starts their turn close to you then goes toward you allies to bash them)
Except when it can be used to make your entire team kite a monster through higher speed.