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MoleMage
2021-07-05, 03:47 PM
It's time for our next subclass contest! Subclass Contest XXIV:Bigger is Better


The class must fit the theme of the contest. For our twenty-fourth contest, we are seeing a new theme for the first time: Bigger is Better. Bigger weapons, bigger spells, bigger holy symbols, even bigger people; if it's bigger, this is the contest. Maybe you want to create a cloud giant warlock patron, or reintroduce the Strength domain of yore. Even a fighter that specializes in siege equipment instead of hand weaponry. Write it up!
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
Your subclass must be complete by the end of the day on August 1st. The next day, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
A single extension of two weeks is available if at least three people request it in the chat thread.
Have fun, be respectful.


Chat thread: https://forums.giantitp.com/showthread.php?622798-D-amp-D-Subclass-Contest-Chat-Thread-2-Joke-Entries-Win-with-Alarming-Frequency
Voting thread: Coming August 2nd.

Damon_Tor
2021-07-05, 06:00 PM
Primal Path- Path of the Troll-kin

By design or happenstance, your blood is mingled with that of trolls. Perhaps you've always shown some signs of this heritage or perhaps not: troll-kin may be taller than is typical for their people, sometimes with unusually long limbs and noses, but others look no different than any other. However, the full scope of this curse only manifests during times of great anger, your skin taking on a greenish hue and your size swelling to match that of your brutal kin.

Your troll-kin curse may have a natural cause: life... finds a way. Other sources for the presence of troll-like traits in certain families might be traced to poorly researched regeneration potions which frequently use troll blood as a core ingredient. And whispers persist of a brutal ritual practiced by some barbarian tribes in which a shaman will replace a warrior's heart with the still-beating heart of a troll. However you came to possess this tainted blood, it manifests in you now, your rage fueling your transformation into a nigh-indestructible monster.


Troll-Kin Growth

Starting at third level when your curse first manifests, whenever you enter your rage you transform, gaining troll-like traits and features until your rage ends. This form has the following effects:
When you enter this form, and as a bonus action while in this form, you can spend one hit die: roll the hit die, add your constitution modifier to the result, and you recover that many hitpoints. You cannot recover hitpoints in this way if you've taken fire or acid damage since the end of your last turn.
Your size increases by one category, your dimensions double, and your weight is multiplied by 8. This change does not effect your armor or other equipment, and any clothing or armor you are wearing is likely ruined unless designed to accomodate your changing size.
If you are large, you continue to wield weapons as if you were medium sized. However, you may ignore the two-handed property of melee weapons, and you use the higher damage die of versatile weapons even when wielded in only one hand.
Your huge fists are more dangerous in combat: your unarmed strikes deal 1d8 bludgeoning damage.

Equipping a Troll-Kin
Most troll-kin barbarians will opt to make use of their unarmored agility ability instead of wearing (and frequently ruining) armor. However, if a member of your party knows the "mending" cantrip it's entirely possible for a troll-kin to wear armor while in his usual form and simply have it repaired after he tears his way out of it.

Most wondrous items are already enchanted to change size to fit the wearer, so troll-kin should have no issue using any magical jewelry, belts, bracers or other accessories they happen to encounter.

Fleshmending

By 6th level your troll blood has fully taken root in you, and your body's ability to heal itself is enhanced by your ancestry in subtle ways even when you show no outward sign of your unique heritage. You gain the following benefits as long as you haven't taken fire or acid damage since the end of your last turn:
Whenever you roll a hit die, roll it twice and choose whichever result you prefer.
You have advantage on death saving throws. You may continue to make death saving throws even while stable: you neither succeed nor fail death saves while you are stable, but a roll of 20 will return you to one hitpoint as normal.
Whenever you complete a short rest, you recover a number of hit dice equal to your constitution modifier.
Whenever you complete a long rest, you recover all of your hit dice.
You can reattach a severed limb by holding the limb to the stump for the entire duration of a short rest. If you cannot recover the limb, it regrows on its own after a long rest.


Troll-Blood Draught

Like the blood of your more savage kin, your own blood can be used to create a potent healing elixir. At 10th level, you gain proficiency with alchemist's supplies, and as a part of a long rest, you can use alchemists supplies produce special potions of healing, up to a maximum number equal to your proficiency modifier. The potions must be used within 24 hours or they congeal and become useless.

As an action a creature can drink one of these potions or administer it to another creature. When the potion is consumed, the creature recovers 1d12 hitpoints, plus your constitution modifier. In addition, the creature gains the effects of your Fleshmending feature for the next two hours. Trolls and troll-kin (including you) are unaffected by this potion.


Overgrowth

By 14th level, your body's ability to heal extends well beyond natural limits, your limbs swelling and bulging as you generate new muscle and bone. Whenever you would recover more than your maximum number of hitpoints while you are raging, you may gain temporary hitpoints equal to the excess hitpoints. You lose these hitpoints when you are no longer raging. When you hit with a weapon attack using strength, you can expend any number of these temporary hitpoints, up to a maximum equal to your constitution score, to deal that much extra damage with the attack.


Q&A

What good is being large sized?
Here it's useful for two main things: taking up more space on the battlefield (which makes you a more effective roadblock between your enemies and your allies) and being able to grapple more effectively. Both are useful for a build designed to soak up extra damage, and make you a more effective tank. We've included the ability to one-hand your two-handed weapons to augment one or both of these features of your large size: you can keep a hand free to grapple and not lose out on the damage of a greataxe, or you can use a reach weapon like a halberd one-handed to control an even larger space.

Can my allies use my Troll-Blood Draught to reattach limbs?
Yes: by drinking the potion they gain the benefits of your Fleshmending trait for two hours, including the ability to reattach limbs during a short rest. Note that in order to regrow a limb from scratch, the creature will need to consume several of the potions to keep up the effect active for the full 8-hour duration of the long rest.

How does Overgrowth work?
Timmy the raging Troll-Kin has 100 maximum hitpoints, and is dealt 10 damage: he has 90 hitpoints remaining. Cassie the cleric casts a healing spell on him, and heals him for 20 hitpoints. Timmy recovers 10 hitpoints bringing him back to his maximum of 100, and also gains 10 temporary hitpoints from his overgrowth feature. On his next turn he hits Greg the Goblin with his axe and chooses to expend 5 of his temporary hitpoints, dealing Greg 5 extra damage with the attack, leaving Timmy with 5 temporary hitpoints remaining.

Do the temporary hitpoints from Overgrowth stack with each other?
No, the temporary hitpoints you gain from Overgrowth are exactly like temporary hitpoints from any other source: if you already have any other temporary hitpoints, even from another time Overgrowth was triggered, you have to choose whether to keep the old temporary hitpoints or replace them entirely with the new ones.

Ilerien
2021-07-06, 01:20 AM
Monastic Tradition: Way of the Hin Fist

Halfling monks of the Hin Fist are trained to use a foe’s size against it. Most of them are devout members of temples dedicated to both halfling pantheon and protection of their realm, especially from enemies larger and stronger than they are. Brimming with confidence in their own abilities, hin disciples transform that self-assurance into the mastery over themselves and the world around them. Their fighting style emphasizes bringing down larger foes and evading their attacks. They dislike the use of weapons: a hin disciple sees their body and mind as gifts from their deities that should be developed and used to the fullest.
Restriction: Halflings only
The restriction exists for the Forgotten Realms, and it might not apply to your DM's setting or your DM's version of the Realms. It's still recommended to restrict this tradition to small-sized PCs because most of its features rely on the opposition being of larger size than the monk.
Hin disciples fill a particular niche in halfling society and culture. As of late, a few Hin Fist masters have established monasteries in lands outside the halfling nation of Luiren, where the teachings available generally only to halflings have been opened to students of other races who are willing to follow the path laid out by Yondalla, though students of larger size than halflings mostly study the Way of the Open Hand in these monasteries.



Monk level
Feature


3rd
Bonus Proficiency, The Harder They Fall, Underfoot Combat


6th
Heightened Awareness


11th
Blur of Motion


17th
Underfoot Combat Mastery



Bonus Proficiency
The Way of the Hin Fist is tied strongly to halfling religious practices. When you choose this tradition at 3rd level, you gain proficiency in Religion skill (choose any other skill available to the monk class if you have it already). You have advantage on Intelligence (Religion) checks made to recall knowledge related to halfling religious practices.
Underfoot Combat
Also, starting at 3rd level, you master the signature technique of this tradition. Other creatures' spaces don't count as difficult terrain for you, you can move through spaces occupied by creatures of any size and you can end your turn on a square occupied by a creature larger than you. If you share you space with a creature larger than you, aren't incapacitated and are able to perceive that creature, you have half cover against all attacks, even made by that creature. If an attack made by any creature other than it misses you, you can use your reaction to expend 1 ki point and force the attacker to reroll it targeting the creature sharing your space. If the DM uses the flanking optional rule, you don't count as flanking the creature in question and don't provide flanking against it, though you still count for a rogue's Sneak Attack and similar effects.
Additionally, whenever you make an unarmed attack against any creature larger than yourself, you score critical hit on rolls of 19 or 20, provided the attack itself hits.
The Harder They Fall
Also, starting at 3rd level, tripping larger foes comes to you naturally. When you share your space with a creature up to 3 size categories larger than yourself, you can try to shove that creature (see "Shoving a Creature" attack option, p. 195 in Player's Handbook), but only to knock it prone. If you do, you may make Dexterity (Athletics) check instead of Strength (Athletics) check. If the creature in question falls prone, it provokes an opportunity attack from every ally of yours who has it in their melee reach immediately, including yourself.

Heightened Awareness
Starting at 6th level, you can channel your ki into making yourself sensitive to tiniest vibrations, weakest scents and faintest noises. As an action, you can expend 2 ki points to gain blindsight 30 ft, tremorsense 30 ft and advantage on Wisdom (Perception) checks for 1 minute.

Blur of Motion
Starting at 11th level, you learn to incorporate lightning fast attacks into your otherwise defensive maneuvers. Whenever you take Dash or Dodge action (including the use of Patient Defense and Step of the Wind ki options), you can make an unarmed attack as part of the same action.

Underfoot Combat Mastery
Starting at 17th level, your Underfoot Combat technique improves drastically. If you share your space with a creature larger than you and are able to perceive it, you have 3/4 cover instead of half cover, and, if that creature attacks anyone other than you and misses, you may use your reaction to expend 1 ki point and force it to reroll the attack, targeting a creature of your choice within 5 feet of the original target (and, in case of melee attack, within the original attack's reach).
Additionally, whenever you make an unarmed attack against any creature larger than yourself, you score critical hit on rolls of 18, 19 or 20, provided the attack itself hits.

Q: Where did you get this flavor from?
A: Hin Fist is an actual monastic order in FR. See, I love 3.5e, in particular for its ton of content, sizeable portion of which is amazing and most of the rest can be recycled into something sound mechanics- and flavor-wise. 3e FR sourcebooks recommended hin fists to be members of the Sacred Fist prestige class (which is sort of arcane trickster/eldritch knight, but with a monk and cleric spell progression), which is where Heightened Awareness comes from, and 3.5e had monk substitution levels for this monastic order, sort of like Tasha's optional features. Underfoot Combat and Blur of Motion come from the latter.

Q: Why did you include racial restriction when recent 5e sourcebooks (i.e. Tasha's) shun it?
A: Because I'm nostalgic. Also, its text says it explicitly the DM can lift it whenever they want.

Q: What happens if one uses the reduce option of enlarge/reduce?
A: Nothing special, duh. One is free to take a human that has a way to reduce itself in size (provided the above restriction is lifted) and have the same amount of fun as a halfling. Or, even better, have a halfling pull off the reduce trick and be able to mess with small foes as well!

Q: What happens if this monk shares space with a large swarm of tiny creatures?
A: Underfoot combat doesn't apply. Its class features refer to the size of individual creature, not the swarm itself. Y' know, you ain't under those rats' feet even if it's a swarm of them.

Q: Isn't this subclass a little niche?
A: Opponents smaller than medium are kinda rare. You might want to ask your DM beforehand if they plan to make pixies or swarms of rats primary opponents throughout the campaign, though.

MrStabby
2021-07-06, 07:45 AM
Blocked out for

Titanslayer

A fighter archetype dedicated to fighting the biggest monsters.

Crim the Cold
2021-07-06, 01:00 PM
Tree of Life Sorcerous Origin (https://drive.google.com/file/d/1zScGz4Z9cEfhKR5pB4XCQeb3YMmYaoGh/view?usp=sharing)

Homebrewery PDF link in the big green title! Version 3 is up.

Changlog:

Version 2:
Reduced the bonus ASI from 2 points to 1.
Changed the Feral Growth sorcery point feature is no longer stackable with magic weapons so as to keep bounded accuracy from being broken worse than what magic equipment can already do.
The late game stave off death feature has had its cost changed so that it has a limit of 5 uses before it is impossible to have enough sorcery points to use it.

Version 3: Further reduced the power of the Feral Growth sorcery point feature so that it is mutually exclusive with concentration spells. This should prevent a PC buffing themselves further with stoneskin or haste and being a solo wrecking ball. My only regret is that Fly requires concentration. Balance wise I feel this is neccessary especially with the uncapped version at 18.

Snowben Gaming
2021-07-06, 01:34 PM
Bardic College: College of Reputation

v1.1

With a larger than life reputation, bards of the college of reputation need not tell the legends of others, for they are legends in their own right. Wielding their reputation as a weapon, the mere mention of their name can bolster allies and cause foes to flee in terror.

Hear my name and despair!
When you choose this subclass at 3rd level, you can strike fear into the hearts of your enemies with nothing but a mention of your name as they recognise your previous deeds. As a bonus action, you can expend one use of your Bardic Inspiration to target a creature you can see within 60 feet of you that can here you. That creature must make a Wisdom saving throw against your spell save DC, or become frightened of you for a number of rounds equal to one roll of your Bardic Inspiration die.

Preceding reputation
Also at 3rd level, most people you meet will have heard something about you, allowing you to make much greater impressions. You gain proficiency in Intimidation and Persuasion, if you did not already have proficiency in these skills.
Additionally, whenever you make a Charisma(Intimidation) or a Charisma(Persuasion) check towards a creature for the first time, roll a d20 before you make the check. if the roll is equal to or lower than your level in this class, the creature knows of your reputation and you can add double your proficiency bonus to any Charisma(Intimidation) or Charisma(Persuasion) checks you make against this creature, if you didn't do so already.

Inspire Courage
By 6th level your allies are bolstered from fighting alongside you, as your reputation lets them know that you won't let them down. Whenever a friendly creature that you can see within 30 feet of you who can see you makes a Wisdom saving throw you can use your reaction to give them advantage on the saving throw. You can use this ability a number of times equal to your Charisma modifier, regaining all uses on a long rest.

Reputation Manifest
At 14th level you can shroud yourself in a physical manifestation of your reputation, seemingly growing in size to match that of your reputation and changing in appearance to match the mental image your reputation inspires. You can cast the Enlarge/Reduce spell targeting yourself and choosing the Enlarge option at will and without requiring concentration. While you cast this spell in this way, damage you deal with spells in increased by 1d4. You can use this ability a number of times equal to your Charisma modifier, regaining all uses on a long rest.

The extra 1d4 spell damage from Reputation Manifest is meant to provide a spell equivalent to the bonus weapon damage enlarge provides, to allow for spellcasters to get actual use out of this feature. I might increase it a tad as enlarge doesn't provide anything else for spellcasters (whereas it makes melee characters a bigger roadblock for enemies). Also, the bonus spell damage and bonus weapon damage stack for things like green flame blade.

6th June: v0.1
Level 3 mostly done
9th June: v1.0
Reworked Preceding Reputation
Finished levels 6 and 14
- Post Contest -
31st March: v1.1
Added a clause to Preceding Reputation where you can roll to see if the target creature has heard of your reputation

nickl_2000
2021-07-06, 02:37 PM
Monk: Way of Elasticity
Monk’s of the Way of Elasticity believe in flexibility in all things. They can focus their ki into stretching, lengthening, and folding their bodies in supernatural and fantastic ways. Master’s of the way spend hours in odd, unique, and effective forms.


Body Molding
You have learned to shift your body, stretching and shaping it to fit your needs. At level 3, during your turn when you make an attack, you may stretch your body to modify the unarmed strike so that it deals Bludgeoning, Piercing, or Slashing damage.
Additionally, you may manipulate your entire body into certain shapes. As an action, you may make your body into a small boat, stretching yourself out to reach high into the air, turning yourself into a ladder, squeezing through a tiny crack, or other forms (work with your DM to see what is reasonable). While in these special forms, you are considered incapacitated and the only action that you can take is returning your body to it’s normal form. You can keep this form active for 1 hour/monk level, after which point you are returned to your normal form.


Stretchy Strike
Additionally, at level 3 you can stretch out your limbs to hit a target at a distance. During an attack action, you may spend 1 ki to gain the ability to make melee unarmed strikes with reach to hit a target up to 15 feet away. This reach lasts until the end of your current turn turn.


Absorbing Skin
At level 6, when you take B/P/S damage from a melee spell or attack you may use a reaction to spend 1 ki for your body to absorb the strike channeling the momentum of the strike around you. Reduce the damage taken by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you may spend an additional ki point to reflect the momentum of the strike back at the attacker and make an unarmed strike against the opponent who attacked you.


Body Shield
At level 11, as a reaction to a spell or ability that has an area of effect, you may stretch your body over an ally, within 5 feet of you, shielding them and providing them total cover against the spell or ability. When you use this feature, you automatically fail your own saving throw against the effect.


Giant Growth
At level 17, you can spend 5 ki to boost your size and strength while in combat. As a bonus action, you can increase your size by one level for one minute. When you do that you deal 2 martial arts dice instead of 1 when you hit with an unarmed strike. Additionally, your body shield feature can cover 2 allies instead of one. Those allies must be within 15 feet of you and each other.




I'm trying to channel all the stretchy people in popular culture. Dhalsim, Elstagirl, Mr. Fantastic, Plasticman, Ms. Marvel. Trying to replicate their abilities.
I'm not sure about Body Shield. Does this need a cost, or does the fact that you auto fail your save make it bad enough that it doesn't need to be limited?

Kuulvheysoon
2021-07-07, 11:38 AM
Bardic College: College of the Celebrity
(Version 1.1)

'Cause when you're a celebrity
It's adios reality
You can act just like a fool
People think you're cool
Just 'cause you're on TV scry
I can throw a major fit
When my latte isn't just how I like it
When they say I've gone insane
I'll blame it on the fame
And the pressures that go with
Being a celebrity.

Consequences? Please. That's for Lesser people. You've got charm, you've got skills, and you've got a killer smile. If not for your ability to cover up, you'd have everyone falling at your feet all day. Celebrities can make adoring fans friends with everyone they meet, and have the flair to do a dramatic reveal if necessary. If the most famous celebrities fail to charm you, they'll hit you with a psychic backlash lawsuit for your impertinence.

I’m Sure That You’ve Heard of Me: Starting at 3rd level, you learn the friends cantrip. A number of times equal to your Charisma modifier, you can cast this cantrip without components. When cast in this way, after the spell ends the creature is none the wiser that you used magic to influence their feelings towards you. You regain all expended uses when you finish a long rest.

Awe the Commonborn: At 3rd level, you can flourish and present yourself, presenting your best self to the lowly commoners around you and cowing them. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next attack it makes against you in the next minute. While under the effects of this ability, they have disadvantage on saving throws against being charmed by you.

The number of creatures affected increases when you reach certain levels in this class, increasing to two at 5th level, three at 10th level, and five at 15th level. All of the creatures affected must be within 60 feet of you.

Travelling Incognito: Starting at 6th level, you can assume a form vastly different from your own to travel amongst the plebeians in plain sight. As an action, you can transform for up to 1 hour, dismissing the effect with a bonus action. While transformed in this way, you gain the following benefits:

You can double your size in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for you to double your size, you cannot increase your size. Alternatively, you can halve your size, reducing your weight to one eighth of normal. Until this effect ends, you have advantage on all Charisma checks to convince someone that your assumed identity is your true self. Everything that you are wearing and carrying changes size with you, and any item that you drop returns to normal size at once.
You can change your physical appearance, as the disguise self spell. The limits of the spell are based on the size that you choose to assume.
While affected by this ability, you are considered to be under the effects of a nondetection spell.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you use Awe the Commonborn while under the effects of this ability, this ability ends immediately and you can pick an additional creature to be affected.

Larger than Life: Beginning at 14th level, you are supernaturally charming, able to influence and change anyone’s opinions. Spells cast by you ignore any advantage against charm spells that a creature may possess (such as a racial feature or granted by casting it against a hostile creature). Alternatively, you can expend a Bardic Inspiration dice to ignore a creature’s immunity to charm when you cast a spell.

If a creature succeeds on the save against a charm spell that you cast, they take psychic damage equal to twice the spell level + your Charisma modifier.

BerzerkerUnit
2021-07-09, 01:49 AM
Circle of Iron’s Might
As a Druid you have delved deep into the natural world and found the mineral rich earth an inspiration. Just as you hold no taboo against using a bit of string to make clothes you learn to let go of the taboo your peers hold against metal armor, for is it not the the iron bones of the world on which the mountains stand and oceans rest. The burning heart of a world is what forges it into a vessel suitable for the teeming life upon it. Other Circles may look askance at your armored form, but their traditional ties to the Fey are no longer so close as to expect a fairy to grant aid without the compulsion of a spell, so neither should you feel obliged to forswear the defense or hidden power of ferrous metals.

Bonus Spells
1. Catapult, Shield
2. Enlarge/Reduce, Aid
3. Erupting Earth, Meld into Stone
4. Stoneskin, Fabricate
5. Passwall, Animate Objects

Iron Defense
Beginning at 2nd level you lose any taboo against using metal armor or shields and gain proficiency with Heavy Armor.
You can perform a one minute ritual to enchant a set of metal armor you wear imbuing elemental lightness of Air and spark the Fire of life. You can reduce any Strength requirement the armor has by your Proficiency bonus and it will not inflict disadvantage on stealth or acrobatics checks.

Finally, you can expend a use of your Wildshape as an action to animate your enchanted armor for 1 hour. While animated it uses the statistics of an Animated Armor. It shares your initiative but takes its turn immediately after yours. It can move and use its reaction as you desire, no action required by you. You can use a bonus action to direct it to attack or take any other action of which its capable. If given no direction it will take the dodge action.
While animated you can direct the armor to use its action to don or doff itself.
If you are wearing the armor while it’s animated, you can substitute its speed for your own as if mounted. When the armor is reduced to 0 hit points or the animation ends it returns to being an object in whatever condition it was in before being animated.

Polarizing Extra Attacks
At 6th level after choosing this circle, when you take the attack action on your turn you can make two attacks instead of one. You can sacrifice one of these attacks to make your animated armor harness the esoteric power of the lodestone. You choose whether to have your Armor attract or repel. When you choose to have it attract, until the beginning of your next turn, all weapon and lightning attacks made against creatures within 10 feet instead target the Armor if it is in reach. When you choose repel, until the beginning of your next turn, all weapon attacks have disadvantage against it.

Vast Lord
Beginning at 10th level, when you Animate your armor you can cause it to draw the endless might of the earth and vastness of the sea into itself, swelling in size and power. It gains additional hit points equal to 5 times your Druid level, it’s speed is doubled and it becomes Large. At 14th level you can instead have it become Huge and increase its speed to 100 feet.

Riches Beyond Measure
At 14th level after choosing this circle, you can unerringly sense where the riches of the earth are gathered. As an action you can detect gatherings of metals and gemstones within 1 mile unless they are shielded by magic. You can identify the type of material with a DC 10 Nature check for any mundane substance such as iron ore or silver coins, DC 15 for any magical one such as Mithral ore or Adamantine Armor.

Oerlaf
2021-07-09, 06:37 AM
Since there were no limitations on converting some ideas of ages past, I am going to present you a gunman subclass for the artificier.

Artificer Specialist: Gunman

While some warriors favor the sword or the axe or the bow, you favor firearms - pistols, rifles, blunderbusses. You are capable of performing amazing stunts with your wide eyes.

Gunman Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.



Artificer Level
Gunman Spells


3rd
burning hands, thunderwave


5th
scorching ray, shatter


9th
lightning arrow, lightning bolt


13th
storm sphereE, wall of fire


17th
destructive wave, flame strike


EFound in the Elemental Evil Player's Companion

Special Gun

At 3rd level, you create a deep, personal connection with your weapon. You can have a special gun. Declaring a specific firearm to be a special gun involves an unofficial, hour-long ceremony in which you clean the gun and create an attachment to it. You can have only one special gun at a time. You can choose a special gun from the following: blunderbuss, flintlock pistol, long rifle, or mortar (see statistic below).

The special gun becomes magical and you gain a bonus on attack rolls and damage rolls made using that weapon. The bonus depends on your artificer level as shown in the Special Gun Bonus table.



Artificer Level
Special Gun bonus


3rd
+1


5th
+2


11th
+3



Fire on Reload

At 5th level, you know that attack is the best defense. Whenever you take your action to load a firearm you're holding, you can cast one cantrip that you know as a bonus action.

Hip Shooting
By 9th level, you become quick enough to fire at vulnerable melee opponents by shooting from the hip. When a hostile's creature movement provokes an opportunity attack from you, you can use your reaction to make a ranged attack with a firearm against the creature, rather than making an opportunity attack.



Double Blast
Starting at 15th level, when you are wielding a firearm in each hand, you can use your action to fire both weapons simultaneously. To do so, you have to select one weapon as the primary weapon and make a normal ranged attack with it. If the attack hits, you deal an additional 6d6 damage of the weapon's type.

Special Gun Statistics


Weapon
Cost
Damage
Weight
Properties


Martial Ranged Weapons


Blunderbuss
250 gp
Special
10 lbs.
Loading, Special, Two-Handed


Ammunition


Blunderbuss Shot (12)
10 gp
-
3 lb.
-


Flintlock Pistol
400 gp
3d6 piercing
5 lb.
Ammunition (range 20/60), Light, Loading


Ammunition


Pistol Balls (10)
5 gp
-
3 lb.
-


Long Rifle
700 gp
3d6 piercing
20 lbs.
Ammunition (range 200/600), Light, Loading


Ammunition


Rifle Bullets (10)
6 gp
-
3 lb.
-


Mortar
75 gp
3d6 fire
20 lb.
Ammunition (range 40/120), Special, Two-Handed


Ammunition


Mortar Shell
25 gp
3d6 fire
1 lb.
-



Blunderbuss. This firearm shoots a 20-feet cone of lead pellets originating from you. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d6 piercing damage on a failed saving throw or half as much on a successful one. Loading a blunderbuss requires an action. This weapon does not benefit from the Repeating Shot infusion.

Flintlock pistol. You can shoot, but not load, a flintlock pistol with one hand. Loading a pistol with a ball requires an action. This weapon does not benefit from the Repeating Shot infusion.


Long Rifle. You can shoot, but not load, a long rifle with one hand but you have disadvantage on attack rolls wile doing so. Loading a long rifle with a bullet requires an action. This weapon does not benefit from the Repeating Shot infusion.


Mortar. Mortars launch explosive shells in high arcs to land near or on their targets. Attacks made with a mortar ignore all cover that does not protect the target from above. Targets with total cover have three-quarters cover instead. Loading a mortar requires an action. This weapon does not benefit from the Repeating Shot infusion.

Arkanist
2021-07-11, 02:17 PM
THE HILDOLFR
[Fighter Archetype]


https://static.wikia.nocookie.net/shuumatsu-no-valkyrie/images/c/c5/Thor_promo_artwork.png/revision/latest?cb=20190526090409
Source: Record of Ragnarok, illus. Ajichika

"It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron." - Berserk

When giants' footsteps shake the earth and dragons' wings blacken the sun, the Hildolfar are those who do not lower their heads. Lifting in one hand a weapon that should be too big to lift at all, the War-Wolves' strength is that which humbles the titan, cracks the fortress, and shatters the earth itself.

[Level 3] Riesehander Style
You can wield two-handed weapons with one hand and always use a versatile weapon's higher damage, regardless of how many hands you're wielding it with. Your size counts as Large when determining your carrying capacity and the weight you can push, drag, or lift (this supersedes Powerful Build). If you are Small, you suffer no penalty for wielding heavy weapons.

[Level 3] Kenning
Kennings. You learn two special abilities called Kennings. Many Kennings enhance attacks; any given attack can only be enhanced by one Kenning. These are special abilities which are fueled by your Vigor. At 7th, 10th, 15th, and 18th level you learn a new Kenning and can replace one you already know with a different one. Your Kennings improve at 18th level.

Vigor Points. You have a pool of Vigor equal to twice your proficiency bonus. You regain all spent Vigor after completing a short or long rest.

[Level 7] Castle Crasher
You have Advantage on attack rolls against unattended objects and ignore their Damage Thresholds. When you hit such an object with an attack you may spend 1 Vigor: the attack deals 3d6 additional Thunder damage. At 18th level the attack deals 6d6 additional Thunder damage.

[Level 10] Gigantesque
Your reach increases by 5 feet and your effective size granted by Riesehander Style increases to Huge.

[Level 15] Blood-Fueled Vigor
At the start of your turn, if you have no Vigor, you may expend a Hit Die. Roll it and regain that much Vigor. Once used, you can only spend a Hit Die this way again after completing a short or long rest.

[Level 18] Titan's Strike
Using your action, you may strike the ground and unleash your full strength to create a non-magical Earthquake effect centered where your weapon strikes the ground. This does not require Concentration; for the next minute the effect continues at the end of each of your turns as long as you've made a melee attack against the ground at least once each turn. The Hildolfr has sufficient control of this force to avoid suffering its immediate effects (falling over, creating a trench underneath one's self), but not secondary effects (if you knock over a castle you're inside, you'll take some damage). Once you use this feature, you can't use it again until you finish a long rest. You may choose to leave this state as a bonus action.


KENNINGS
"Until you've actually fought a giant... until you've plunged your broadsword into their arteries and felt the hot wet spray of victory wash over you, intoxicated by the steaming perfume of entrails... you really have no right to judge me." - I Kill Giants

A Kenning is a poetic euphemism; these are the names the Hildolfar give their killing arts. Many Kennings enhance attacks; any given attack can only be enhanced by one Kenning. In addition, unless otherwise stated, a Kenning may only enhance an attack made with a heavy, two-Handed weapon.

Kenning Save DC = 8 + your proficiency bonus + your Strength modifier


Earth-Churning Plow
When you hit a foe with an attack, spend 1 Vigor. The attack deals 1d6 additional damage (2d6 at 18th level) and the ground in a 5' burst around the foe becomes difficult terrain until cleared. Clearing a 5' square takes 1 minute by hand. You are immune to difficult terrain created by this effect.

Foe-Flinging Thunderclap
When you hit a foe with an attack, spend 1 Vigor. If the target is no more than one size category larger than that granted by your Riesehander Style, they must make a Strength saving throw. On a failed save, the target is flung 5 times your Strength modifier feet backwards.

If the target would be hurled into a hazard or wall they take 1d6 bludgeoning damage (2d6 at 18th level) and fall prone. If the target would collide with another foe, that foe must make a Dexterity save to avoid damage and falling prone.

Giant-Strangling Coil
Your effective size granted by Riesehander Style is also your effective size for grappling. When you hit an enemy with an attack, you may spend 1 Vigor: the attack deals 1d6 additional damage (2d6 at 18th level) and you may attempt to grapple as a Bonus Action.

If you have Foe-Flinging Thunderclap, you may spend 1 Vigor and your Action while grappling a foe to throw them as though they were a thrown weapon with a range of 5 times your Strength modifier and a base damage of 2d6 (3d6 at 18th level) plus 1d6 for each size category larger than Medium they are. If you hit, the victim and the target both take damage and must make a Dexterity saving throw to avoid falling prone.

Greetings' Herald
Spend 1 Vigor as part of an Attack to make a thrown weapon attack with the weapon you're currently carrying that deals 1d6 additional damage (at 18th level, this attack deals 2d6 additional damage). If you haven't moved, you may immediately make a Bonus Action to move towards the opponent, imposing Disadvantage on opportunity attacks triggered by this movement. If you reach the opponent, you may immediately pick up the weapon you threw and make any extra attacks you have available, if any.

Inescapable Sunset-Shadow
Spend 1 Vigor and your reaction: until the end of the turn, your reach increases by 10 feet. If this would provoke an opportunity attack, that attack deals 1d6 additional damage if it hits (2d6 at 18th level). Attacks made beyond your usual reach with this Kenning cannot be combined with other Kennings.

Iron Bell-Ringer
When you hit a foe with an attack, spend 1 Vigor. The attack deals 1d6 additional Thunder damage and the target must make a Constitution saving throw. On a failed save, all mundane objects made from inflexible material take damage from the attack as well; a magical weapon will be dropped. At 18th level, the bonus increases to 2d6 Thunder damage.

Oak-Uprooting Whirlwind
Spend 1 Vigor and your Bonus Action; for 1 minute or until your concentration on this effect is broken you may engage in two-weapon fighting with heavy, two-handed melee weapons. At 18th level, add your Strength modifier to the bonus attack's damage (if you already do so, add it again). Because the benefits of this Kenning are redundant with the Dual Wielder feat, campaigns using the optional feat rules should allow a character who obtains that feat to replace this Kenning with another one they qualify for.

Mountain-Breaking Hammer
Spend 1 Vigor and your Action. Make an area-of-effect attack whose type is determined by the weapon you're currently wielding:

Bludgeoning: A 10' radius emanating from a point within your reach.
Piercing: A 5' x 30' line going straight in front of you.
Slashing: A 5' width horizontal line drawn between two points within your reach.
All foes within that area must make a Dexterity save. On a failed save, they take damage equal to the weapon's base damage multiplied by the number of attacks you can make with a single Attack action plus your Strength modifier. Add any bonuses from magical weapons or spells only once. On a successful save, her foes take half that much damage. At 18th level, this deals 2d6 additional damage.

Example: Thorn, a Hildolfr, uses Mountain-Breaking Hammer. She has a +2 greataxe, can make two attacks each turn due to extra attack, and has a Strength modifier of +4. If her foes fail their Dexterity saves, they'll take 2d12+6 damage (half as much on a successful save).

Steel-Serpent Hide
Spend 1 Vigor and your Reaction when hit by a melee attack that broke your skin to ensnare it in your muscles. If the attack was made with a weapon, the target can choose to drop it - if the attack was unarmed or a natural weapon, they must try to pull it out. As long as the target is trying to pull it out, they cannot move from their space without letting go of their weapon and must spend their Action to try and pull it out by making a Strength save each of their turns. if they fail, you may make an opportunity attack against them with Advantage.

At the start of each of your turns, you must spend your Action and refrain from moving from your space to maintain this effect. If the foe drops their weapon, it's released from your muscles when you move - but if you have a free hand you may choose to instantly take hold of it when they drop it. At 18th level, attacks made against you while you have a weapon snared have Disadvantage.


Changelog - 7/30/21: Toned down Gigantesque to no longer increase HP. Added the clarification that the empowered state granted by Titan's Strike can be voluntarily ended and that it doesn't just dump you in a ditch.
Changelog - 7/31/21: Reduced damage slightly to balance it with the frequency with which Kennings can be used.

quindraco
2021-07-22, 03:53 AM
Frog Sage
[Barbarian Primal Path]

An ancient, amphibious spirit dwells within you, and in times of great anger, it emerges, ever-hungry.


Form of the Frog

Starting at third level, whenever you enter your rage your body warps and morphs into a new form until your rage ends. This form has the following effects:
Your tongue becomes a natural weapon which you can use to make unarmed strikes. It has the reach property, and it deals bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You may grapple a target with your tongue; if you succeed, you may retract your tongue as part of the grapple, pulling the target as far as you like, but to no closer than a space within 5 feet of you. While you are grappling a target with your tongue, you may not attack with your tongue.
Your bite becomes a natural weapon which you can use to make unarmed strikes. It deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit a target no more than one size category larger than you with your bite, you automatically grapple it; if you were already grappling it and it was your size category or smaller, the target is restrained until the grapple ends, and regardless of size, initiating a grapple with your bite ends any grapple with your tongue. While you are grappling a target with your bite, you may only attack that target with your bite, and you may not attack with your tongue.
While you are restraining a target with your bite, if it is any size category smaller than you and you hit it with your bite, you may Swallow it immediately after dealing your bite damage, ending the grapple with your bite. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes acid damage equal to your Constitution modifier plus your proficiency bonus at the start of each of your turns. You can have only one target swallowed at a time. While you aren't incapacitated, you can regurgitate the creature at any time (no action required) in a space within 5 feet of you. The creature exits prone. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse using 5 feet of movement, exiting prone. If a swallowed creature dies, you gain temporary hit points equal to your Barbarian level plus Constitution modifier (minimum of 1). If your rage ends while you have a swallowed creature, you automatically regurgitate it, but while you have a swallowed creature, at the end of your turn you always count as having attacked a hostile creature for the purposes of your rage.


Prodigious Growth

At 6th level your inner frog grows in power as it grows ever-hungrier. You permanently gain the following benefits, even while you aren't raging:
Your natural weapons and unarmed strikes count as magical.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Incredible Bulk. As an action, you can grow.Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. This lasts until you cancel it (no action required), whereupon you shrink down to your normal size.
Standing Leap. You can make a running long jump or running high jump without a running start. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.



Frogginess Intensifies

At 10th level, your rages become even more intense. When you enter a rage, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. This stacks with Incredible Bulk, and you can activate Incredible Bulk with the same bonus action you use to enter your rage. Your bite now deals additional Poison damage equal to your proficiency die plus your Constitution modifier, and you can have up to two creatures swallowed at once. Swallowed creatures take Poison damage equal to your proficiency die plus your Constitution modifier at the start of each of your turns. If your rage ends early, you regurgitate both creatures.

Gargantuan Frog

Even at 14th level, your inner frog knows no bounds. When you enter a rage, your size quadruples in all dimensions rather than doubling, and your weight is multiplied by sixty-four, not eight. This still stacks with Incredible Bulk. Your bite now deals additional Necrotic damage equal to your proficiency die plus your Constitution modifier, and you can have up to four creatures swallowed at once. Swallowed creatures take Necrotic damage equal to your proficiency die plus your Constitution modifier at the start of each of your turns. If your rage ends early, you regurgitate all creatures. When you hit a target with your tongue, you can grapple it with your tongue as a bonus action.

sengmeng
2021-07-28, 05:04 PM
Way of the MAN
Monastic Tradition

A MAN is a monk who servers as his country's military. The idea of the MAN is that if bonuses are good, bigger bonuses are better.

Swift as a Coursing River
Beginning at third level, a MAN retains half of his bonus speed if he is wearing light armor.

With All the Force of a Great Typhoon
Also at third level, a MAN adds a bonus to damage with unarmed strikes equal to his strength bonus.

With All the Strength of a Raging Fire
The MAN gains Powerful Build at third level as well, treating himself as one size category larger for carrying capacity.

Mysterious as the Dark Side of the Moon
The MAN also gains proficiency in light armor at third level, and figures his armor class as 11 + dex modifier + wisdom modifier for padded or leather armor, and 12 + dex modifier + wisdom modifier for studded leather. He can now use his Martial Arts ability in light armor.

Strength and Discipline
At sixth level, the MAN gains proficiency with rapiers, and martial ranged weapons, and treats them as monk weapons, and they may use an acrobatics check in place of an athletics check for grappling and shoving opponents. You gain the bonus from With All the Force of a Great Typhoon when using a rapier.

Did They Send me Daughters, When I Asked For Sons?
Also at sixth level, a MAN gains proficiency in Intimidation and Disguise Kits.

I'll Make a MAN Out of You
Beginning at eleventh level, a MAN can spend 5 ki points to use an action to grant his martial arts and unarmored movement speed to all creatures within 30 feet of his choosing. They gain these bonuses with any weapon and whether or not they have armor on. The MAN must maintain concentration to keep granting these bonuses, for up to one minute.

Tranquil as a Forest, But on Fire Within
At 17th level, when using the I'll Make a Man Out of You ability, the MAN enters a battle trance that lasts for up to one minute, and grants bonus damage equal to your Wisdom bonus to all dexterity based attacks, resistance to bludgeoning, piercing, and slashing damage, and advantage on all dexterity saves and checks. During this battle fury, you ignore a creature's size when determining whether or not you can grapple it. The MAN has has advantage on constitution checks to maintain his concentration.

mr_stibbons
2021-07-29, 11:06 AM
The Thug
Rogue archetype

For some rogues, while finesse and manipulation are options, nothing is quite as reliable as some well applied brute force.

Hulking physique
At third level you gain proficiency in the athletics skill, and double your proficiency bonus when using the athletics skill.

Back-alley brawling
At third level, you are adept at leveraging your strength while fighting dirty. If you hit a creature you have grappled, you may deal your sneak attack damage even if you do not have advantage on the attack roll. You may use your cunning action to shove or grapple a creature within 5ft of you.

Kidnapper
At ninth level,when you grapple a creature, it may not speak and when you take the hide action while grappling a creature, it is also considered to have taken the hide action and uses your check result.

Tough as shoe leather
At 13th level you gain proficiency in constitution saves, and increase your maximum hit points by your level in this class.

The bigger they are
At 17th level, you've adapted your techniques for your increasingly titanic opposition. You may make target creatures of any size with the shove action, and if you successfully shove the target prone, it takes 1d10 damage for each size larger than you it is.

MoleMage
2021-08-26, 10:33 AM
Alright I'm still running behind but I have tallied the votes.

In 3rd place, we have the smallest subclass in this contest of giants, it's Ilerien's Way of the Hin Fist. The halflings took home 7 points today.

In 2nd place, it's not the hulk but it's close! Damon_Tor's Path of the Troll-kin earned a total of 14 points as much as first place, but since Damon_Tor didn't cast a vote, the tiebreaker goes to...

In 1st place, sometimes crime isn't clever or suave but it's still crime. mr_stibbons's Thug roguish archetype earned 14 points as well, and won the tiebreaker to take 1st!



As for themes, Hold the Line was the winning theme with 10 points earned. Warriors of Old earned 9 points and will be in next month's voting pool again guaranteed.

Also, check out the new contest here: https://forums.giantitp.com/showthread.php?635691-D-amp-D-Subclass-Contest-XXV-Hold-the-Line&p=25174750#post25174750