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MoleMage
2021-03-22, 02:01 PM
Welcome to the fifteenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

Chat Thread (https://forums.giantitp.com/showthread.php?628968-D-amp-D-Base-Class-Contest-XV-Chat-Thread&p=24979309#post24979309)

1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Partial Casters. Your class should have spellcasting abilities (or a similar analogue from homebrew) that are less than that of a full caster. Do you want to make a new half-caster based on Pact Magic progression? What about a class that gets 1/3rd spellcasting in its base features, independently of subclass? Or perhaps you feel like 3.5's 2/3rds caster needs to be revisited in 5e? This is the time!

2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

Deadline for this contest will be May 16th. The voting thread will be posted the following day and will stay open for three weeks.

Damon_Tor
2021-03-22, 05:16 PM
Spellslinger
Fire and frost leaping from his fingertips, the halfling laughs balefully as the goblin horde breaks before him. One freezes solid and shatters, another burns to ashes, the maniacal mage weaving magic with astouding speed and precision.

Blades propelled by unseen forces circle the dark elf menacingly as the bandits draw iron. With a frown and a twist of her fingers, the daggers begin to leap forward into the enemy ranks, humming strangely as they sail through the air, propelled by a mysterious energy.

His body covered in red glowing tattoos, the tiefling leaps into the midst of the pack of snarling beasts, his fist striking the ground with a boom, red-hot magma exploding in every direction. The animals snarl and yowl and the very earth beneath their feet shatters beneath them.

An offshoot of arcane magic created centuries ago to quickly train mages to perform as living artillery during one of the great wars, spellslingers lack the breadth of knowledge of wizards. They specialize in casting just a few simple spells, drilling the motions into muscle memory to allow for rapid, reflexive spellcasting. However, the few spells they know they master quickly, and high level spellslingers can learn to cast their simple spells at a higher level than wizards can manage.

Magic as a Weapon
Spellslinging as a discipline was created for combat, and the narrow focus of their spell list reflects this. Magic is not a tool, magic is not art, and magic is not a toy: magic is a weapon. The training of a Spellslinger is grueling, casting the same spell over and over again until it's produced thoughtlessly, effortlessly. Gone from their training is any magical theory: few spellslingers know why their spells function, and fewer care, repeating a spell until its production becomes a second nature to them and rarely giving a thought to the metaphysics behind the magic.

This training regimen was engineered to quickly produce spellcasting soldiers: a wizard apprentices for years, or even decades, before attaining the rank of journyman and being permitted to ply their trade without their master's guidance. By contrast, a new division of spellslingers can be ready to deploy in months. The training is brutal, and around a third of those who begin the training fail to complete it due to injury or death, but that can be viewed as an acceptable ratio for a nation facing losing odds in a war for their very survival.

The Cosmic Dam
The wizard Archaemalion, in a treatise to King Saul XVI imploring him not to employ spellslingers in his armed forces, described the limitations on magic use as a cosmic dam separating arcane energies from the inner planes. Wizards, he argues, learn to manage the flow of magic carefully in accordance with natural and divine law. But spellslingers wield their powers thoughtlessly, ignorant of the metaphysical nature of magic and why the limits they so casually flaunt exist in the first place. "Then let them break the dam." came the king's response. "Let our enemies drown." Saul's spellslingers would go on to play a critical role in repelling a great Loarathi invasion.

Since then, "the dam" has become a powerful metaphor for many spellslingers, as they've embraced the imagery and included it in their training. A spell-slot is a weakness in the dam, and casting a spell is punching a hole through it, the spell taking effect before the hole seals itself and rendering that hole unusable for some time. But by casting their spells with unique speed and precision, an experianced spellslinger can force a second spell through the hole before it seals. The greatest spellslingers learn to "break the dam" and cast simple spells beyond the 9th-level-limit imposed by nature and divine decree. These spellslingers seem content to let the wizards weep and wail about how this weakens the weave; if indeed there are are metaphysical consequences to come from this discipline, they have yet to be seen.

Hit Points
Hit Dice: 1d8 per Spellslinger level
Hit points at 1st level: 8 + your Constitution Modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Spellslinger level after 1st.

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Intimidation, Perception, Religion, Slight of Hand and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) two daggers or (b) a quarterstaff
(a) ten darts or (b) a sling and 20 bullets
(a) a component pouch or (b) an arcane focus
leather armor and an explorer's pack



If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose spellslinger as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 and a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a spellslinger.
Proficiencies Gained. If spellslinger isn't your initial class, here are the proficiencies you gain when you take your first level as a spellslinger: light armor, simple weapons.
Spell Slots. Add 2/3 your levels (rounded up) in the spellslinger class to the appropriate levels from other classes to determine your available spell slots.




The Spellslinger
-Spell Slots per Spell Level-




Level
Proficiency
BonusFeatures
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th
Limit Breaker



1
+2Spellcasting
2
Int Mod
2
-
-
-
-
-
-
-



2
+2Critical Cast
2
Int Mod
3
-
-
-
-
-
-
-



3
+2Aptitude
2
Int Mod
3
-
-
-
-
-
-
-



4
+2Ability Score Improvement
2
Int Mod+1
4
2
-
-
-
-
-
-



5
+3Spell Sling
2
Int Mod+1
4
3
-
-
-
-
-
-



6
+3Aptitude Feature
3
Int Mod+1
4
3
-
-
-
-
-
-



7
+3-
3
Int Mod+2
4
3
2
-
-
-
-
-



8
+3Ability Score Improvement
3
Int Mod+2
4
3
3
-
-
-
-
-



9
+4Aptitude Feature
3
Int Mod+2
4
3
3
-
-
-
-
-



10
+4-
3
Int Mod+3
4
3
3
1
-
-
-
-



11
+4Fire at Will
3
Int Mod+3
4
3
3
2
-
-
-
-



12
+4Ability Score Improvement
3
Int Mod+3
4
3
3
2
-
-
-
-



13
+5-
3
Int Mod+4
4
3
3
3
1
-
-
-



14
+5Aptitude Feature
4
Int Mod+4
4
3
3
3
2
-
-
-



15
+5Limit Breaker
4
Int Mod+4
4
3
3
3
2
-
-
15



16
+5Ability Score Improvement
4
Int Mod+5]
4
3
3
3
2
1
-
16



17
+6Arcane Wellspring
4
Int Mod+5
4
3
3
3
2
1
-
17



18
+6Limit Smasher
4
Int Mod+5
4
3
3
3
2
1
-
18



19
+6Ability Score Improvement
4
Int Mod+6
4
3
3
3
2
1
1
19



20
+6Limitless
4
Int Mod+6
4
3
3
3
2
1
1
20



Class Features:
As a Spellslinger, you gain the following class features:

Spellcasting
As a wielder of arcane magic, spells are your weapons and your primary means of self-defense.


Cantrips
At 1st level, you know two cantrips of your choice from the spellslinger spell list. You learn additional spellslinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellslinger table. Whenever you gain a level in this class, you can replace one Spellslinger cantrip you know for another.

Spell Slots
The Spellslinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spellslinger 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
At first level, you know a number of spells from the spellslinger spell list equal to your intelligence modifier (minimum of 1). The Spells Known column of the Spellslinger table shows when you learn more spellslinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spellslinger spells you know and replace it with another spell from the spellslinger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Dexterity is your spellcasting ability for your spellslinger spells, since you learn your spells through intense practice, drilling the words and motions into muscle memory. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Dexterity modifier

Spell attack modifier = your proficiency bonus + your Dexterity modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spellslinger spells.

Critical Cast
Starting at second level, whenever a creature attempts a save against a spell of yours and rolls a 1 on the die, that creature takes maximum damage from that spell (as if each damage die had rolled the maximum value).

Aptitude
By third level, a spellslinger has discovered his aptitude, a type of spellcasting at which he excells. Choose either the Magneticist, the Thermalist or the Vulcanist, detailed below. Your choice grants you features at 3nd level, and again at 6th, 9th and 14 level.


Aptitude Spells
Each aptitude has a list of spells-its aptitude spells-that you gain at the Spellslinger levels noted in the aptitude description. Once you gain an aptitude spell, you always have it prepared, and it doesn't count against the number of Spells you know.

If you have an aptitude spell that doesn't appear on the Spellslinger spell list, the spell is nonetheless a Spellslinger spell for you.


Magneticist
You discover your aptitude for the push and pull between matter known as magnetism. This force isn't well understood by wizards and other scholars, but you don't really care how it works, developing an intuitive understanding of this principle as you weaponize this fundamental force.


https://db4sgowjqfwig.cloudfront.net/images/2314243/swordmage.PNG
Art by Lian Li at Oxan Studios




Magnetist Spells



Spellslinger Level
Spells



3rd
Mage Hand, Catapult



4th
Levitate



7th
Lightning Arrow



10th
Ring of Blades*



13th
Telekinesis



Magnetic Propulsion
When you discover this aptitude at third level, your command of magnetic forces enhances the range of your spells and attacks in the following ways:
Increase the range of spells you cast
Increase the radius of spells you cast with a range of "self (radius)"
Increase the normal and long ranges of your ranged weapon attacks using metal weapons or projectiles
Increase the reach of melee weapon attacks you make on your turn using a metal weapon, as the weapon flies briefly from your hand before making the attack then returning to you.
The value of these increases are equal to a number of feet equal to 5 * your intelligence modifier (minimum 5).

Magnetic Levitation
Starting at 6th level, whenever a spell you cast would move a metal object or a creature made of or wearing metal, you can increase the distance the creature or object is moved by a number of feet equal to 5 x your intelligence modifier.

Magnetic Repulsion
At 9th level and beyond, whenever a ranged weapon attack misses you, you can use your reaction to force the attacker to reroll the attack against a creature of your choice within 30 feet of you. If you used your reaction to cause the attack to miss (using the shield spell, for example) you can use this ability as a part of that reaction.

Magnetic Impact
By 14th level, you can use magnetic attraction to increase the force of a collision. When a spell of yours causes a creature or object to collide with another creature or object (including by causing them to fall), you can cause both colliding creatures/objects to take force damage. The amount of damage dealt is equal to your intelligence modifier, plus 1d6 for every 50 feet traveled by the colliding creatures/objects in a staight line toward each other immediately before the collision. A creature or object can only take this damage once per turn.Thermalist
You develop an aptitude for temperature control magic. You don't see fire and ice as opposite elemental forces, but two extremes on a spectrum, a sliding scale you can control to devastating effect.


https://i.pinimg.com/originals/6a/9c/b1/6a9cb105b8b66c12bfa24ca1e259dcc6.jpg
Art by Rob-Joseph on DeviantArt




Thermalist Spells



Spellslinger Level
Spells



3rd
Burning Hands, Ice Knife



4th
Aganazar's Scorcher, Snilloc's Snowball Storm



7th
Fireball



10th
Fire Shield



13th
Cone of Cold



Personal Temperature Control
When you develop this aptitude at third level, your ability to control temperatures gives you increased ability to mitigate temperature flucuations. Whenever you take cold or fire damage you can reduce the damage taken by an amount equal to your Intelligence modifier. In addition, you can add your intelligence modifier to any roll to resist the effects of very hot or very cold weather.

Antipodal Annihilation
By 6th level, you've mastered the ability to alternate heat and cold in rapid succession to increase the effect of those abilities:
Whenever you deal fire damage to a creature, the next time it takes cold damage before the end of your next turn, it has vulnerability to that damage.
Whenever you deal cold damage to a creature, the next time it takes fire damage before the end of your next turn, it has vulnerability to that damage.

Thermal Balancing
Energy cannot truly be created nor destroyed, not even by magic, a principle you've learned to harness by 9th level. Whenever you reduce the amount of fire or cold damage you take, by resistance or immunity to that element or using your Personal Temperature Control feature, you can use your reaction to deal damage of the other type to one creature within 30 feet of you. The amount of damage dealt equals the amount of damage reduced by your resistance or immunity. If you used your reaction to reduce the damage (using the spell Absorb Elements for example) you can use this ability as a part of that reaction.

Temperature Compensation
Starting at 14th level, you learn to overheat or super-cool your body, a risky maneuver that renders you invulnerable to one extreme while leaving your defenses against the other wide open. As an action you can choose to become immune to fire damage and vulnerable to cold damage, or immune to cold damage and vulnerable to fire damage. This effect lasts for one minute or until you end it as an action. You have a number of uses of this ability equal to your proficiency bonus, and you regain all uses when you complete a short rest.Vulcanist
Your aptitude for earth-manipulation magic goes deep, deep enough to call the liquid magma begging to be released from below.


https://i.pinimg.com/originals/57/27/12/5727121340fafa953c562932b747cb53.jpg
Art by Sora-Shintaro on DeviantArt




Vulcanist Spells



Spellslinger Level
Spells



3rd
Earth Tremor



4th
Spike Growth



7th
Erupting Earth



10th
Wall of Fire



13th
Wall of Stone



Lava Bender
Your connection to the earth and the liquid fire within allows you to super-heat stone as you manipulate it with your magic. Whenever you deal bludgeoning damage to another creature, or when another creature enters an area of difficult terrain a spell of yours created or starts it turn there, that creature takes fire damage equal to your intelligence modifier. A creature can only take this damage once per turn. In addition, your movement isn't hindered by difficult terrain composed of stone, earth, mud or lava.

Magmatic Emission
As of 6th level, the stones your spells shape are so hot they become a viscous semi-fluid. It costs other creatures 4 feet of movement to move 1 foot in difficult terrain created by your spells.

Stoneform
At 9th level and beyond can make your skin as tough as stone. You know the spell Stoneskin. You can cast it on yourself without expending a spell slot, ignoring material components, and without using your concentration. You can use this ability once and recover all uses when you complete a long rest. (You can also cast it normally using a 4th level or higher spell slot)

Worldbreaker
By the time you reach 14th level the magma within the earth is begging you to release it, and you oblige. You can cast the spell Earthquake without expending a spell slot. You can use this ability once and recover all uses when you complete a long rest. When you gain your Limit Breaker spell slot, you can use it to cast Earthquake.

When you cast Earthquake, the fissures that open are full of lava. A creature takes 12d6 fire damage when it enters the lava and whenever it starts its turn in it. The lava cools and becomes solid stone 1 minute after the spell ends.

Spell Sling
At fifth level and beyond, your rapid, reflexive spellcasting allows you to push extra magic though a single spell slot. Immediately after you cast a spell using a first level spell slot, you can cast an additional spell using the same spell slot, without requirng an additional action. You must perform the necessary components for each spell as normal.

Fire at Will
At 11th level you learn to use your simplest spells as casually as cantrips. When you cast a first level spellslinger spell as an action, you can do so without expending a spell slot.

Limit Breaker
Starting at 15th level your mastery of simple magic allows you to use it at levels of power normally found in more advanced magics. You gain one Limit Breaker spell slot, which is a special spell slot which is of a level equal to your Spellslinger level. Your Limit Breaker spell slot can only be used to cast first level spells. Like your normal spell slots, your limit breaker spell slot can be used once per day and you regain the use of it when you complete a long rest.

Arcane Wellspring
Starting at 17th level, more powerful magic comes easily to your fingertips. You can use your Fire at Will ability to cast second level spellslinger spells with a casting time of 1 action, and first-level spells you cast without using a spell slot are cast at second-level.

In addition, you can use your Spell Sling ability when you cast a spell using either a first or second level spell slot.

Limit Smasher
By 18th level your ability to crack through the limits of arcane power grow even further. You can use your Limit Breaker spell slot to cast first or second level spells.

Limitless
At 20th level you push your limits even further despite the toll taken on your body. You can use your Limit Breaker spell slot to cast first, second, or third level spells. In addition, as an action you can recover your use of your Limit Breaker spell slot by expending four hit dice.

Spellslinger Spells

Cantrips
Acid Splash
Blade ward
Booming Blade
Control Flames
Create Bonfire
Fire Bolt
Frostbite
Frostforged Blade*
Green-Flame Blade
Gust
Lightning Lure
Magic Stone
Mind Sliver
Mold Earth
Poison Spray
Produce Flame
Ray of Frost
Shape Water
Shillelagh
Shocking Grasp
Sword Burst
Thorn Whip
Thunderclap

1st Level
Absorb Elements
Burning Hands
Catapult
Chromatic Orb
Earth Tremor
Ice Knife
Jump
Longstrider
Mage Armor
Magic Missile
Searing Smite
Shield
Tasha's Caustic Brew
Thunderous Smite
Thunderwave
Witch Bolt
Zephyr Strike

2nd Level
Aganazzar's Scorcher
Blur
Cloud of Daggers
Earth Strike*
Flame Blade
Flaming Sphere
Gust of Wind
Maximillian's Earthen Grasp
Mind Spike
Mirror Image
Moonbeam
Scorching Ray
Shatter
Snilloc's Snowball Storm
Tasha's Mind Whip
Warding Wind

3rd Level
Blinding Smite
Conjure Barrage
Erupting Earth
Fireball
Flame Arrows
Lightning Arrow
Lightning Bolt
Melf's Minute Meteors
Sleet Storm
Thunder Step

4th Level
Elemental Bane
Fire Shield
Ice Storm
Ring of Blades*
Sickening Radiance
Staggering Smite
Storm Sphere

5th Level
Cloudkill
Cone of Cold
Conjure Volley
Destructive Wave
Fissure*
Immolation
Steel Wind Strike
Synaptic Static
Wall of Fire

6th Level
Blade Barrier
Chain Lightning
Circle of Death
Disintigrate
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Otiluke's Freezing Sphere
Sunbeam

7th Level
Crown of Stars
Cryogenesis*
Delayed Blast Fireball
Finger of Death
Fire Storm
Fist of the Earth*
Magnetic Conflux*
Power Word: Pain


New Spells
The following are new spells available to the Spellslinger and other classes.

Frostforged Blade
evocation cantrip

Casting Time: 1 Action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Artificer, Bard, Sorcerer, Spellslinger, Warlock, Wizard

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then elemental frost begins to slowly form around the target. If the target doesn't move at least 5 feet from its current location by the start of your next turn, it takes 1d6 cold damage.

At 5th level, the melee attack deals an extra 1d6 cold damage to the target on a hit, and the damage the target takes for not moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).Earth Strike
2nd level transmutation

Casting Time: 1 Action
Range: Self (5-foot radius)
Components: S, V
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Spellslinger, Wizard, Warlock

You encrust your fist or a melee bludgeoning weapon in elemental stone and slam it into an opponent: make a melee weapon attack against a creature in range. This attack is considered magical. On a hit the creature takes normal damage from the attack with 2d10 extra bludgeoning damage, and the target must make a strength save or be pushed up to 10 feet away from you and is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt increases by 1d10 for each slot level above 2nd.Iron Binding
2nd level transmutation

Casting Time: 1 Action
Range: 60 feet
Components: S, V, M (a strip of iron worth at least 5 cp)
Duration: Instantaneous
Classes: Artificer, Sorcerer, Spellslinger, Wizard

You attempt to shackle a creature, telekinetically wrapping the strip of iron used in the spell's casting around some part of their body. One creature you can see within range must attempt a dexterity saving throw. If the creature fails the save it takes 3d6 bludgeoning damage, and if it succeeds it takes half as much. Additionally, when the creature fails its save, you pick one of the following effects:

The iron band is wrapped around two of the creature's hands or forelimbs: it cannot perform somatic components using those limbs and attacks made with those limbs have disadvantage.
The iron band is wrapped around two of the creature's legs: if the creature has four legs or fewer, it falls prone and cannot stand.
The iron band is wrapped around the creature's wings: it cannot fly and falls if it is flying.
The iron band is wrapped around one of the the creature's mouths, preventing it from speaking, attacking, or using breath weapons with that mouth.
The iron band is wrapped around some other parts of the creature with alternative effects at the discretion of the dungeon master.

A creature can be under the effect of multiple instances of this spell, as long as each instance targets a different body part. A creature can end one of these effects on itself or on a creature it touches as an action by passing a strength check against your spell save DC, freeing the target creature from the iron band.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Each target requires its own iron band. You can choose different body parts to be bound for each target.Ring of Blades
4th level transmutation

Casting Time: 1 Action
Range: 5 Feet
Components: S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Sorcerer, Spellslinger, Warlock, Wizard

When you cast this spell, you cause up to 12 melee or throwing weapons within range to levitate and begin to orbit your body. Weapons held or worn by another creature are unaffected, as are weapons weighing more than 5 pounds. The spell ends if no weapons are under its effect. While the spell is active, it has the following effects:
While you have at least 6 weapons orbiting you in this way, you have half cover.
Other creatures provoke an opportunity attack from you when they enter a space within 5 feet of you.
You can make melee attacks with these weapons normally, as if you were wielding them in one hand.
As a bonus action, make a ranged weapon attack with up to two of the weapons as if they had the thrown property with a normal range of 100 feet and no long range. The effect of the spell ends on those weapons after the attack.
You can take hold of one of the weapons with a free hand, sheathe the weapon on your person, or allow the weapon to drop to the ground, ending the effect of the spell on that weapon. This requires no action.
You use your spellcasting ability modifier instead of strength or dexterity for the attack and damage rolls of attacks using weapons under the effect of this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of weapons you can affect with it increases by 3 for each slot level above 4th.Fissure
5th level transmutation

Casting Time: 1 Action
Range: Self (80 foot line)
Components: S, V
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Spellslinger, Wizard

You strike the ground and open a crack in the earth which spreads from your location in a 15 foot wide, 80 foot long line. A creature standing in the path of the fissure must make a dexterity save: if they fail this save they take 6d10 bludgeoning damage and fall into the fissure as it opens, if they succeed on the save they take half as much damage and are pushed to the nearest spot adjacent to the fissure. The fissure is 20 feet deep and its interior floor and walls are difficult terrain composed of uneven stone.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.Cryogenesis
7th level evocation

Casting Time: 1 Action
Range: 60 feet
Components: S, V, M (An insect trapped in a crystal)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Spellslinger, Wizard

Ice crystals begin to form inside a creature you can see within range, as you attempt to freeze it solid. The target must make a Constitution saving throw. It takes 6d8 cold damage on a failed save, or half as much damage on a successful one. The creature repeats this saving throw at the end of each of its turns for the spell's duration. If it successfully saves against this spell three times, the spell ends. After the first time the creature fails a save against this spell, the creature's movement speed is reduced by half. After the second, the creature's speed becomes zero. After the third, the creature is restrained. After the fourth, the creature is paralyzed. These conditions last until the spell ends.

The body of a creature killed while paralyzed by this spell shatters into thousands of shards of ice.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th.Fist of the Earth
7th level transmutation

Casting Time: 1 Action
Range: 60 feet
Components: S, V
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer, Spellslinger, Wizard

You call a pillar of solid stone from the earth at a point within range, which rises quickly from the earth. The pillar rises to a height of your choice up to 60 feet and has a 10 foot radius. Creatures in the pillar's radius when you cast it are subject to one of three effects, depending on how you cast the spell:
You can have the pillar rise relatively slowly, taking several seconds to reach its final height. Creatures in the radius of the pillar may make a dexterity save to simply step off the pillar, moving up to half their speed to the nearest space adjacent to the pillar. Creatures who remain on the pillar simply rise with it to its maximum height.
You can have the pillar rise quickly, erupting from the ground to its full height in under a second. Creatures in the radius of the pillar can attempt a dexterity save to leap off it before it reaches its full height. If they fail this check they take 4d10 bludgeoning damage from the pillar itself crashing into them from below and are launched 20 feet into the air above the pillar's final height before falling to the ground in the nearest space outside the pillar's radius. If they pass the save they take half as much damage from the pillar and fall from it as it reaches half of its final height, landing in the nearest space outside the pillar's radius. (a creature takes 1d6 bludgeoning damage for every 10 feet it falls)

Collisions with other objects
The pillar can easily smash through most wooden structures, but stops when it impacts stone or similarly sturdy objects. A creature caught between the pillar and another object takes an additional 4d10 bludgeoning damage when the pillar is formed, and if pinned between the pillar and another object once the pillar has reached its full height, it is restrained and is not launched from the pillar . A creature restrained in this way must make a strength save at the end of its turn. If it fails the save it takes 2d10 bludgeoning damage from the crushing force. If it succeeds it takes half as much damage and can move 5 feet in a direction of its choice. If it's no longer between the pillar and the other object after this movement, it is no longer restrained.

When the spell ends the pillar slowly lowers back into the ground, descending 5 feet per round.

The pillar is an object made of stone that can be damaged and thus destroyed. It has AC 15 and 300 Hit Points. Reducing it to 0 hitpoints causes the pillar to collapse into the ground immediately.Magnetic Conflux
7th level evocation

Casting Time: 1 Action
Range: 60 feet
Components: S, V, M (A magnetically charged ball bearing)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Spellslinger, Wizard

You create an intense magnetic field, pulling all metallic objects nearby into it. Pick a point within range: when you cast this spell and at the start of each of your turns during the spell's duration, all metal objects within 30 feet of that point are pulled to the chosen point and are held there. Affected objects inside of containers such as backpacks, sheathes and pouches will tear themselves from their containers to reach the target point. Metal objects attached to other objects, such as nails or hinges, are pulled to this point as well, with potentially destructive effects at the discretion of the dungeon master. Any metal object which comes within 30 feet of the targeted point during the spell's duration is immediately subject to this same effect. Creatures holding affected objects may attempt a strengh saving throw to keep the object in their grasp, and repeating the save at the start of each of their turns to maintain their grip. On a failed save they drop the object as its pulled to target point.

A creature wearing or made of metal must make a strength saving throw when the spell is cast, or when coming within 30 feet of the target point or ending its turn there: on a failed save that creature is pulled to the target point and becomes held there, restrained for the duration. A creature restrained by this spell must make a constituion save at the start of each of its turns, taking 8d6 bludgeoning damage on a failed save or half as much damage on a success, as they are crushed by the extreme magnetic forces. A creature can potentially be freed from this restraint if it can remove itself from the metal it is wearing.

Q&A
Can I use Spell Sling when I cast a spell as a bonus action or as a reacton?
As a bonus action, no: nothing about the feature allows you to bypass the normal restrictions on casting spells as a bonus action, which means spells cast as a bonus action are effectively excluded from this feature. However, no such restrictions exist for spells cast as a reaction, and yes, a spell slinger can use this to his advantage. For example, he might follow shield with an immediate thunderwave to push the attacker back away from him. A thermalist might follow hellish rebuke with an ice knife to take maximum avantage of his antipodal annihilation feature.

Isn't it kinda broken to cast spells at 20th level, even if you do limit it to 3rd level spells cast this way?
Nope. Consider that Erupting Earth or Fireball cast at 20th level deals less damage (in a much smaller AoE) than a 9th level spell like Meteor Swarm cast at 9th level.

Dealing just 4d10 damage with either 2d10 for a pin or 8d6 for a fall, isn't Fist of the Earth kind of weak for a 7th level spell?
The utility of Fist of the Earth varies wildly based on your location. To deal maximum damage, your best option is to use this in a multi-story wooden structure. The pillar will smash though each floor in turn, dealing the creatures on top of it 2d10 damage each time it does. If the floors of a 6+ story building are 10 feet apart, that's potentially 16d10 damage wile stilling pinning the creatures to the last floor at the top for damage over time. Of course a wooden structure this tall would be unusual: a 3 or 4 story wooden structure is more typical. And of course if you do manage to pin a creature with it, the restraint effect is very powerful and hard to shake, with a passed save only giving the creature progress toward ending the condition, not a free ticket out.

Doesn't Magnetic Conflux seem terribly situational?
Yes, it's far more useful on a large group of opponents in metal armor than it is on other creatures, but it is very useful on those creatures. A creature made of metal or wearing metal armor with a long doffing time has almost no way out of the restraining effect one they've failed the initial strength check to resist being pulled in, and the damage they take is signifigant. Against other creatures, you do have an option though: the second-level spell Iron Binding wraps an iron band around a creature, which gives you the ability to make a creature who would otherwise be unaffected get pulled into the metal scrap pile along with everything else. Of course the Iron Binding comes off with just one action and a strength check, so it's not nearly as effective as it would be against some other enemies. The spell has other uses too though: it's poetnetially a mass-disarm and it can be used to wreck wooden structures by tearing out the hardware than holds them together. As a non-combat utility spell, you can also use it to quickly find hidden metal objects.

BerzerkerUnit
2021-03-22, 09:46 PM
Psionicist (https://drive.google.com/file/d/1BR9uKtVdX2Q8VgRqlu_xa2DXgSwg7___/view?usp=sharing)
Use your brain! (the right way...)

Edit: Probably have 1 more major reformat to do before I can call it submission complete. (after critiques and votes I'll do another edit, re fab the art and put it on the DM's Guild).

This will hearken back to 4th Edition but will use a modified version of the existing Psi Dice mechanic. You won't get spells or slots, but you will get supernatural abilities called Disciplines that can scale. I don't think anything will quite get to 9th level as a baseline (probably cap out around 6th), though there might be a few ways to push dice numbers into ~ a lower level spell scaled to 9th.

I'm going to call that 2/3rds casting. Int based

Disciplines are divided into talents that can be used at will or once for free and scaled up by expending psi dice. Their basic effects are stronger than cantrips but lack the versatility spread out across all the spell lists, scaling up will typically add the psi die to the damage or expand the effect somehow.

Example: Psychokinesis' Fling Talent allows you to throw a 1 lb or lighter object within 30 feet at any target within 30 feet of you, dealing 1d4 or its weapon damage. You can expend 1 or more psi dice in the following ways. For each additional psi die you can make an additional attack against a different target using the same object, or multiple objects provided you have a line of effect. Alternatively, you can hurl larger objects. Expending 1 die increases the size to 10 lbs, 2 dice allows you to hurl any medium object, 3 dice allows you to hurl large objects, and 4 dice allows you to hurl huge objects. Objects of medium size and larger require targets within an area the size of the object to make a dexterity save vs your Psionics DC dealing damage on a fail, half on a success.

There are 2 Advanced Disciplines: Metacreativity and Psychoportation available @ 7th+.

At level 11 you can choose metapsionic disciplines which can further expand any of your Talents. There will be thematic overlap with meta magic, but I think the scope will be wider since you're consuming your primary resource.

Psionic Mastery is the capstone. Not 100% on what this will do but I'm thinking something like "when the Psi die rolls a 1 or 12 it isn't expended" right now.

Got a draft of some semi functional pieces. Format needs work, pls have a look and take it to the chat!

MrStabby
2021-03-26, 12:42 PM
***V1.2***




The Manabound0

The Manabound are odd creatures; casters that instead of chosing to master magic as other casters instead seek to bind themselves ever closer to the source of their power using it to sustain them an enhance them. Through practicing magical rituals and researching a deeper connection to the source of their power they build more and more profound connections and the magic sustains them directly. They no longer need food or drink and eventually they can forgo even sleep and air.
As a conduit for magic, a Manabound creature manifests spells around them – often sparking mistrust. This is somewhat exacerbated by the sacrifices one must make in the rituals that bind the flesh to a magical source, but despite this Manabound are as likely to be good as evil and often bind themselves to serve a higher purpose.
The source of magic determines the type of Manabound a ritual creates. Some will bind themselves to the primal energies life and of the earth, leaving sprouting grass and a faint aroma of hay in their wake. Others will bind themselves to the magic of the grave and use their darker path as a route to becoming a lich. For yet others it is an act of devotion to a god, to better serve them and to be a living embodiment of their divine will.

Hit Points
Hit Dice: 1d8 per Manabound level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Manabound level after 1st

Proficiencies
Armor: None1
Weapons: All simple weapons and all martial melee weapons
Tools: Caligraphy Kit
Saving Throws: Charisma, Constitution2
Skills: Choose any three from Arcana, History, Religion, Nature, persuasion, intimidation, deception

Equipment:
Leather armour, adventurer’s pack, one simple or martial melee weapon of your choice




Level
Proficiency Bonus
Features
Spells Known
1st
2nd
3rd
4th
5th


1
2
Binding Feature, Dual Form, unarmoured defence
1
2






2
2
Consume self, one with magic
2
2






3
2
Mana Surge
2
3






4
2
Ability Score Improvement
3
3






5
3
Extra Attack
3
4
2





6
3
Dual Form (2)
4
4
2





7
3
Binding Feature
4
4
3





8
3
Ability Score Improvement
5
4
3





9
4
Spontaneous casting
5
4
3
2




10
4
Binding Feature, Consume Self (level 2)
6
4
3
2




11
4
Energy Bound
6
4
3
3




12
4
Ability Score Improvement
7
4
3
3




13
5
Binding Feature
7
4
3
3
1



14
5
Mana Surge (2)
8
4
3
3
1



15
5
Seize the Threads
8
4
3
3
2



16
5
Ability Score Improvement
9
4
3
3
2



17
6

9
4
3
3
3
1


18
6
Second Sight
10
4
3
3
3
1


19
6
Ability Score Improvement
10
4
3
3
3
2


20
6
Binding Feature
11
4
3
3
3
2



Class Features



Spells Known of 1st Level or Higher3:

The Spells Known column of the Manabound class table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 Manabound spells you know with another spell of your choice from the Manabound spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability:

Constitution is your spellcasting ability for your Manabound spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Manabound spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spellcasting Focus:
Whenever a spell has a costless material component you may ignore it; your body itself becomes a spellcasting focus.

Unarmoured Defense
Your aura of magic protects you; from first level if you are not wearing any armour you may have your armour class be 10 + your constitution modifier + your charisma modifier.

Binding
At first level you decide to what force you are binding your body. This will determine what abilities you get at levels at 1, 7, 10 13, and 20.
Dual Form4
At first level you begin to be sustained as much by magic as by anything in the physical worlds. You only need half the quantity of food and water and have advantage on any checks or saves that would give you a level of exhaustion.

Consume Self5
At second level you are able to drain your physical form to supplement your magical energy. As an action you may expend a Hit Die. If you do, do not roll it as normal or recover hitpoints but instead you may recover an expended spell slot of first level. At 10th level you may instead recover a spell slot of 2nd level in this way.

One with Magic6
At second level your physical wellbeing is so intertwined with magic that your casting of a spell restores your physical body. Whenever you cast a Manabound spell from your binding list using a spell slot you may recover Hit Points equal to three plus twice the spell's level.

Mana Surge7
At third level your body surges with power when you maintain a magical link with spells you are casting. Whilst you are concentrating on a spell from your binding list or a manabound spell you have +2 strength. At level 9 this rises to a +4 bonus and to +6 at level 13. These bonuses may take your strength above 20 but not above 30.

Sensory Adept8
At third level the magic working its way through your flesh imbues your sensory organs with greater acuity. You may add your charisma bonus (minimum of 1) to any insight or perception check you make.

Extra Attack
At level 5, whenever you would take the attack action you may make two attacks instead of one.

Dual Form
At level 6 your metamorphosis advances and you no longer neat to eat, sleep or breath. You still need to rest to recover hit points but may take a long rest by spending 8 hours engaged in only light activity.

Spontaneous Casting9
At ninth level your magic comes naturally streaming from your voice and from your fingertips barely slowing at all in the heat of battle. Whenever you use an action to cast a spell you may make a single weapon attack as a bonus action.

Energy Bound10
At eleventh level your physical body is bound more strongly to a conduit to one of the planes. Select one type of damage from Fire, Cold, Acid, Lightning, Radiant and Necrotic. You gain resistance to that damage type and whenever you deal damage to an enemy with a weapon attack you may add d6 of that type to the damage roll.

Seize the threads11
At level fifteen you learn to reach into the heart of the magic coursing through you to form a powerful spell. Whenever you finish a long rest, you may select up to three spells and with a casting time of one action that is of a level equal you your number of levels in this class rounded down. As an action, before you chose new spells, you may cast one of your chosen spells; you must provide any material components it consumes. Once you have done so you may not do so again until you have finished a long rest.

Second Sight12
At eighteenth level magic permeates your senses revealing the world around you in extraordinary detail. You cannot be blinded and out to a radius of 30ft you observe everything not in total cover and observe its true form, seeing past invisibility, darkness and any shapechanging abilities.


Bindings13
Your binding reflects the ritual you cast when you begin your journey in this class and become a Manabound. Four bindings are presented here: The Gravebound, The Divine Suplicant, The Primal Avatar and the Arcanist.


The Gravebound
Deep in the shadowy places of the world are those who understand the power of death itself – the soul, freed from the body carries energy and magic that can be harvested. A person who binds themselves to these Necromantic energies embarks on a dark path.

The Gravebound get the following features at the described levels.

Undying Flesh14
Necromantic energies make the Gravebound incredibly tough. Your Hit Point maximum increases by 2 per level and your maximum hit points cannot be reduced.

Unnatural Vigor
Your flesh is hardened as part of the gravebinding ritual. You get a +1 bonus to your armour class.

Gravebound Spells15
This Table shows additional spells you are considered to know at the corresponding level; this is your Binding list. They are all considered Manabound spells but not all Manabound spells spells are considered to be on your Bound List.




Level
Spell




1
Inflict wounds, cause fear, false life



5
Blindness/deafness, Ray of Enfeeblement, Decaying Touch*


9
Fear, Revify, Spirit Guardians


13
Blight, Phantasmal Killer, Death Ward


17
Enervation, Raise dead, Insect Plague



*Spell added Below

Grave-touched
At level seven your connection to the energies of the dead gives you an enhanced ability to channel tainted energy. When you cast a spell that deals necrotic or poison damage you may add your Charisma modifier to the damage rolled (minimum of +1).

Spiritual Harvest16
At level ten you master the art of capturing the fleeting spiritual energy of dying foes. Whenever a creature is reduced to 0HP within 5 ft of you, as a reaction you may recover one hit die. You may not use this ability again until you complete a short rest.

Gravekeeper
At level 13 your calling has given your prodigious exposure to undead and their magic. You gain advantage on all saves against spells and abilities from undead and advantage on saves against spells from the school of necromancy.

Touch of Immortality
At level 13 your form is infused by negative energy sustaining you from wounds that would be fatal to most mortals. Whenever you would be reduced to 0HP you may instead make a constitution save (DC damage dealt) to be reduced to 1 HP instead. Once you use this you may not use it again untill you complete a short or long rest.

Lichdom17
At level 20 you achieve immortality. You create a phylactery for your soul – a beautiful object that enables you to regenerate if slain. You no longer age and if you die, provided you had your phylactery on your person when you died, you will regenerate and come back to life with 1 HP after d4 hours. If you don’t have your phylactery or if your phylactery is destroyed whilst you are regenerating then you cannot regenerate.
Furthermore your constitution and your constitution maximum increases by two points.




The Faithbound
In the cloistered halls of temples and churches acolytes eager to serve their god perform rituals to directly channel their deity’s divine energy through themselves These are the Faithbound.
Some Faithbound worship evil god sand some good. Some strike fear into the populace as they walk the land preaching, others are welcomed as they bring messages of hope and peace.

The Faithbound get the following features at the described levels.
Divine Inspiration18
Your association with the godhead provides you with a divine gift to influence the world around you through self sacrifice. Whenever you make an ability check you may expend a hit die and add the roll to the result.

This Table shows additional spells you are considered to know at the corresponding level; this is your Binding list. They are all considered Manabound spells but not all Manabound spells spells are considered to be on your Bound List.19


Level
Spell




1
Cure wounds, bless, guiding bolt



5
Spiritual Weapon, Warding Bond, Gentle Repose


9
Aura of Vitality, Daylight, Remove Curse


13
Banishment, Death Ward, Archon Ward*


17
Dispel Evil and Good, Holy Weapon, Dawn



*Presented Below

Crusade20
At level seven your debt to the Divine warrants a . As a ritual you may cast any spell with the ritual tag on the cleric list that is of a level equal to or below your Manabound level divided by two (rounded up).

Numinous Blast21
At level ten you gain the ability to channel divine light through your body. Whenever you deal radiant damage to a creature you may have that creature make a constitution save; if that save is failed then that creature is blinded till the end of its next turn. You may use this ability a number of times equal to your charisma modifier, then you may not use it again until you finish a long rest.

Healing Touch22
At level 13 healing energy courses through your physical form. Whenever you cast a spell that targets one or more of your allies, you may expend a Hit die for each ally targetted, if you do roll it and that creature recovers hit points equal to the number rolled plus your charisma modifier.

Celestial Form23
At level 20 you transform into a celestial. You grow a pair of wings and gain a flying speed of 60ft. Whenever you hit a creature with a melee weapon attack you may add d10 radiant damage to your damage roll.



Arborial Guardian

In the deep woods of the world, where the sun barely filters through the foliage one finds the Arborial Guardians. These have followed the ancient rituals to tie themselves to the forces of water and life and have sworn an oath to defend the land.

The Arborial Guardians get the following features at the described levels.

Sign of Regrowth24
You have the ability to channel natural energy into the land, causing it to burst forth with animated vines under your command that strike at your enemies. As an action you may make a melee spell attack roll against any number of targets of your choice in a 20ft wide, 10ft high cylinder around you (roll once and compare to all armour classes; if there are targets to which advantage or disadvantage would apply roll addidional dice and use the highest if advantage would apply and the lowest if disadvantage would). On a hit the vines do d12 slashing damage and knock the enemies prone. Once you have done this you may not do it again until you have finished a short rest. Once you reach level 7 this also does an additional d12 poison damage on a hit and restrains enemies until the end of their next turn. At level 10 the radius of effect increases to 30ft and the height to 20ft and does an additional d12 slashing damage. At level 13 the slashing damage increased to 3d12 and instead of the restrained condition ending at the end of a creaures turn they must instead make a strength save to end the effect. At level 20 the slashing damage increases to 4d12 and the poison damage to 2d12.

Verdant Magic
At first level you learn the Thorn Whip cantrip; it is a Manabound spell for you.

This Table shows additional spells you are considered to know at the corresponding level; this is your Binding list. They are all considered Manabound spells but not all Manabound spells spells are considered to be on your Bound List.25


Level
Spell




1
Entangle, Goodberry, Ensnaring Strike



5
Simoom*, Spike Growth, Web


9
Plant growth, speak with plants, Water Breathing


13
Grasping Vine, Watery Sphere, Guardian of Nature


17
Commune with Nature, Tree Stride, Maelstrom



*presented below

Verdant Aura26
At seventh level you begin to project the mystic energy of the woodlands, the air around you is heavy with the scent of intoxicating flowers. Whenever a creature within 30ft of you would make a strength save or check to resist one of your spells or abilities you may instead have them make a wisdom save to avoid that same effect.

Invoke the Swarm27
At level ten you may summon a swarm of ravenous insects to savage those bound by your spells. Once per day as a bonus action you may summon a 20ft radius could of biting insects that obscures vision and that lasts for 1 minute. Any creature that ends its turn inside the cloud suffers d8 piercing damage for each point of your proficiency bonus. Once you use this ability you may not use it gain until you have completed a long rest.

Pass Unhindered28
At level 13 you become accustomed to moving unhindered through even the densest undergrowth. Your movement speed increases by 5ft and you are no longer slowed by difficult terrain. Furthermore you have advantage on any check or save that would reduce your movement speed, including grapple checks (though not checks you initiate).

Arborial Form29
At level 20 you embody the living power of the woodlands and are capable of harnessing the verdant forces running through you. As a bonus action you may cast the spell ensnaring strike without using a spell slot or concentration.




Arcane Magus

There are those who seek ultimate arcane power, not through knowledge or study but by binding themselves to a power source - possibly a wiild magic zone, possibly an artifact or possibly through a ritual to havest and channel latent magical energies. These become the Arcane Magi.

Arcane Magi get the following features at the described levels.

Runes of Power
The ritual that bound you to your power source has left arcane runes glowing on your skin with residual power. As a reaction, when you would be subject to a spell or ability you may expend a Hit Die to gain resistance to Lightning, Fire and Psychic damage until the start of your next turn. When you expend a hit die in this manner you may roll it and add recover Hit points equal to the number rolled; you do not add your constitution modifier to this roll.

Arcane Rites
At first level you also gain proficiency in the arcana skill.

This Table shows additional spells you are considered to know at the corresponding level; this is your Binding list. They are all considered Manabound spells but not all Manabound spells spells are considered to be on your Bound List.30


Level
Spell



1
Magic Missile, Shield, Identify


5
Misty Step, Scorching Ray, Magic Weapon


9
Lightning Bolt, Fireball, Elemental Weapon


13
Arcane Eye, Polymorph, Storm Sphere


17
Animate Objects, Wall of Force, Steel Wind Strike



Arcane Mischief31
At seventh level the chaotic energies swirling within you can be channeled. When you hit an enemy with a spell attack you may force them to make a charisma save. If they fail, they swap positions with you. You may use this ability a number of times equal to your charisma modifier. You may may not use it again until you have finished a long rest.

Chaotic Barrage32
At seventh level the chaotic energy swirling within you can lash out in unpredictable ways when casting spells. Whenever you roll the maximum number on a damage die for damage caused by a spell you may add 2 to that damage.

Arcane Disjunction33
At level ten you have mastered the art of recouping energy from your enemies. Whenever you succesfully use dispel magic or counterspell on a spell, or whenever damage or a condition from one of your spells or attacks causes an enemy to stop concentrating on a spell you may recover one Hit Die and a number of hit points equal to the level of the spell effected.

Elemental Ruin34
At level 13 you strengthen arcane connections with the chaos of the inner planes. Whenever you cast a spell that deals Lightning of Fire Damage you may add your charisma modifier to the damage dealt. Whenever an attack roll made with a spell that deals Lightning or Fire damage is a critical hit you may recover two Hit Dice.

Eldritch Metamorphosis35
At level 20 you become a titan of arcane destruction. You may add your Charisma modifier to your initiative rolls and to your attack damage made with weapon attacks. In addition you become immune to your choice or Fire, Lightning or Psychic damage.




Manabound Base Spell List

Level 1

Absorb Elements
Alarm
Detect Magic
Earth Tremmor
Longstrider
Jump
Zephyr Strike


Level 2

Continual Flame
Dark Vision
Enlarge/Reduce
Enhance Ability
Hold Person
Locate Object
Magic Weapon


Level 3


Counterspell
Dispel Magic
Fly
Protection from Energy
Sending
Slow
Tongues



Level 4

Compulsion
Dimension Door
Divination
Fabricate
Freedom of Movement
Locate Creature



Level 5

Contact Other Plane
Dream
Far Step
Legend Lore
Skill Empowerment





0) Overall aim/vision: Yeah yeah, I numbered from zero as I thought I should lead with this and I thought about it AFTER I numbered everything else. Totally not due to working in Python and numbering arrays from Zero.

So what I wanted was a class the felt magical. Whilst Paladins and rangers get half casting and two attacks, all their class abilities buff their martial side rather than their casting side. I wanted something that worked the other way - gave some solid martial abilities but all the actual fun and cool abilities being more spellcasting focussed. In terms of playstyle, I wanted something that would really provide meaningful choices between options. To attack? To cast a spell? Maintain concentration or shift to a new spell?

In terms of strengths and weaknesses I compare the class to the Paladin and Valor/Swords bards as similar charisma based classes with a martial/spellcasting mix. Compared to the Paladin the class has lower damage (even with my estimates of the accuracy bonus from the strength increases for concentrating on spells) and lacks the great support capabilities of lay on hands, auras and at higher levels cleansing touch. It is also generally less tough with no access to heavy armour and a smaller hit die. Areas where a character might surpass a Paladin are then outsourced to the subclasses and in their specialist field they should surpass the paladin. Gravebound should be a bit tougher and stickier. Faithbound should surpass the paladin in healing and do very well for other support. Arcane Magus should challenge the Paladin for damage (and be a lot better at multi-target damage). Arboreal Guardian should be better at control.

Compared to the bards the class should be better at the martial stuff and be able to maintain higher damage than them. Not being a full caster they obviously fall behind in many regards but hopefully their extra healing and spell recovery keeps them magically active. Less skill support and generally less control, buffing etc..



1) Weapon and Armour Proficiencies: So I wanted to cap the power of the class in terms of mundane abilities to push the magical without making it OP. Light armor only is intended to capture the spellcasting acolyte origin/feel of the class. OK, so I began with light armour and basic weapon proficiency... Running the numbers the class was woefully underpowered so some changes were made. Giving unarmoured defense is still weak in terms of AC, but a bit betterthan light armour and a bit more flavourful. To push the melee angle I specified proficiency in martial melee weapons.

2) Save proficiencies: I pushed Charisma and Constitution as the strong saves here. These seemed to be the ones that exemplified an unconscious "internal" power most. No mind, no awareness just channeling from deep within. Con save was a bit of a must - with a later ability working whilst you are concentrating on a spell and with the low AC, this seemed really important to function at all.

3) Low spells known: The class gets very few spells, both on its spell list, but also in terms of spells known. This is intentional as I didn't want too much flexability and I wanted to pump up the differentiation between the subclasses. Three subclass spells per spell level for the subclass rather than the more common two helps differentiate these with the common spells being a bit more utility focussed.

4) Dual Form: A bit of a ribbon, but something I felt added to the flavour of the class

5) Consume self: One of the big features of the class. This is intended to partner with One With Magic next level. The idea is that the physical and the magical are bound together and are somewhat interchangable. By sacrificing healing you can gain magic. By gaining magic you can cast spells that provide a small amount of healing. The class is intended to feel quite magical (more so than the ranger and paladin) and an ability to recover spell slots gives more spells being cast on more turns. It is also part of a theme for the class and various subclass abilities also make use of hit dice. Pulling from the same pool helps cap the power. With only half the hit dice refreshing on a long rest and the fact that it does use a pre-existing resource means that although this is useful, it will have some steep costs/limitations.

6) One with Magic: The other half of the above ability. This encourages you to take some damage to get some healing - pushing you to the front lines a bit. It also takes the edge off the hit die cost of spell recovery - instead of losing d8+con healing you lose 4 less. If you have lowish con (as you might as the class is a little MAD) this makes the loss bearable. From a flavour perspective I wanted the feeling of a character actually sustained by magic. And of course, with a push in the class desing towards melee, towards strength and with only light armour proficiency this class will NEED some healing.

7) Mana Surge: Part of the vision is of a class thrown into melee combat but needing magic to survive there. This pushes the class towards closer range with the strength boost. The desire was to provide an incentive to be chosing the right spell at the right time rather than just one 8hr concentration spell that would see you through the day. To avoid this I had to curate the spell lists somewhat - longer duartion spells were rare and higher level. It also explains that restriction that the spell comes from the binding spell list not the main list; this is to avoid things like Eberron's Mark of Warding subrace that would add Armor of Agathys to the class spell list. This is the core offensive boost to the class - like the paladin's fighting style, divine smite and improved divine smite all rolled into one. The strength bonus takes the edge off the MADness of the class (needing con for concentration due to low AC, Cha for spells, strength for attacks).

8) Sensory Adept: I think there are really three tiers of ability - the core class features that are the reason you take the class. Ribbon abilities that add flavour and the middle tier. This is pretty mich in the middle. Some nice skill boosts, and something you can't really pick up anywhere else makes it special, but it isn't really powerful. I think of this like the barbarian advantage vs traps or a cleric's destroy undead - when you use it it is powerful but probably not why you picked the class. I put this in as there are not a lot of non combat abilities as most of this function comes from the spells.

9) Spontanious Casting: There is a cost to casting most spells, which is, in addition to the spell slot, you miss out on your attack action. I thought that helping you squeeze in a bit more martial power when you are casting a lot was leaning in to how the class was intended to feel: a real blend of magic and martial. It is also worth noting that this makes a thrown weapon playstyle a bit more attractive - you probably have a decent strength bonus (if you have a concentration spell running) and still having a decent turn when casting a spell and making a weapon attack is quite nice.

10) One with Magic: OK, it's no improved divine smite. Firstly it does less damage, secondly you will be making fewer attacks than a Paladin would (due to needing more feats/ASI for defence and spending more of your turns casting spells) but being able to pick the damage type might sometimes be relevant and getting resistance can be a nice bonus. Usually though enemies that deal a particular damage type are more likely to be immune to it as well (like fire elementals) so It is a bit limited. I wanted to keep this ability toned down because there were some powerful subclass abilities around this area as well. Even with this, attack damage is still low by half-caster standards but that is part of the intention: weaker martial, stronger casting.

11) Seize the threads: This is badly designed at time of writing. It basically gives you, once per day, a single higher level spell than you normally have as a half caster... but any spell. This is probably fine in terms of power but lacks the flavor a well designed ability should.

12) Second sight. I felt that the class was falling behind a bit at higher levels vs options like the paladin and artificer (and valor bard). This is a powerful ability in terms of utility but also it has a role in combat. Given that most of the combat power in the spell list sits with the Bindings it is quite likely that this ability is building on some of the class divination spells as well as the Sensory Adept ability to give a bit of a consistant feel,



Subclass Abilities

13) Subclasses as a whole: I wanted to have more different flavors to the subclasses and for the subclass to be a bigger part of the character than for most classes. This pushed the first ability to level 1 (where abilities are that sit at the heart of a character identity) bur also meant that I wanted to move some of the more powerful abilities to the subclasses including the capstone. Where your character is coming from and heading towards seem to capture what they are about. There is a dense area at levels 7 to 13 where there are three subclass abilities that come online; this was somewhat inevitable given that there were a number of levels with the thematic class defining abilities early on, then extra attack...

The Gravebound subclass is intended as the tank. More HP, the best HD recovery mechanism in the class. Spells that really encourage the class to get stuck in. A lot of subclass abilities to make them tougher.
The Faithbound is a bit more supportive. Lots of healing spells, protection spells and class abilities that do the same.
Arboreal Guardians are the control subclass. Mainly physical restraint but later on they can double as mind control spells as well.
The Arcane Magus is the blaster... kind of. Blasting doesn't really work so well on a half-caster without a lot of support, this gives some.

Gravebound
14) Undying Flesh: Not quite as good as it looks simply because the class favours using few hit dice for recovery if you can help it, prefering to use them for spell recovery. Still, higher HP maximum gives a modest increase in staying power. This coupled with proficiency in Medium Armor makes this option a semi competant front-liner.

15) Spells: Generally a pretty underwhelming spell list with the exception of what you get at level 9. Fear is good on a caster that wants to get close up to the enemies, likewise spirit guardians. Level 3 spell slots are scarce though and never become recoverable. The weak spell list is one of the reasons why some of the other subclass abilities tend to the stronger side and the subclass is a little more front-weighted than the others.

16) Spiritual Harvest: A pretty awesome form of hit die recovery, or it would be if the class were to be more damage focussed. Still, if you invest in offense through things like feats then it will be very effective.

17) Lichdom: If I am honest, I don't worry about the balance of abilities so much at levels where casters are throwing around wish. This seemed the obvious and natural endpoint for the subclass.

Faithbound

18) Divine Inspiration: Another mechanic to expend hit dice, and potentially an important one. As the warding/abjuration/protection subclass this lets you roll high on initiative to let you get some protections up around your party. It also supports counterspell and dispel magic on the subclass spell list. I see this as an ability given at level 1 but actually having more impact late game where a crucial skill check or dispel roll is worth the cost and you have more resources to use.

19) Faithbound spells: I rate the spell list as pretty strong so gave the Faithbound slightly weaker other features. It isn't so much just strong, as specifically powerful for the class. In addition to the dispel magic and counterspell there are some other spells of note. Cure wounds is interesting as it means that the Faithbound can heal using spells rather then hit dice (with a decent charisma). This also interacts with warding bond - Ok, so not some super combo but potentially making an uninspiring spell usable but add in aura of vitality and you can keep a lot of HP topped up. Spiritual weapon is important as it provides a bit of a crutch for the offensive power of the subclass. I see this as not so much staking a lot of spells but rather making a tactical decision about which role you need to play in each encounter.

20) Inscribed knowledge: So the class seemed relatively strong at this point in terms of combat abilities so I added a non combat element.

21) Numinous blast: There really isnt a lot of control on this subclass - this adds just a little bit of a debuff option. It also helps keep your guiding bolt more relevent at higher levels giving you a useful ranged option. Blinding enemies to protect you allies also lines up with how I was looking for the subclass to feel.

22) Healing touch: A weak ability as the class was looking pretty strong and picked up some good spells this level. Healing is nice but it uses your already overloaded resource and doesn't add a function you couldn't do anyway. It does provide a little efficiency - letting you bless and heal from a single action for example, but this was not intended to be strong.

23) You become an Angel and become a bit better at flying round hitting stuff. Not really a lot to say.

Arboreal Guardian
24) Sign of regrowth: like the fighter's second wind but uses an action and can hit another creature. There is no healing on the class spell list so this does diversify what the character can do a little. A modest ability as the level 1 spells are pretty powerful.

25) Arboreal spells: It is a toss-up between the arboreal spells and the faithbound spells as to which is better. The Arboreal Guardian has a lot of area denial spells and the degree of overlap means the subclass is a bit narrow in what it can do, but the spells do still rend to work quite well at higher levels and are good spells.

26) Verdant aura: This ability is probably one of the most important subclass abilities. There are 5 binding spells effected so it is a not inconsequential effect and somewhat overcomes the lack of flexability to the Binding list and its overspecialisation. It lets the character be useful even against strong enemies in a more monster focussed campaign.

27) The swarm: By my estimate this should be pretty effective - lock down enemies and as a bonus action do some not insignificant damage that even scales slightly at higher levels. Sure, its no fireball but there is no save either; you either move of take full damage (essentially the saveis against the spell keeping the enemies there)... unless you can't move... and then you can't see either. A very flashy ability but it can only be used once per day.

28) Pass unhindered is the usual niche/weak level 13 ability but might sometimes come in useful.

29) Arboreal Form... Every hit becomes an ensnaring strike. If the subclass were not about holding enemies in position before, it is now.

Arcane Magus

30) Spell list: THis is the blasting sub-class. Little surprise that there a a leaning towards the wizard spell list and a lot of damage spells. Direct damage spells tend to scale poorly with level so are a bit weak on a half-caster. There are a lot of class abilities to boost this.

31) Arcane mischief. This adds a bit of trickery to the class and hopefully is a niche tool that if both fun and situationally very effective. Pulling an enemy into the heart of your team, teleporting yourself away from danger or otherwise messing with the battlefield adds a bit more to a subclass that otherwise might be a bit bland.

32) Chaotic Barrage. This is a modest boost to blasting ability at the point it begins to drop off in power. Before this point I hope the subclass will hold its own against other blasters by being able to substitute in weapon damage effectively and the lack of spell slots characters at this level will have should be a bit of an equalizer between classes.

33) Arcane disjunction. If it comes down to a magical duel, then this is nice to have. I wanted the class to feel like it could benefit from there being a lot of magic around to harvest.

34) Elemental Ruin: Most blaster classes get a single boost to their blasing spells. We have a second one here to keep the lower level spells somewhat competative. Of course we need to factor in that there can be a bonus action attack as well here.

35) Probably a bit less powerful than it looks. With competition between casting spells and making weapon attacks this won't provide extra damage every round. I also feel that this ability is not quite as flavoursome as some of the other capstones; it may get a revision if I can think of something more.

sengmeng
2021-03-27, 10:01 AM
Street Mage

Trust me

Hitpoints
Hit Dice: 1d8 per Street Mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Street Mage level after 1st

Proficiencies
Armor: Light Amour
Weapons: All simple weapons, rapiers, shortswords, longswords, whips, handcrossbows
Tools: Thieves' Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose any four from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment
(a) a rapier, (b) shortsword, or (c) whip
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) burglar's pack or (b) explorer's pack
leather armor, two daggers, and thieves' tools



Level
Prof bonus
Feature
Ambush Damage
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
6th
7th


1st
+2
Cantrip Ambush, Expertise
+1d6
1+1
-
-
-
-
-
-
-
-


2nd
+2
Spellcasting, Skill Specialty
+1d6
1+1
2
2
-
-
-
-
-
-


3rd
+2
Specialty Feature
+1d6
1+1
3
3
-
-
-
-
-
-


4th
+2
Ability Score Improvement
+2d6
1+1
3
3
-
-
-
-
-
-


5th
+3
Trick
+2d6
1+1
4
4
2
-
-
-
-
-


6th
+3
Ability Score Improvement
+2d6
1+1
5
4
3
-
-
-
-
-


7th
+3
Specialty Feature
+3d6
1+1
5
4
3
-
-
-
-
-


8th
+3
Ability Score Improvement
+3d6
1+1
6
4
3
2
-
-
-
-


9th
+4
Trick
+3d6
1+1
7
4
3
3
-
-
-
-


10th
+4
Expertise
+4d6
2+1
7
4
3
3
-
-
-
-


11th
+4
Specialty Feature
+4d6
2+1
8
4
3
3
1
-
-
-


12th
+4
Ability Score Improvement
+4d6
2+1
9
4
3
3
2
-
-
-


13th
+5
Trick
+5d6
2+1
9
4
3
3
2
-
-
-


14th
+5
Ability Score Improvement
+5d6
2+1
10
4
3
3
3
1
-
-


15th
+5
Cheat Luck
+5d6
3+1
11
4
3
3
3
2
-
-


16th
+5
Ability Score Improvement
+6d6
3+1
11
4
3
3
3
2
-
-


17th
+6
Specialty Feature
+6d6
3+1
12
4
3
3
3
2
1
-


18th
+6
Trick
+6d6
3+1
12
4
3
3
3
2
1
-


19th
+6
Ability Score Improvement
+7d6
3+1
12
4
3
3
3
2
1
-


20th
+6
Specialty Feature
+7d6
3+1
13
4
3
3
3
2
1
1



Features

Cantrip Ambush
At first level, you learn two cantrips, one of which must include an attack roll and deal damage. Whenever you attack with advantage and hit with a cantrip that has an attack roll, you deal an extra 1d6 damage of the cantrip's type. This amount goes up as you level up, as detailed in the ambush damage in the class table. If your cantrip can hit multiple enemies, you apply the extra to one of them of your choice. You gain additional cantrips as you level up, as detailed in the class table.

Expertise
At first level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At tenth level, you choose an additional two skills.

Spellcasting
Beginning at second level, you learn to cast actual spells. You learn them through research and experimentation, but the ones you cast come from rote memory, so unlike wizards with their spell books, you have a fixed number you know.

Spell Slots

The Street Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Street mage 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Street Mage spell list.

The Spells Known column of the Street Mage table shows when you learn more Street mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Street Mage spells you know and replace it with another spell from the Street Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Street Mage spells, since the power of your magic comes from study, experimentation, and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Street Mage spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Street Mage spells.

Skill Specialty
At second level, you pick a specialty as a Street Mage. This choice gives you benefits when you use certain skills and determines your subclass. You can pick the Specialty of the Scoundrel (Athletics or Acrobatics), the Specialty of the Performer (Performance or Sleight of Hand), or the Specialty of Subterfuge (Stealth or Deception). Whichever skill you choose, you may reroll the die any time you make a skill check and the die roll is equal or less than your proficiency bonus. You must take the new roll, even if it is worse than your original roll.

Specialty Feature
At third level, you gain a feature based on the skill you chose to specialize in at second level. You gain additional specialty features at seventh, eleventh, seventeenth, and twentieth levels.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Trick
At fifth level, and at ninth, thirteenth, and eighteenth, your street sense has you learn a trick, which is a minor bit of specialized training independent of your specialty.

Cheat Luck
At fifteenth level, you can cheat luck by expending your magic. Whenever you roll a d20 ability check, other than initiative rolls, after you roll but before you know the result, you may expend a spell slot of first level or higher to add to the result. Expending a first level slot adds 2d4 to your result, and each level higher than first adds an additional 1d4 up to 5d4.

At third level, when you choose the scoundrel specialty, you gain proficiency in medium armor, shields, and martial weapons.

At seventh level, you may make two attacks when you use your action to attack.

At eleventh level you gain proficiency in Constitution saves and one other save of your choice.

At seventeenth level, you can push yourself to take an additional action on your turn, which you can use to perform any action you are normally able to. Once you have used this ability, you must finish a short or long rest before you can use it again.

At twentieth level, you may make three attacks when using your action to attack.
At third level, when you choose the performer specialty, you gain proficiency in two skills of your choice.

At seventh level, when you are hit by an attack, you may use your reaction to add your intelligence bonus to your AC until the beginning of your next turn.

At eleventh level, you blend stage magic and real magic. You may cast any spell you know with the ritual tag as a ritual at a much faster rate by making a Performance check. The result is to reduce the ritual time by thirty seconds for each point of your Performance check, minus the spell level. If you would reduce the casting time to less than thirty seconds, it takes one action.

At seventeenth level, you may use your Cheat Luck as a reaction to add to another creature's die roll on an ability check.

At twentieth level, you may use your Cheat Luck ability on initiative rolls.
At third level, when you choose the subterfuge specialty, you gain proficiency with forgery kits, disguise kits, or poisoner's kits. You add double your proficiency bonus to checks made with the kit you choose.

At seventh level, your cantrip ambush damage dice change to d8's

At eleventh level, when you roll a result higher than twenty on a stealth check, you become invisible, as the invisibility spell, without expending a spell slot.

At seventeenth level, you may designate an attack with a cantrip as a cantrip ambush, even if it does not have advantage. Once you have used this ability, you must finish a short or long rest before you use it again.

At twentieth level, if you fail an ability check or miss an attack, you may choose to treat the roll as a 20. Once you have used this ability, you must finish a short or long rest before you can use it again.

Arcane Hop
When you use your action to cast a spell of first level or higher, you may teleport up to 15 feet to a space you can see as a bonus action.

Acrobatic Action
You may use your bonus action to do one of then following: Dash, Dodge, or Disengage. You make the choice as to which action you can use when you take this trick. You can take this trick more than once. You choose a new type of action to take with your bonus action whenever you take this trick.

Elusive
Prerequisites: Subterfuge specialty, Evasion ability
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Evasion
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Critical
You score a critical hit on a roll of 19 or 20.

Jill of All Trades
You add +1 to any ability check that does not include your proficiency bonus. You may take Jill of All Trades multiple times. You gain another +1 each time you select it.

Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

-Strength score
-Dexterity score
-Constitution score
-Armor Class
-Current hit points
-Total class levels, if any

Magical Secrets
Prerequisites: must have 6th level or higher spell slots
You choose two spells from any class list which you have spell slots high enough to cast. You add them to your spells known and they count as Street Mage spells for you.

Second Story Work
Climbing does not cost you extra movement, and you can add a number of feet to your jump results equal to your dexterity modifier.

Slippery Mind
You gain proficiency in Wisdom saving throws.

Social Genius
Whenever you make a Deception, Intimidation, Performance, or Persuasion check, you add your intelligence bonus to the die result.

Tactical Performer
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
You learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Use Magic Device
You ignore all requirements when attuning to magical items.

Weapon Bond
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.


Cantrips
Acid Splash
Blade Ward
Booming Blade
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Decompose
Fire Bolt
Friends
Frostbite
Green-Flame Blade
Guidance
Gust
Infestation
Light
Lightning Lure
Mage Hand
Magic Stone
Mending
Message
Mind Sliver
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Sacred Flame
Sapping Sting
Shape Water
Shocking Grasp
Spare the Dying
Sword Burst
Thaumaturgy
Thorn Whip
Thunderclap
Toll the Dead
True Strike
Vicious Mockery

First Level
Absorb Elements
Acid Stream
Alarm
Armor of Agathys
Arms of Hadar
Burning Hands
Catapult
Cause Fear
Ceremony
Chaos Bolt
Charm Person
Chromatic Orb
Color Spray
Command
Compelled Duel
Comprehend Languages
Create or Destroy Water
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Distort Value
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Find Familiar
Fog Cloud
Frost Fingers
Gift of Alacrity
Grease
Guiding Bolt
Hellish Rebuke
Heroism
Hex
Ice Knife
Identify
Illusory Script
Jump
Longstrider
Magic Missile
Magnify Gravity
Ray of Sickness
Shield
Silent Image
Sleep
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave
Unearthly Chorus
Unseen Servant
Witch Bolt

Second Level
Aganazzar's Scorcher
Aid
Alter Self
Arcane Lock
Barkskin
Blur
Calm Emotions
Cloud of Daggers
Continual Flame
Cordon of Arrows
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dragon's Breath
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Enthrall
Find Traps
Flame Blade
Flaming Sphere
Flock of Familiars
Fortune's Favor
Gift of Gab
Gust of Wind
Heat Metal
Hold Person
Immovable Object
Invisibility
Jim's Glowing Coin
Knock
Lesser Restoration
Levitate
Locate Object
Magic Mouth
Magic Weapon
Maximillian's Earthen Grasp
Melf's Acid Arrow
Mental Barrier
Mind Spike
Mind Thrust
Mirror Image
Misty Step
Moonbeam
Nystul's Magic Aura
Pass Without Trace
Phantasmal Force
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shadow Blade
Shatter
Silence
Skywrite
Snilloc's Snowball Storm
Spider Climb
Suggestion
Tasha's Mind Whip
Thought Shield
Web
Wristpocket
Zone of Truth

Level Three
Blink
Catnap
Clairvoyance
Counterspell
Create Food and Water
Daylight
Dispel Magic
Enemies Abound
Erupting Earth
Fast Friends
Fear
Feign Death
Flame Arrows
Fly
Galder's Tower
Gaseous Form
Haste
Hypnotic Pattern
Incite Greed
Intellect Fortress
Leomund's Tiny Hut
Lightning Arrow
Lightning Bolt
Magic Circle
Major Image
Meld into Stone
Melf's Minute Meteors
Motivational Speech
Nondetection
Protection from Energy
Pulse Wave
Sending
Slow
Stinking Cloud
Thunder Step
Tidal Wave
Tiny Servant
Tongues
Wind Wall

Fourth Level
Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion Enchantment
Control Water
Death Ward
Dimension Door
Divination
Ego Whip
Elemental Bane
Fabricate
Fire Shield
Freedom of Movement
Galder's Speedy Courier
Gravity Sinkhole
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Leomund's Secret Chest
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Shadow Of Moil
Sickening Radiance
Stone Shape
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall of Fire
Watery Sphere

Fifth Level
Animate Objects
Antilife Shell
Awaken
Bigby's Hand
Circle of Power
Cloudkill
Cone of Cold
Control Winds
Creation Illusion
Danse Macabre
Dawn
Destructive Wave
Dispel Evil and Good
Dominate Person
Dream
Far Step
Geas
Greater Restoration
Hold Monster
Immolation
Legend Lore
Maelstrom
Mislead
Modify Memory
Passwall
Planar Bind
Rary's Telepathic Bond
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Teleportation Circle
Temporal Shunt
Transmute Rock

Sixth Level
Arcane Gate
Chain Lightning
Contingency
Disintegrate
Drawmij's Instant Summons
Eyebite Necromancy
Flesh to Stone
Forbiddance
Globe of Invulnerability
Gravity Fissure
Guards and Wards
Magic Jar
Mass Suggestion
Mental Prison
Move Earth
Otiluke's Freezing Sphere
Otto's Irresistible Dance
Primordial Ward
Programmed Illusion
Psychic Crush
Scatte
Sunbeam
Tasha's Otherworldly Guise
Tenser's Transformation
True Seeing
Widogast's Transmogrification
Wind Walk
Word of Recall

Seventh Level
Create Magen
Divine Word
Dream of the Blue Veil
Etherealness
Forcecage
Mirage Arcane
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Plane Shift
Power Word: Pain
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Tether Essence
Whirlwind

Morphic tide
2021-03-28, 01:45 AM
Wilder
Living on the edges of society in one fashion or another for having powers they cannot properly relate to others with, Wilders are impulsive souls, following a core ethos to their heart's end and brokering few, if any, restraints. Unless, of course, they look to reign in their raging emotions with the cold dedication of some member of a monastic order, or feel a cause of greater importance than their personal wants. In any case, this friction leads to them leaning on themselves most of all, learning the basics of rough living where they grow up and being more than ready for quite the variety of events.

Hit Points
Hit Dice: 1d8 per Wilder level
Hit points at 1st level: 8 + your Constitution Modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Wilder level after 1st.

Proficiencies
Armor: Light armor, Medium Armor
Weapons: Simple weapons and one Martial Weapon.
Tools: Choose one of Artisan's Tools, Herbalism Kit, or Navigator's Tools.
Saving throws: Constitution, Intelligence
Skills: Choose three of Athletics, Acrobatics, Nature, Medicine, Perception, Survival, Intimidation, or Persuasion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a light crossbow and 20 bolts or (b) a dagger
(a) a greatclub or (b) a dagger
(a) a burgler's pack, (b) an explorer's pack, or (c) a scholar's pack
Hide armor and one Martial Weapon.




Level
Proficiency
Features
Disciplines Known
Psionic Power
Psionic Talent
Psi Limit
Power Level


1
+2
Psionics, Elude Touch
2
4d6
1d8
1
1


2
+2
Wild Surge
2
4d6
1d8
1
1


3
+2
Passion, Fighting Style
2
4d6
1d8
2
1


4
+2
Ability Score Improvement
2
4d6
1d8
2
2


5
+3
Surging Euphoria
2
6d6
1d8
3
2


6
+3
Passion Feature
2
6d6
1d10
3
2


7
+3
Volatile Mind
3
6d8
1d10
4
3


8
+3
Ability Score Improvement
3
6d8
1d10
4
3


9
+4
Features
3
8d8
1d10
5
3


10
+4
Features
3
8d8
1d10
5
4


11
+4
Features
3
8d8
1d12
6
4


12
+4
Ability Score Improvement
3
8d8
1d12
6
4


13
+5
Features
3
10d8
1d12
7
5


14
+5
Features
3
10d8
1d12
7
5


15
+5
Passion Feature
4
10d8
2d8
8
5


16
+5
Ability Score Improvement
4
10d8
2d8
8
6


17
+6
Features
4
12d10
2d8
9
6


18
+6
Features
4
12d10
2d8
9
6


19
+6
Ability Score Improvement
4
12d10
2d8
10
7


20
+6
Features
4
12d10
2d10
10
7




Psionics:
As a student of psionics, you can master and use psionic disciplines. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Disciplines:
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A wilder masters only a few disciplines at a time, and choses them from the Wilder Discipline list.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Wilder table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psionic Dice:
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which come in the forms of Talent and Power:

Talent:
Emblematic of the ebb and flow of your raw psychic potential, your Psionic Talent dice are rarely expended when used, instead shifting by the uncontrollable ambiguity of your subconscious or extreme stress. The starting value of these dice are given in the table above, and you return to this value whenever you complete a Short or Long Rest.

Whenever you roll the highest number possible with the Talent dice you roll, reduce their size by one. For example, if you roll 2d10 and get a 20, they become d8s, while if you roll 1d12 and get a 12, all of your Talent dice become d10s. If this would reduce their size below d8, you expend one die and their size changes to d12, and if you roll an 8 on your last d8, you cannot roll Talent dice until you take a Short or Long Rest.

Conversely, whenever you roll the lowest possible value, their size increases by one, up to your starting value. For example, if your starting value is 2d10 and you have 1d12, rolling a 12 will increase your Talent to 2d8.

Power:
Representative of carefully stored and gathered power, your Psionic Power dice are typically expended when used to fuel a Power. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have. You regain all your expended Psionic Energy dice when you finish a long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 7th level (d8), and 17th level (d10).

Psi Limit:
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psionic dice you can roll to activate psionic disciplines each round. The limit is based on your level, as shown in the Psi Limit column of the wilder table. For example, as a 3rd-level wilder, you can roll your Talent die and one Power die each round, though you may roll your Talent die multiple times.

Power Level:
Within the strange supernatural practice of Psionics, it is far easier to escalate the strength of an expression one has already learned than focus for one requiring the same as its minimum. For this reason, a Psion can only activate uses of Disciplines who's minimum Psionic Dice investment is equal to or below a certain amount, given in the table above. This amount also serves as the effect's spell level for purposes such as Dispel Magic.

Psionic Ability:

Charisma is your psionic ability for your psionic disciplines. You use your Charisma modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Charisma modifier

Discipline attack modifier = your proficiency bonus + your Charisma modifier

Elude Touch:
Your supernaturally potent intuition often surpasses your knowing reflexes. Whenever you aren't wearing Heavy Armor, you may use Charisma instead of Dexterity to calculate your AC.

Wild Surge:
Upon reaching 2nd level, your instinctual grasp of your psionic powers offers a path to forcing the most of your Talent. You may, after rolling your Talent Dice to activate a Discipline, choose to use the maximum result of them, decreasing the size as normal. You may use this ability once per rest.

Passion:
When you reach 3rd level, your impulsive powers pool around a goal or ideal, such as Survival, granting you powers based on this now-central concept. This grants you features at 3rd level, and again at 6th and 15th.

Fighting Style:
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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.

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 +2 bonus to the damage roll.

Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Att the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Ability Score Increase:
When you reach 4th level, and again at 8th, 12th,16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Surging Euphoria:
At 5th level, whenever you roll the maximum result on your Talent dice, you may reroll one Talent die before reducing their size and add it to the Discipline activation's effect, gain temporary HP equal to the result, or add it as Force damage on your next attack.

Volatile Mind:
When you reach 7th level, the roiling energy of your mind makes influencing it more a task of brute force than skill. You gain Proficiency in Charisma saves, and may use Charisma for Wisdom saves.

Morphic tide
2021-03-28, 01:46 AM
You alter your body or those of others, granting the assailing might of wild creatures.

Bestial Claws (1-3 psi, Bonus Action, Touch, Conc, 1 minute): You manifest long claws on the target, enhancing their unarmed strikes for the duration of this effect to use the dice rolled for their damage, dealt as Slashing, Piercing, or Bludgeoning, chosen at the time of using this Discipline. For example, if you used a 1d8 Talent die and a 1d6 Power dice, the attack would deal 1d8+1d6+ability.

Animal Affinity (2+ psi, Action, Touch, Conc, 1 minute): You impart a resemblance of an ideal animal form, giving the target increased ability. They gain Advantage on ability checks using your choice of Strength, Dexterity, or Wisdom, and may use a Bonus Action to end the effect and add the highest number rolled on a Psionic Die used for this effect to the ability score chosen for one roll using it. For each Psionic Die expended, you may target an additional creature.

Wild Frenzy (6+ Psi, Action, Self): You fly into a whirling flurry of strikes. For each Psionic Die expended, make a melee attack against a creature in reach dealing additional Slashing, Piercing, or Bludgeoning damage equal to the die's result, and you make one more melee attack dealing additional Force damage equal to the result of the dice not expended.


You transform yourself or others to acquire the features of beasts.

Bestial Mobility (2+ Psi, Action, Touch, 1 hour): The target gains mobility akin to another creature, gaining your choice of the following if you've used the listed number of Psionic Dice and temporary HP equal to the amount rolled:



Psi
Movement


1
Swim equal to movement


2
+20 ft. speed


3
Burrow equal to half movement


4
Fly equal to movement +10 ft.



Additionally, for each die expended, you may target an additional creature.

Bestial Transformation (3-5 Psi, Action, 60 ft., Conc, 1 hour): You mold the target's body into a replica of a Large or smaller Beast of your choice who's challenge rating is no greater than the number of Psionic Dice used to activate this effect. An unwilling target must make a Constitution saving throw to avoid this effect.

Until the duration ends, the target uses the chosen creature's game statistics in all respects, except its health is equal to the result of the Psionic Dice rolled and it retains its Intelligence, Wisdom, and Charisma scores. Any equipment it was wearing, wielding, or carrying merges into its form or falls at its feet, at your choice, and it cannot benefit from class features or perform actions requiring anatomy it no longer possesses. This effect ends if their health is reduced to zero.

Bestial Metamorphosis (7+ Psi, Action, Touch, 24 hours): You take command of the form of the target, transforming it into a replica of or merger with any Beast of your choice who's challenge rating is no greater than the number of Psionic Dice used to activate this effect. An unwilling target must make a Constitution saving throw to avoid this effect.

Until the duration ends, the target uses the chosen creature's game statistics in all respects, except its health is equal to the result of the Psionic Dice rolled, it retains its Intelligence, Wisdom, and Charisma scores, and you may have it retain the benefits of any features you choose, though it may not cast spells if they require verbal or somatic components unless the creature chosen has hands and can normally speak or you expend seven or more Psionic Dice activating this effect. Any equipment it was wearing, wielding, or carrying merges into its form or falls at its feet, at your choice, and it cannot perform actions requiring anatomy it no longer possesses. This effect ends if their health is reduced to zero.

At any time during this effect's duration, you may use an Action to change the target's form again, though this does not change their health further, and if you leave their form to for its full duration, they cannot change back unless another creature uses an ability that would remove a spell of 7th level or higher, or another effect equivalent to a 6th level or higher spell changes its form.


You learn to cleanse yourself of ailments and protect from harm

Body Adjustment (2-5 Psi, Bonus Action, Self): You heal for the result of the Psionic Dice rolled.

Body Purification (4+ Psi, Action, Self): You may remove up to one condition plus the number of Psionic dice expended to activate this effect and undo reductions to maximum health and ability scores up to the result of the Psionic Dice rolled.

Energy Adaptation (4 Psi, Reaction, Self, 1 hour): You gain Resistance to one damage type of your choice that isn't Bludeoning, Slashing, Piercing, or Psychic.

MoleMage
2021-04-29, 01:19 PM
The Grenadier (https://www.gmbinder.com/share/-MOc5qi-VRBUvym6Hgst)

Not all who follow the path of alchemy are seeking to heal or attain knowledge or enlightenment. Some just want to apply their efforts to the arts of war. Grenadiers are one such category; specialists in bombs and munitions to apply alchemical destruction to their foes.

Quick Build
To quickly create a grenadier, use the following suggestions. First, your highest ability score should be Dexterity, followed by Intelligence. Second, choose the soldier background. Finally, take the apprentice formulae alchemical fire and sparkshot.



Level
Proficiency Bonus
Features
Formulae Known
Formulae Produced


1st
+2
Alchemy, Apprentice Formulae
2
2



2nd
+2
Cauterize, Deadeye
2
2



3rd
+2
Demolitions Archetype
2
3



4th
+2
Ability Score Improvement
3
3



5th
+3
Archetype Feature
3
4



6th
+3
Blastproof
3
4



7th
+3
Wrecker
4
5



8th
+3
Ability Score Improvement
4
6



9th
+4
Journeyman Alchemy, Dabbler
4
7



10th
+4
Archetype Feature
5
7



11th
+4
Deadeye Improvement
5
8



12th
+4
Ability Score Improvement
5
8



13th
+5
Dabbler Improvement
6
9



14th
+5
Archetype Feature
6
9


15th
+5
Burnscarred
6
9


16th
+5
Ability Score Improvement
6
9


17th
+6
Expert Alchemy, Dabbler Improvement
7
10



18th
+6
Archetype Feature
7
10



19th
+6
Ability Score Improvement
7
10



20th
+6
Endless Bandolier
7
10




Class Features
As a grenadier, you gain the following features

Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per grenadier level after 1st.

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist's Supplies
Saving Throws: Intelligence and Constitution
Skills: Choose two from Athletics, Acrobatics, Investigation, Medicine, Perception, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) a heavy crossbow or (b) a hand crossbow and a shield
(a) scale mail or (b) leather armor
any melee weapon
a quiver of 20 bolts, a dungeoneer's pack, and alchemist's supplies


Alchemy
You have more than a passing familiarity with the art of alchemy, allowing you to mix up potent concoctions. See the end of this class for descriptions of the different formulae you can learn.

Formula Categories
Each formula belongs to one of five categories: Bomb, Device, Elixir, Munition, or Poison. You can only learn formulae from the Bomb and Munition categories normally. You still count as an alchemist of your alchemical tier when using formulae from other categories crafted by other alchemists.

Formulae Known
At 1st level, you know 2 Apprentice Formulae of your choice from the Elixir or Poison categories, or the category available to your Coven. You may use these formulae any time you produce formulae. The grenadier table shows when you learn new formulae of your choice from those categories. You can only learn a formula if you have the required alchemy proficiency (Apprentice, Journeyman, or Expert). For instance, when you reach 9th level in this class, you can learn one new formulae from the Apprentice or Journeyman categories.

Additionally, when you gain a level in this class, you can choose one of the formulae you know and replace it with another from the available categories, which also must be of a proficiency for which you have the cor

Formulae Produced
Each day after you complete a long rest, you may produce a number of Alchemical Products as indicated on your Formulae Produced column in the grenadier table. You must have alchemists supplies on hand in order to produce your formulae. Unless otherwise noted, an Alchemical Product retains potency for 24 hours until the next time you complete a long rest (whichever comes first), at which point it becomes inert and its materials can be reclaimed for future products. You cannot produce formulae belonging to categories you do not have access to.

Alchemical Ability
Intelligence is your alchemical ability for your grenadier formulae. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a chef spell you cast when making an attack roll with one.

Formula Save DC = 8 + your proficiency bonus + your Intelligence modifier
Formula attack modifier = your proficiency bonus + your Intelligence modifier

Cauterize
At 2nd level, you learn how to use caustic and flammable reagents to seal a wound so that it can be cared for later. As an action, touch a creature. That creature is healed for an amount equal to half of their missing hit points plus your Intelligence modifier (minimum 1).

Cauterize has no effect on constructs, undead, or creatures with immunity or vulnerability to fire damage, unless that creature would also be healed by taking fire damage (such as an iron golem).

Once a creature has benefited from cauterize, that creature cannot benefit from it again until they have completed a long rest.

Deadeye
At level 2, your skill with projectiles and bombs improves to exceptional levels. You double the close range of any ranged weapon or alchemical bomb you wield. For alchemical bombs and weapons with the thrown property, you also double the long range.

Starting at 11th level, you deal an additional die of damage the first time you hit a target within close range with a ranged weapon or alchemical bomb on your turn. If an effect has multiple types of damage dice, such as making attacks with alchemical munitions like acidshot, you choose which die is multiplied.

Demolitions Archetype
At level 3, you develop your skills down a specific path. Choose a Demolitions Archetype, such as the Fusillade or Sapper archetypes described at the end of this class. Your choice grants you features when you pick it and again at levels 5, 10, 14, and 18.

Blastproof
At 6th level, your experience with alchemical bombs has taught you to avoid their worst effects. You have advantage on saving throws against alchemical bombs, including your own. If an alchemical bomb would have reduced effect on a successful save, it instead has no effect.

Wrecker
Starting at 7th level, you deal twice as much damage to all objects and structures with weapon attacks and alchemical formulae.

Dabbler
At 9th level, you begin to branch out into other forms of alchemy. Choose one apprentice formula from any category, even if you could not normally learn that formula. You can produce one copy of that formula as an apprentice formula whenever you complete a long rest. This is in addition to your normal formula production, and the formula you learn from this feature does not count against your formulae known.

You learn an additional formula in this way and can produce an additional formula from this feature at level 13 and again at level 17. You can produce any combination of the formulae you gain from this feature with the available production (for example, if you learned Restorative Tonic at level 9 and Alertgem at level 13, you could produce two Restorative Tonics, two Alertgems, or one of each as a level 13 grenadier).

At level 17, formulae you produce through this feature instead count as journeyman formulae.

Burnscarred
At 15th level, you regain the ability to use your cauterize feature on yourself each time you complete a short or a long rest. Other creatures targeted by cauterize must still complete a long rest before you may use that feature on them again.

In addition, you gain resistance to fire and acid damage.

Endless Bandolier
At 20th level, you learn to produce certain bombs or ammunition so rapidly that you never run out. Each time you complete a long rest, choose an alchemical bomb or munition for which you know the formula.

Bomb. If you chose an alchemical bomb, you can produce a single copy of that bomb at journeyman level as a bonus action on your turn. The bomb loses potency at the end of your next turn.
Munition. Once per turn, when you fire a ranged weapon that you could create your chosen munition for, you can convert a piece of mundane ammunition into this type of alchemical munition. If the munition's effects improve based on alchemical tier, treat it as if it were created by a journeyman alchemist.



At 3rd level, grenadiers gain the demolitions archetype feature. These archetypes represent a mixture of training and knowledge that allow the grenadier to specialize in different ways. Two options are present here: the Fusillade and the Sapper.

Grenadiers who focus on alchemical munitions are known as fusillades. Their skills make them exceptional marksmen and their alchemical munitions grant them a wide variety of choices when deciding how to rain destruction on their foes from a distance.

Munitions Specialist
At 3rd level when you select this archetype, you focus on using alchemical munitions. Whenever you produce a formula for an alchemical munition, you gain an additional piece of that munition.

Volley
At 5th level, you can fire a barrage of shots. When you take the Attack action on your turn, you can make two attacks instead of one, provided both are made with a ranged weapon that has the ammunition property. You also may ignore the loading property of ranged weapons in which you are proficient.

Take Cover
At 10th level, you learn to make the most of the terrain around you. As a bonus action on your turn while benefiting from cover, you may increase half cover to three-quarters cover, or three-quarters cover to full cover until the start of your next turn. If multiple sources of cover apply to you when you use this feature, you must choose which one to improve.

Rapid Fire
At 14th level, you learn to keep pressure up when attacking. If you hit with a ranged weapon attack while taking the Attack action on your turn, you can make an additional attack with the same weapon as a bonus action. This additional attack must be made with a mundane piece of ammunition, not an alchemical munition.

Munitions Master
At 18th level, whenever you produce an alchemical munition, you may do so as though you were a Master Alchemist, instead of Expert. If a feature, such as dabbler or endless bandolier, allows you to produce alchemical munitions outside of your normal production, you do not apply munitions master to those productions.

Sappers are grenadiers who dedicate themselves to the use of bombs and mines. Given the opportunity, a sapper can make the battlefield work against their foes and simultaneously keep a constant pressure from their flung bombs.

Bomb Specialist
At 3rd level when you select this archetype, you focus on using alchemical bombs. Whenever you produce formulae following a long rest, choose one alchemical bomb you produced and produce an additional copy of it. Starting at 10th level, you instead produce two additional copies of that bomb.

Alchemical Mines
At 5th level, you learn to create alchemical mines out of your bombs. As a bonus action, you can hide an alchemical bomb on a space within 5 feet of you. As a bonus action on subsequent turns or as a Reaction when you see a creature move into the mine's space, you can trigger the mine. If the bomb used requires an attack roll, it automatically hits if the creature is in the mine's space or misses otherwise. Regardless, the bomb applies its splash damage as if you had thrown it at the mine's space.

The DC to notice an alchemical mine is the same as your formula DC. Creatures have advantage to notice an alchemical mine if they saw you place it down. Mines can also be disarmed as though they were a trap using the same DC. Disabling a mine does not consume the bomb, allowing you to reclaim undetonated mines. You always succeed when attempting to notice or disarm your own mines.

You can have a number of active Alchemical Mines equal to your Intelligence modifier (minimum 2). If you attempt to create additional mines beyond this limit, the attempt fails. Alchemical mines automatically become inactive when the bomb they contain loses potency.

Boom and Zoom
At 10th level, you can move quickly after using your bombs. After you use an action on your turn to throw an alchemical bomb, your move speed increases by 20 feet and you may Disengage as a bonus action.

Pressure Switch
At 14th level, you learn to set alchemical mines that can trigger without your involvement. When you set an alchemical mine, you can apply a pressure switch to that mine. A creature entering the mine's space automatically causes the mine to go off. You can only have one pressure switch active at a time. If you create a new one, the old one becomes inactive, though the alchemical mine remains until disabled.

Bomb Master
At 18th level, whenever you produce an alchemical bomb following a long rest, you may do so as though you were a Master Alchemist, instead of Expert. If a feature, such as dabbler or endless bandolier, allows you to produce alchemical bombs outside of your normal production, you do not apply bomb master to those productions.



To conserve space, the full description of each alchemical formula, as well as the alchemical formulae not normally available to the grenadier (outside of the Dabbler feature), are contained solely in the GMBinder link here (https://www.gmbinder.com/share/-MOc5qi-VRBUvym6Hgst). Below are short descriptions of the bombs and munitions available to the grenadier normally.

Bombs

Apprentice
Alchemical Acid - Deal acid damage, plus subsequent acid damage to adjacent targets
Alchemical Fire - Deal fire damage in a splash
Dazebomb - Grant disadvantage to certain checks in a splash
Smokestick - Create a cloud of opaque smoke

Journeyman
Endothermic Blast - Deal cold damage and slow
Tanglefoot Bag - Grapple enemies in an area
Thunderstone - Deal thunder damage and knock back enemies in a splash
Voltaic Bottle - Deal lightning damage that chains to additional targets

Expert
Psychoactive Spores - Deal psychic damage; obscure the senses of creatures in the splash
Sands of Sleep - Put weakened creatures to sleep in a splash
Tempest Orb - Deal slashing and bludgeoning damage and disrupt attacks in a splash
Volcanic Flask - Deal fire damage in a splash, create an area of dangerous molten rock

Munitions

Apprentice
Burstshot - Deal extra bludgeoning damage and push the target back
Flareshot - Deal minor fire damage and illuminate a target; deals additional fire damage to creatures attempting to remove the flare
Sparkshot - Deal additional lightning damage to the target and another nearby target
Vineshot - Restrain the target

Journeyman
Acidshot - Deal extra acid damage; damage is increased against unarmored targets
Burnshot - Deal extra fire damage and ignite the target
Razorshot - Deal slashing damage, even if the attack misses
Screamshot - Deal thunder damage and deafen the target

Expert
Barbshot - Deal piercing damage when the target attempts vigorous activity or when removed
Forceshot - Deal force damage in a line
Freezeshot - Deal cold damage and restrain the target

Old Harry MTX
2021-05-24, 05:59 AM
Spellblade

https://i.postimg.cc/pXMVSz5c/9d8ac3f3b07326b4f61f9924c33c2797.png
Immage credits to Jackeyblob101

Through study and training a spellblade is able to combine very different abilities. Whether they are dedicated to defending the borders of a kingdom, imposing their superiority or traveling in search of adventure, spellblades work hard to hone their unique combat technique, reaching a supernatural clarity during battle.

This is version 2.0 of an old class I posted some time ago. Overall it has been heavily modified, while maintaining the basic idea.

Alas, like many of my homebrew creations, the class was created to reflect the specific wishes and needs of one of my players, so there are no subclasses. Since this involves simplification during design, feel free to penalize it, I understand it perfectly! ^^

The goal of the class is to create a gish capable of using spells as if they were the maneuvers of a melee warrior, both as feeling and outcome.

To do so I tried to create a mechanic as generic as possible, to avoid having to create ad hoc spells or a specific list of spells, developing the following points:

Reducing the range of all spells to "touch", to make them "melee".
Adding the ability to replace a certain number of spell attack rolls with full melee attacks.
Adding the ability to release the effects of AOE spells directly from your body.

These features are mostly needed to make the class work, but it lacked content at the higher levels, so at some point I decided to merge it with another idea I was developing: A caster version of the Barbarian's Rage. I like how it turned out, and how it fits with the concept of this class.

At the moment I'm testing the class in a campaign where the characters are still at 3rd level, so I'm still not sure how it will evolve, but for now, the result is very satisfying. I am afraid that at high levels the class may become too OP.

I added various notes, to make the reading more immediate and, above all, to highlight the doubts I have.
Creating a Spellblade

Spellblades are able to combine the martial mastery typical of a warrior with the magical arts of an arcanist, and to channel their arcane powers directly through their weapon, with devastating effects.

Quick Build

You can make a spellblade quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the soldier background.

Class Features

As a spellblade you gain the following class features.


LevelProficiency
BonusFeaturesCantrips
KnownSpells
Known1st2nd3rd4th5th6th7thTrance
Damage
1st2Spellcasting, Weapon Bond232-------
2nd2Fighting Style243-------
3rd2Battle Surge253-------
4th2Ability Score Improvement3642------
5th3Extra Attack, Extra Channeling3743------
6th3Empowered Strike3843------
7th3Carve Spells39432-----
8th3Ability Score Improvement310433-----
9th4Trance (x1)311433----+1
10th4Arcane Riposte4124331---+1
11th4Inner Recovery (x1)4134332---+1
12th4Ability Score Improvement4144332---+1
13th5Trance (x2)41543331--+1
14th5Dissonant Strike41643332--+2
15th5Inner Recovery (x2)41743332--+2
16th5Ability Score Improvement418433321-+2
17th6Trance (x3)419433321-+2
18th6Inner Recovery (x3)420433321-+3
19th6Ability Score Improvement4214333211+3
20th6Persistent Trance4224333211+3


Hit Points

Hit Dice: 1d10 per spellblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per spellblade level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: One instrument
Saving Throws: Intelligence, Dexterity
Skills: Choose two skills from Arcana, Athletics, History, Insight, Intimidation, Medicine, and Perception

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

A chain mail
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) a scholar’s pack


Spellcasting

This is very similar to Bard's Spellcasting. The differences are that the spellcasting ability is Intelligence instead of Charisma, and that the range of all spells is reduced to "touch".
As a Spellblade you can use the same magical techniques practiced by wizards, except that all your spells and cantrips have range reduced to touch. Spells or features that normally increase the range of a spell have no effect.

Cantrips

You know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellblade table.

Spell Slots

The Spellblade table shows how many spell slots you have to cast your spellblade 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 Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the wizard spell list. Each time you gain a Spellblade level, you learn one Wizard Spell of your choice, as shown in the Spells Known column of the Spellblade table. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellblade spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any spellblade spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use any weapon you are proficent with as a spellcasting focus for your spellblade spells. Also if you wield a weapon you can provide the somatic components required to cast spells even without a free hand, performing special combat maneuvers instead.

Multiclass

The spell's Slot progression is 2/3. Here is specified how it works when multiclassing.
When multiclassing, you advance in the Spell Slots per Spell Level table for every level taken in this class except those multiples of 3.

Weapon Bond

This is one of the main features. It comes from the Eldritch Knight feature of the same name, but it doesn't just add flavor. It make the class less MAD, working like an always-on Shillelagh, and allows you to replace a spell attack roll with a full melee attack.
You learn a ritual that creates a magical bond between yourself and one melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

While wielding a bonded weapon, you obtain the following benefits:

You can use Intelligence instead of Strength or Dexterity for the attack and damage rolls of melee attacks.
Each time you are asked to make a spell attack roll, you can instead make a melee attack roll with your bonded weapon, if the target is in range.
When you cast a spell with a casting time of at least an action, you can perform a Channeled attack, choosing one of the spell attack rolls before resolving it. If it succeed, add the damage of your weapon to that hit as well.

You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Fighting Style

I consider this necessary to give a nice warrior feeling. Exactly like the Fighter one.
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Battle Surge

Nothing to say here, it allows you to unleash spells against creatures around you without taking damage.
You can release the power of spells directly from your body. Once you reach 3rd level, you can cast area-effect spells without suffering from instant effects even if you are within range.

To do so the spell's origin must be centered on yourself, or, if the spell requires one or more attack rolls, they must be delivered with a bonded weapon.

Ability Score Improvement

Same as always.
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Same as always. Again, i consider this necessary to give a nice warrior feeling.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Extra Channeling

This one bonds the number of Channeled attacks that can be done during the cast of a spell to the number of attacks that can normally be performed during an Attack action.
From 5th level, you can also choose more spell attack rolls when you perform a Channeled attack, up to the number of attacks you can perform during an Attack action, and add the weapon damage to each successful hit.

Multiclass

If you obtain other Extra Attacks by taking levels in other classes, you can choose an additional attack roll for each of them when you perform a Channeled attack.

Empowered Strikes

A flavor/utility one.
Starting at 6th level, your attacks delivered with a bonded weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Carve Spells

Similar to Sculpt Spells, it allows you to not harm a certain number of allies around you when you use Battle Surge.
Beginning at 7th level, you can create pockets of relative safety within the effects of your spells. When you cast a spell using your Battle Surge feature, that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Trance

This is the one similar to the Barbarian's Rage. This gives you:

Advantage on Intelligence Checks and Intelligence Saving Throws. Especially useful with a following feature, Arcane Riposte.
A moderate damage bonus, applicable only to Channeled attacks.
The ability to concentrate on two spells at the same time. I really like this one, and considering the fact that the spells have a reduced range and you get disadvantage on concentration checks, it shouldn't be too OP. However, I ask for your opinion, since this is one of my main doubts.
I want to specify that if a player fails the Costitution check, it loses Concentration on both spells, since, from this point of view, they are considered as one. On the other hand, if someone decides to cast another spell that requires Concentration, it will replace one of the two previous spells, while if the Trance ends (because 1 minute has passed or the player has decided to interrupt it early), the player chooses on which spell to keep Concentration. Obviously, if the player falls Unconscious, he loses focus on both spells, as specified in the Concentration description.
From 9th level, you fight with supernatural focus and clarity. On your turn, you can enter a trance as a bonus action.

While in trance, you gain the following benefits:

You have advantage on Intelligence Checks and Intelligence Saving Throws.
When you perform a Channeled attack, you gain a +1 bonus to the damage roll of the choosen hits. This bonus increases as you level.
You can concentrate on two different spells at the same time, as if they were one. If you do, you have disadvantage on Constitution saving throw to maintain your Concentration. If you cast another spell that requires Concentration or your trance ends, you lose Concentration on one of the two spells, of your choice.

Your trance lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't cast any spells since your last turn. You can also end your trance on your turn as a bonus action.

Once you have entered a trance, you must finish a long rest before you can do that again. You may enter a trance 2 times at 13th level, and 3 at 17th.

Arcane Riposte

I'm not a huge fan of features that requires a specific spell, but the first version of this one was so redundant when compared to Counterspell, that i changed it like that. It works better when you are in Trance and you get advantage on Intelligence checks.
At 10th level, you learn the Counterspell spell, if you don't already know it. It is included in the number in the Spells Known column of the Spellblade table.

From now on, if you successfully counter a spell using Counterspell, you can make a melee weapon attack against the caster of that spell.

Inner Recovery

This is meant to be a weakened version of Wizard's Arcane Recovery. You can recover less slots, but it's quicker, like Fighter's Second Wind
You have a limited well of power that you can draw on to regain some of your magical energy. Starting at 11th level, once between long rests you can use a bonus action and choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than your Intelligence modifier, and none of the slots can be 6th level or higher.

You can use this feature twice between long rests starting at 15th level and three times between long rests starting at 18th level.

Dissonant Strike

Similar to Eldritch Strike, but you can use it only with Channeled attacks. Also, the effects are applied on the next spell you cast, not the one in which you performed the Channeled attack.
At 14th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a Channeled attack, that creature has disadvantage on the next saving throw it makes against the next spell you cast before the end of your next turn.

Persistent Trance

The Trance version of Persistent Rage.
When you reach 20th level, your trance is so firm that it ends early only if you fall Unconscious or if you choose to end it.

External Links

Page of DnD Beyond with a list of wizard spells that require attack rolls. (https://www.dndbeyond.com/spells?filter-attack-type=1&filter-attack-type=2&filter-class=8&filter-search=)

MoleMage
2021-06-08, 10:44 AM
Voting is upon us!

https://forums.giantitp.com/showthread.php?632719-D-amp-D-Base-Class-Contest-XV-Voting-Thread&p=25078675#post25078675

MoleMage
2021-07-05, 04:10 PM
Okay I'm back in action, so here's the votes tally and I'll make the new chat and contest thread for Divine Judgment shortly.

We had a tie by points for 3rd place; however as sengmeng did not cast a vote and MrStabby did, MrStabby wins via the first tiebreaker.

In 3rd place, earning 5 points, we have MrStabby's Manabound! Turn hit dice into spells! Turn spells into hit points! Be the magic you wish to see in the world.

In 2nd place, earning 8 points, we have MoleMage's Grenadier! Show the world that alchemy has a practical side with bombs and enhanced ammunition.

And in 1st place, earning 10 points total, we have Damon_Tor's Spellslinger. Magic Missile never felt quite so good.

Excellent work all around everyone! We had our next contest locked in already, but we'll need a new one in a couple months so get your voting caps ready. Divine Judgment coming soon.

Votes are called, good work everyone! Check out the new contest at the links below!

Chat: https://forums.giantitp.com/showthread.php?633670-D-amp-D-Base-Class-Contest-XVI-Chat-Thread

Entry: https://forums.giantitp.com/showthread.php?633671-D-amp-D-5e-Base-Class-Contest-XVI-Divine-Judgment