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JNAProductions
2021-02-18, 11:34 PM
Old Thread (https://forums.giantitp.com/showthread.php?548376-Eliatrope-Class)

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

PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Any one Artisan Tool of your choice

Saving Throws: Dexterity and Charisma
Skills: Choose any two from Athletics, Acrobatics, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Perception, Survival, Performance, and Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any melee weapon you are proficient with and a spellcasting focus
-(a) Any ranged weapon you are proficient with and 20 pieces of ammo or (b) any melee weapon you are proficient with
-(a) An explorer's pack or (b) a dungeoneer's pack
-(a) Leather armor or (b) scale mail (if proficient)

Eliatrope


Level
Proficiency Bonus
Features
Portal Total
Portal Diameter
Cantrips Known
Spell Slots
Slot Level


1st
+2
Portals, Archetype
2
5'
-
-
-


2nd
+2
Wakfu Sense, Spellcasting
3
5'
3
1
1st


3rd
+2
Boon
5
5'
3
1
1st


4th
+2
Ability Score Improvement
6
5'
3
1
1st


5th
+3
Extra Attack
8
10'
4
2
2nd


6th
+3
Boon
9
10'
4
2
2nd


7th
+3
Archetype Feature
11
10'
4
2
2nd


8th
+3
Ability Score Improvement
12
10'
4
2
2nd


9th
+4
Boon
14
10'
4
2
3rd


10th
+4
Greater Wakfu Sense
15
10'
4
2
3rd


11th
+4
Archetype Feature
17
15'
5
3
3rd


12th
+4
Ability Score Improvement, Boon
18
15'
5
3
3rd


13th
+5
-
20
15'
5
3
4th


14th
+5
Long-Ranged Portals
21
15'
5
3
4th


15th
+5
Boon
23
15'
5
3
4th


16th
+5
Ability Score Improvement
24
15'
5
3
4th


17th
+6
Archetype Feature
26
20'
6
4
5th


18th
+6
Boon, Perfect Wakfu Sense
27
20'
6
4
5th


19th
+6
Ability Score Improvement
29
20'
6
4
5th


20th
+6
Portal Scramble
31
20'
6
4
5th



Portals
At level one, you are able to create a number of portals equal to your proficiency bonus as an action, or half that number (rounding up) as a bonus action. You may move in between the creation of portals, potentially allowing you to traverse large areas quickly. You may not have any more portals in existence than your Portal Total (as listed on the table) at any given moment. Your portals may have a maximum diameter equal to the Portal Diameter (as listed on the table). All portals must be made within Line of Sight to yourself, and vanish if you are incapacitated. They must also be made within a range of 10' per level in this class, to a max of 200' at level 20. Any portal that is more than that distance away winks out of existence.

Whenever a creature or object enters one portal, it exits from another portal of your choice. Attacks may be made through a portal, though any ranged attack made through a portal is made with disadvantage, unless the attack is made by the Eliatrope who created the portal. The creating Eliatrope is capable of seeing through the portals, but others cannot, seeing simply a swirling, somewhat hazy void of color.

An Eliatrope can get rid of any number of portals on their turn without spending any actions.

Archetype
At level one, you gain your Archetype-Traveler or Warrior.

Wakfu Sense
At level two, you are able to cast Detect Magic at-will.

Spellcasting
At level two, you also gain spellcasting. Charisma is your casting stat for your spells, and you know all the spells on your class list. You may prepare a number of spells equal to half your class level (rounding up) plus your Charisma modifier. Your spells are always cast at their highest level, and you regain your spell slots on a short rest.

Boon
At level three, and every three levels thereafter, you may select a Boon from the options below, provided you meet the prerequisites. You may switch out a single Boon upon leveling up, or after a week of practice, training, and safety.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, or any two ability scores by one.

Extra Attack
At level five, you may attack twice, rather than once, when you make the Attack action on your turn.

Greater Wakfu Sense
At level ten, you are under the effects of Detect Magic without requiring concentration or casting the spell. You may stop it or resume it as a bonus action.

Additionally, you may spend your action and Concentrate (as if Concentrating on a spell) to detect living creatures within 30' of you.

Long-Ranged Portals
At level fourteen, you may create a single portal a number of miles equal to your proficiency bonus distant from yourself. Doing so takes one minute of Concentration, and requires you to either choose an area you can see, an area very well-known to you that is within range, or an exact distance. For instance, three miles due south is an appropriate destination, or your childhood home (if it is within range), but the duke's manor that you've never been to is not.

Perfect Wakfu Sense
At level eighteen, you no longer need to Concentrate or use your actions to detect living creatures.

Portal Scramble
At level twenty, you may create any number of portals (up to your maximum) as well as rearranging any existing portals as a reaction by spending a spell slot.

Fast
At level one, your walking speed increases by 10'.

Distant Portals
At level seven, you double the range at which you can create portals, to 20' per level in this class.

Uncanny Dodge
At level eleven, you may halve damage from a single source as a reaction.

Portal Dodge
At level seventeen, while adjacent to a portal you've created, you may use your reaction to step through it and exit from any other portal as normal.
Bonus Proficiencies
At level one, you gain proficiency in medium armor, shields, and all martial weapons.

Tough
Also at level one, you gain an additional 1 HP for every level taken in this class.

Militant Casting
At level seven, you may add your Charisma modifier to damage rolls made by any Eliatrope spell you cast, though no more than once per spell.

Wakfu-Infused Strikes
At level eleven, your weapon attacks deal an additional 1d8 points of force damage.

Extra Attack II
At level seventeen, you may make three attacks, rather than one, when you make the attack action on your turn.

Skilled
You gain proficiency in any one skill of your choice. You may select this more than once.

Expert
You gain expertise in any one skill you already have proficiency in. You may select this more than once.

Fighting Style
You gain any one fighting style of your choice.

Fleet Of Foot
Increase your walking speed by 5'.

Wakfu Equipment
You may make small amounts of equipment from ambient magical energy. You may make up to one suit of armor and any two of weapons and shields as an action. These items glow brightly with magical energy, and disappear if they leave your possession for more than a few moments.

Wings
Requires Level 9
You are under a permanent Jump effect, and may glide if you have room to spread your wings. When gliding, you may travel up to 20' for every 5' you fall, and negate any fall damage.

Improved Wings
Requires Level 12
You may now fly with twice your land speed. You may fly for a number of rounds equal to your Constitution modifier before having to land, though you may glide in between.

Perfected Wings
Requires Level 15
You may now fly and hover without any more difficulty than walking.

Interdimensional Portals
Requires Level 18
You may create an interplanar portal. Doing so requires one minute of uninterrupted Concentration, and requires you to have a sigil sequence of your destination or a clear understanding of your destination plane.

Blade Ward
Dancing Lights
Eldritch Blast
Frostbite
Guidance
Gust
Light
Mage Hand
Prestidigitation
Ray Of Frost
Resistance
Sword Burst
Absorb Elements
Arcane Weapon
Armor Of Agathys
Bless
Catapult
Chromatic Orb
Divine Favor
Faerie Fire
False Life
Fog Cloud
Guiding Bolt
Hunter's Mark
Longstrider
Mage Armor
Shield
Shield Of Faith
Aid
Blur
Earthbind
Enhance Ability
Gust Of Wind
Levitate
Mirror Image
Misty Step
See Invisibility
Silence
Blink
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Fly
Haste
Lightning Bolt
Slow
Thunder Step
Banishment
Death Ward
Freedom Of Movement
Otiluke's Resilient Sphere
Bigby's Hand
Circle Of Power
Dawn
Destructive Wave
Far Step
Holy Weapon
Maelstrom
Steel Wind Strike
Telekinesis
Teleportation Circle

Garfunion
2021-02-19, 11:41 AM
I liked the cartoon that this class is based off of however the last season did have a bit more adult scenarios and kind of left a bad taste in my mouth. That of course won’t stop me from watching the next season if it ever happens.
But anyway

Looking at the best class features not the archetype or boons.
I think you should treat the teleportation ability as an actual movement that can be exhausted (replenishes on a short or long rest). I probably started at 20 feet at first level plus an additional 5 feet per level after 1st level. The player can divide this movement up however they see fit. Perhaps at level 20 you can give them a big increase in the teleportation movement.

As for leaving behind open portals, that should be a feature later on in the class progression.

The more a think about it the main character resembles to be more monk like. Perhaps a monk archetype or the monk class can be used as the base class (unarmed movement can become teleportation movement).

Segev
2021-02-19, 03:21 PM
I'll need to think on it longer to be sure, but this feels like a very busy class. That is, I think it does too much. The spellcasting is minor compared to full casters, but is probably the biggest thing I'd say could be lopped off without losing any of the class's flavor. (Maybe it's an archetype, like Arcane Trickster or Eldritch Knight?)

For most of his story, Yugo only ever had one portal pair open, and usually isn't maintaining them longer than it takes to hop through. Something like, "Once per turn, you can create a pair of linked portals within range. The spaces adjacent to them are adjacent to each other. These portals last until you create new ones or the end of your turn. You may create another pair of portals as a bonus action or an action (for up to three pairs in a single turn). You may treat any exit from a portal as a start of a new jump, if you wish."

Then give them a feature later to concentrate to hold open a portal pair longer than to the end of their turn.

It could be that what you have is more in line with the proper power curve, though. So I'll have to think on this a bit.

JNAProductions
2021-02-19, 03:56 PM
For most of his story, Yugo was also not very good. I wouldn’t peg him as particularly high level, up till late in the show.

Plus, this isn’t an exact 1-to-1 creation. It’s meant to be a 5E class first, and a representation of the show second.

That being said, I look forward to what you decide after more thought!