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MoleMage
2021-08-26, 10:32 AM
It's time for our next subclass contest! Subclass Contest XXV: Hold the Line


The class must fit the theme of the contest. For our twenty-fourth contest, we are seeing a new theme for the first time: Hold the Line. Some characters refuse to move or be moved, and these subclasses should enable that playstyle. Want to recreate the Dwarven Defender from 3.5? What about a gravity sorcerer, or a warlock who formed a pact with a monolith? You could even make a barbarian whose rage roots him to the floor. Imagination knows few limits!
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 September 26th. 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 September 27th.

sengmeng
2021-08-26, 10:40 AM
Path of the Crimson Diaper
Spartans, hold! Give them nothing, but take from them, everything!

Glistening Abs
At third level when you take this archetype, you may replace your Dexterity modifier or Constitution modifier with your Strength modifier when determining your armor class from unarmored defense.

Phallic Symbolism
Also at third level, you treat a pike as a one-handed weapon, and when you roll damage with a piercing weapon, roll an extra die and replace the damage rolled with the second die if it is higher.

Slow-mo Action
Beginning at 6th level, if you move no more than half your speed, you gain an extra reaction that can only be used to attack, either as an opportunity attack or if you have some other way to attack as a reaction. You can't use both reactions on the same triggering event.

Bro Code
Beginning at 10th level, you may use the help action as a reaction to an adjacent ally making an attack against a creature that is also within your reach, or an adjacent ally making an ability check. You may use your normal reaction or your second reaction from Slow-mo Action to do this. Allies adjacent to you can also use their reactions to perform the help action when you attack a creature that is also within their reach, and when you make an ability check. In addition to gaining advantage, you and adjacent allies gain 1d4 bonus damage of the weapon's type on melee attacks when benefitting from the help action.

Break Ranks
Beginning at 14th level, if you start your turn adjacent to at least one ally and move, you gain bonus damage to every attack made without an ally adjacent to you equal to +1d4 per ally that you were adjacent to at the start of your turn.

Oerlaf
2021-08-26, 01:47 PM
Cleric: Earth Domain



Cleric Level
Domain Spells


1st
command, earth tremorX


3rd
hold person, Maximilian's earthen graspX


5th
erupting earth X, meld into stone


7th
stone shape, stoneskin


9th
conjure elemental, wall of stone


XThe spell is found in the Xanathar's Guide to Everything


Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Tremorsense
Beginning at 1st level, when you choose this domain, you become sensitive to vibrations in the earth's surface. You gain tremorsense up to a radius of 5 feet, so you can detect and pinpoint the origin of vibrations within 5 feet, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

The radius of your tremorsense increases by 5 feet when you reach 5th (10 feet), 11th (15 feet) and 17th level (20 feet).

Channel Divinity: Tremor
Starting at 2nd level, you can use your Channel Divinity to create a small, localized tremor in the earth.

As an action, you rise your holy symbol and create the tremor that lasts for 1 minute or until you move. When you create the tremor and at the start of each of your turns thereafter, each creature within 10 feet of you must succeed on a Dexterity check against your spell save DC or fall prone. In addition, for the tremor's duration each creature within 10 feet of you that attempts to cast a spell must succeed on a Constitution check against a DC of 10 + the spell's level or expend the spell slot to no effect. You are immune to all effects of your tremor.

You can use this feature only in places where the surface upon which you stand is in direct contact with the earth.

Mountain Stance
Starting at 6th level, as a bonus action on your turn you can magically root yourself to the ground for 1 minute. While this feature is in effect, your speed becomes 0 but any creature that attempts to force you to move against your will through either physical or magical means must succeed on either a Strength check (in the case of physical manipulation) or a spellcasting ability check (in the case of magical manipulation) against your spell save DC. If at any point such an effort succeeds and you are forced to move, the effect immediately.

You can use this feature only in places where the surface upon which you stand is in direct contact with the earth. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Geyser
Starting at 17th level, you can use an action and cause the earth to magically rupture spewing forth gouts of hot water. A geyser erupts from a point on the ground within 120 feet of you that you can see, showering a 10-foot-radius area with rock and scalding water. Each creature in that area must make a Dexterity saving throw, taking 10d6 fire damage and 20d6 bludgeoning damage on a failed saving throw, or half as much damage on a successful one. In addition, each creature within 5 feet of the geyser must succeed on a DC 20 Dexterity check against your spell save DC or be thrown 10 feet away from the origin and knocked prone, taking 1d6 bludgeoning damage.

You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn. You can use this feature only in places where the surface upon which you stand is in direct contact with the earth. Once you use this feature, you cannot use it again until you finish a long rest.

Ilerien
2021-08-26, 05:11 PM
Martial Archetype: Dwarven Defender

A Dwarven Defender is an epitome of dwarven ideal of a warrior, a skilled combatant trained in the arts of defense. It is said that a line of Dwarven Defenders is far better defense than 10-ft-thick wall of stone, and much more dangerous.
Restriction: Dwarves Only
Only dwarves can become Dwarven Defenders. These elite fighters fill a particular niche in dwarven society and culture.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.



Fighter level
Feature


3rd
Defensive Stance, Bonus Fighting Style


7th
Mobile Defense


10th
Retaliatory Interception, As Hard as Granite


15th
Ever Vigilant


18th
Stalwart Defense



Defensive Stance
When you choose this archetype at 3rd level, you gain the ability to become a bastion of defense at the expense of mobility. As a bonus action, you can enter Defensive Stance and remain in it until you become incapacitated or choose to exit it as a bonus action. While you're in defensive stance, your can't use your movement or any abilities to move, but you receive the following benefits:
- you cannot be moved from the square you occupy (teleportation can still affect you);
- you have advantage on Strength checks and saving throws made to resist or overcome prone, grappled and restrained conditions, and if such an effect allows for a Dexterity saving throw, you may make a Strength saving throw instead;
- if you're wearing medium or heavy armor, your AC improves by 1, and by another 1 at 10th and 18th levels.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature after you complete a long rest.

Bonus Fighting Style
Also at 3rd level, you learn Interception Fighting Style option. If you have it already, choose any other option available to the Fighter class.
You can use Interception even as a reaction to being hit with an attack yourself.

Mobile Defense
Starting at 7th level, you learn to adjust your position while maintaining your defensive stance. While you're in defensive stance, you can use your bonus action to move up to half your normal walking speed.

Retaliatory Interception
Starting at 10th level, you become particularly adept with Interception fighting style. You reduce damage dealt by triggering attack by additional d10.
When you use Interception, you can make a weapon attack against the initial attacker as part of the same reaction. It can be a melee attack, provided they're in your melee reach, or a ranged attack with a ranged or a thrown weapon you have in hand. If the weapon has Loading property, you can make this attack only if you have the ability to ignore it, such as with Crossbow Expert feat.

As Hard as Granite
Also at 10th level, you sheer stubbornness allows you to overcome extreme hardships. When you use your Indomitable feature, you treat the dice roll as 20 instead of rolling again.
Additionally, your AC bonus in defensive stance improves to +2.

Ever Vigilant
Starting at 15th level, nothing can catch you off-guard. You can no longer be surprised.
While you're in defensive stance, you have an additional reaction, but it has to be expended on using your Fighting Style options or any option allowing you to make a weapon attack, such as an attack of opportunity, the first clause of Mage Slayer feat or Riposte maneuver. You cannot use more than one reaction in response to a single event. If you have Sneak Attack class feature, you can't use it with any additional reactions gained as a part of this feature.

Stalwart Defense
Starting at 18th level, your defensive techniques reach their full potential. While you're in Defensive Stance
- you have two additional reactions instead of one while in defensive stance (you can't use Sneak Attack as part of these reactions if you have it);
- you can move up to your walking speed as a bonus action;
- AC bonus improves to +3;
- if you hit with a weapon attack made as a reaction, it deals additional die of weapon damage.
Additionally, whenever you roll initiative and have no uses of Defensive Stance left, you gain one use.

nickl_2000
2021-08-27, 09:48 AM
A little bit less drafty version of the Ley Line Sorcerer

Ley Line Sorcerer


You were born at the crossroads of multiple powerful ley lines, due to this you were born with a connections of the magical powers of the earth. Through your connection, you can tap into those powers and utilize them.

Additional Sorceress Origin Spells
These are considered sorcerer spells for you and added to your spells known. They don’t count against the total sorcerer spells known
1st: Detect Magic
2nd: Augury
3rd: Leomund’s Tiny Hut
4th: Divination
5th: Commune with Nature


Ritual Casting
At level 1, you learn to cast sorcerer spells as a ritual if that spell has the ritual tag and is known.


Tapping the Source
Additionally at level 1, you may forgo your movement on your turn to root yourself into the ley lines of the land. When you do so, you bolster the strength of your magic attack on that turn. When you deal damage, you can add your Charisma modifier to one damage roll of that spell. Once you gain sorcery points, you may spend up to 3 sorcery points to add an additional 1d6 damage per sorcery point spent.


Magical Recovery
At level 6, you have learned to regain some of your magical energy by drawing directly from the ley lines local to the region. Once per day, at the end of a short rest, you gain sorcery points equal to half your sorcerer level (rounded down) + your proficiency modifier. You keep all points gained this way, allowing you to go over your maximum limit of sorcery points. However, any extra sorcery points over your maximum are lost when you complete a long rest.


Ley Line Transportation
At level 14, as a bonus action on your turn, you may transport yourself through your connection to the ley lines. When you teleport, you can instantly move to a different location that you can see within 60 feet. You may only teleport when your feet are touching the ground and only to another location where your feet will be touching the ground.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You may use this feature and still be eligible for the Tapping the Source ability.


Magical Destruction
At level 18, your connection to the ley lines of the land is so powerful can draw out it's power in an explosion of magic. As an action, choose a space on the ground that you can see within 60 feet. The magic of the area explodes in a fountain of chaos. All creatures within a 10 ft sphere of the space must succeed on a constitution save against your spell DC or take 10d6 force damage. They take half on a successful save. Additionally, for the next minute the space in that sphere is considered under the effect of an anti-magic field while the ley lines repair themselves. This effect does not require concentration to remain in effect.

Once you use this feature, you can’t do so again until you finish a long rest or until you expend 15 sorcery points.

BerzerkerUnit
2021-08-27, 11:23 PM
Monastic Tradition: Way of the World Eater

https://thumbs.gfycat.com/ScrawnySoulfulCottonmouth-size_restricted.gif

As a practitioner of this path you have accepted the a truth taught by every Sifu and Sensei, that the Ki is present in all things. However, taking this truth from conceptual understanding to practical applications has led you down an Asura's path. Like the black heart of the Infinite Sun that never sets on Orbos, you have created an infinite void within yourself and your mouth is the gate way that leads to it. You can open that gate and cause all before you to be drawn toward it. As you gain experience and power, victims subjected to the dread forces at the edge of that gate are transformed into deadly emissions of light and heat, or drawn into it bodily where the weak are doomed to fall into it forever.

Dark Star Maw
Beginning at 3rd level after choosing this Tradition your mouth becomes a gate to an infinite well of darkness, like the black heart of the Infinite Sun. When you take the attack action on your turn you can replace one of the attacks you would make with a dread inhalation. This dread inhalation subjects everything within a 15 ft radius around you to a pull like gravity. All creatures in the area must succeed on a Strength save or be drawn 10 feet toward you, unattended small objects do not get a saving throw. Creatures and objects that end this movement within 5 feet of you experience powerful shearing forces and suffer Force damage equal to 2 rolls of your martial arts die. You can spend a ki point to increase this radius to 30 feet and the forced movement to 25 feet, when you do so it affects medium and large objects as well.

Eat Anything
Also at 3rd level, as an action you can choose to consume any form of non magical matter, from dirt to coins to boot-leather, and it will provide sustenance. This ability confers no resistance or immunity to hazardous substances you may eat, so hot coals will burn you and you may become poisoned normally, etc. but provided you survive the meal they will provide sustenance similar to an equivalent amount of rations. When you consume food in this way you regain 1 point of Ki. You can use this feature to regain Ki in this way a number of times equal to your proficiency bonus and regain all such uses after a long rest.

Ki Quasar
At 6th level after choosing this Tradition the rampant destructive forces of your Dark Star Maw can convert your foes flesh to devastating emissions of heat and light. When a creature takes Force damage from your Dark Star Maw feature, you can spend 1 point of Ki and create a line of searing light 5 feet wide and 30 feet long that originates from your space. This line cannot include any space the triggering creature occupies. Other creatures in the line must succeed on a dexterity saving throw or suffer Radiant damage equal to 3 rolls of your martial arts die, a successful save reduces the damage by half.

Cosmic Consumption
At 11th level and thereafter, once per turn, when a creature moved by your Dark Star Maw ends its turn within 5 feet of you, you can spend 1 Ki to attempt to drawn them into the void within you. The creature must succeed on a dexterity saving throw vs your Ki DC. On a failure they experience an excruciating warping as their form is shredded, spaghettified, and swallowed by you where they begin to fall eternally into your void. While within they are blinded and restrained and have total cover. They can use their action to roll Athletics against your Ki DC to escape, otherwise suffer Force damage equal to 2 rolls of your Martial Arts die at the beginning of each of your turns. You may only have one creature swallowed in this way at a time.

Black Heart Horizon
At 17th level your body becomes one with the void, able to consume even magic. When you succeed on a saving throw against a spell or magical effect you can choose to nullify such magic as if countering or dispelling it with a 9th level spell slot. The whole of the effect is drawn into your void and it has no effect on any other targets or areas. When you consume an effect in this way you regain Ki points equal to your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

gloryblaze
2021-08-30, 06:23 PM
Been a while since I entered one of these!

Ranger Archetype: The Bunker Buster
Some rangers are agile and lithe—willowy elves who gracefully dance about the battlefield, or nimble halflings who jump from shadow to shadow using acrobatic leaps. You are not one of those rangers. Rangers of the Bunker Buster archetype hone their raw strength, wielding heavy weapons and wearing heavy armor. They pull back their bowstrings with enough force to punch through cover and armor, propelling deadly missiles forward from entrenched positions that they have fortified with magical traps and defenses.

Bunker Buster Magic:
Starting at 3rd Level, you learn an additional spell when you reach certain levels in this class, as shown in the Bunker Buster Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Bunker Buster Spells


Ranger Level
Spell


3rd
snare


5th
cordon of arrows


9th
glyph of warding


13th
Mordekainen's faithful hound


17th
antilife shell




Walking Ballista:
At 3rd level, you've mastered using your physicality to improve your archery. When you make a ranged weapon attack with a shortbow or longbow, you can use your Strength modifier, instead of Dexterity, for the attack and damage rolls.

Ballistic Plating:
Also at 3rd level, you gain proficiency with heavy armor. Additionally, you gain a +1 bonus to AC if you haven't moved since the start of your last turn.

Hole Puncher:
Starting at 7th level, your shots can penetrate cover to strike foes hiding behind it. Your ranged weapon attacks ignore half and three-quarters cover.

Sniper Nest:
Also at 7th level, you learn to create a camouflaged and defensible position for yourself. You can spend one minute to prepare a sniper nest, which fills a 5-foot square on the ground. While you are in your sniper nest, you have half cover, wearing heavy armor doesn't give you disadvantage on Dexterity (Stealth) checks, and if you are prone, you have advantage on Dexterity (Stealth) checks made to hide. Once you leave a sniper nest, you can no longer gain these benefits by re-entering the same nest.

Point-Blank Shots:
By 11th level, you remain calm even when enemies approach your position. If you have not moved since the start of your last turn, you do not suffer disadvantage on ranged weapon attack rolls against creatures within 5 feet of you.

Additionally, whenever you make a ranged weapon attack against a creature within 5 feet of you, the target takes an additional 1d8 damage and must succeed on a Strength saving throw against your ranger spell save DC or be pushed back 5 feet.

In the Trenches:
When you reach 15th level, you have learned to hunker down and take hits. You no longer suffer disadvantage on attack rolls for being prone, and attacks made against you while you are prone do not gain advantage if the attacker is within 5 feet of you.

Additionally, you resist bludgeoning, piercing, and slashing damage if you haven't moved since the start of your last turn.

Kuulvheysoon
2021-09-02, 10:33 AM
Warlock Patron: The Indomitable

In desperation, you made a pact with a being of incredible willpower. You may have simply refused to die, or maybe you fought against overwhelming odds. Regardless of the path that led you to making your pact, it grants you the ability to stand strong and control your immediate environment, ensuring that you and the ones that you stand beside will hold.

Powerful lords of Elemental Earth, immortal guardians and great wyrms of legend all have the potential to empower a warlock with these abilities.

Expanded Spell List
1st-level Indomitable feature

The Indomitable lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Indomitable Expanded Spells


Spell Level
Spells


1st
snare, thunderwave


2nd
Maximillian's earthen graspXGtE, spike growth


3rd
beacon of hope, mass healing word


4th
grasping vine, Mordenkainen's faithful hound


5th
conjure volley, wall of force



Eldritch Lash
1st-level Indomitable feature

While other warlocks prefer to attack from a distance, you insist that your foes come to you. You learn the eldritch blast cantrip. When you cast the eldritch blast cantrip, you can instead make a melee spell attack on a creature within 25 feet. This special use of the eldritch blast cantrip deals 1d6 force damage, and any invocations or spells that would affect your normal eldritch blast also affect this use of it. At 5th level and higher, when you would be able to shoot multiple rays, you may instead make additional lash attacks. These additional attacks may target the same or different targets.

Immovable Soul
1st-level Indomitable feature

You are a bastion upon which your allies can always rely on. You gain the ability to wreath yourself in a field of shimmering force as a bonus action. While this field is active, you may add your Charisma modifier to your AC if you wear light or no armor. You are also unable to be forcibly moved by any spell or effect unless you choose to be. This field lasts for for a number of hours equal to your warlock level or until you move more than 15 feet in a turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Seal of the Unassailable
6th-level Indomitable feature

You can draw a seal of your patron's favour. You can cast the glyph of warning spell once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's will strengthens your magic, and you may ignore the expensive material component associated with it. Moreover, it is always considered to be cast with a spell slot with a level equal to half of your level (maximum 9th level).

Impenetrable Field
10th-level Indomitable feature

Your patron's protection increases in power. While your Immovable Field feature is active, you have resistance to bludgeoning damage, and the range of your Eldritch Lash increases to 50 feet. Additionally, whenever you activate it, a number of creatures equal to your Charisma modifier with 30 feet gain temporary hit points equal to your warlock level. While they retain these temporary hit points, they can reduce any forced movement by 10 feet.

Heroes Never Fall
14th-level Indomitable feature

You will never fall, and neither will your shield-brothers. If you see a creature within 30 feet of you fall to 0 hit points, you can use your reaction to give them hit points equal to 2d8 + your Charisma modifier. Alternatively, you can use this ability on yourself if you reach 0 hit points. If used on yourself, it heals a number of hit points equal to your warlock level.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Ninja_Prawn
2021-09-13, 09:40 AM
This is still open, right?


Arcane Tradition: School of Fish

Formally known as the School of Pescomancy, this tradition emphasises the classic wizardly virtues of patience, precision and close observation of one's surroundings. Pescomancers are the true masters of casting, holding their lines with steady hands and springing into action at the cruicial moment to tip the scales in their allies' favour.

Pescomancy Savant
When you join this school at 2nd level, the gold and time you must spend to copy the following spells into your spellbook is halved: absorb elements, animal messenger, conjure animals, control water, dominate beast, fog cloud, locate animals or plants, maelstrom, mirror image, misty step, scrying, sleet storm, speak with animals, tidal wave, tsunami, wall of water, water breathing, water walk and watery sphere. Any spells on this list that are not normally wizard spells are considered to be wizard spells for you, however, any spells that summon or affect animals can only be used on creatures with a swim speed.

Hooked on a Line
Also starting from 2nd level, whenever you are concentrating on a spell that affects a single object or hostile creature, an invisible filament of force connects you to that creature. This 'line' passes through other creatures and objects and cannot be damaged or destroyed by any means; though it disappears if you stop concentrating on the spell. While you are holding a target on your line, it cannot willingly move further away from you unless it succeeds on a Strength check against your spell save DC (no action required), and you can use a bonus action on your turn to pull the target up to 10 feet towards you.

Wader's Stride
When you reach 6th level, you add the water walk spell to your spellbook, if it is not there already. When you cast water walk on a creature, that creature's base movement speed increases by 10 feet, and their footsteps make no noise and cannot be detected by tremorsense for the duration of the spell.

Ensnare
At 10th level, when you have a creature hooked on your line, they are also restrained.

Ocean Mastery
By 14th level, you have become one with the seas. You can breathe and speak underwater, and gain a swimming speed of 60 feet. Nonmagical water (including rain) never impedes your movement, senses or spellcasting, nor does it impose disadvantage on any ability checks, attack rolls or saving throws you make while submerged. Additionally, you gain proficiency with water vehicles and the ability to speak, read and write Aquan if you do not have them already.

MoleMage
2021-09-25, 03:48 PM
Path of the Root

While beasts are more usually chosen to inspire the rage of a barbarian, some look to the lashing of trees in a storm as the source of their power. By choosing to follow the path of the root, barbarians trade mobility for enhanced reach and leverage.

Set Down Roots
At 3rd level when you choose this path, you can optionally take root when you enter a rage. If you do, visible semi-tangle roots extend from your feet into the ground and your rage has the following additional effects:


Your move speed is reduced to five feet. Your move speed cannot be further reduced by any means.
You are immune to the prone condition as well as effects that would force you to move.
You may add your proficiency bonus to your armor class, up to a maximum of 18.
You may use a bonus action on your turn to maintain your rage, even if you did not attack a target or take damage since the end of your last turn.


Once rooted, you cannot end your root until your rage ends.

Lashing Willow
At 6th level, you learn to extend the range of your strikes. When you use your Reckless Attack feature, your melee reach is increased by 5 feet for that turn. If you are rooted from your Set Down Roots feature, this increases to 10 feet.

Blood Like Sap
At 10th level, you can delay damage, letting your blood flow more slowly like the sap of a tree. When you take bludgeoning, piercing, or slashing damage, after applying resistance or vulnerability, you may choose to store up to half the remaining damage into this feature, up to a maximum amount stored equal to twice your levels in barbarian. When you spend hit dice following a short rest, you take any damage stored in this feature at the same time. If you heal less from spent hit dice than you lose because of this feature, the additional damage is dealt to you. If that damage reduces you to 0 or fewer hit points, you fall unconscious and must begin making death saving throws like normal.

The damage stored in this feature is removed after it deals damage following a short rest or whenever you complete a long rest.

Treant Stride
At 14th level, you can use your bonus action while rooted to move up to 30 feet and make a single melee attack. You can use this feature a number of times equal to your proficiency bonus. You regain all uses whenever you complete a long rest.

MoleMage
2021-09-27, 05:17 PM
Stop the presses and start the polling machines, it's time to vote!

https://forums.giantitp.com/showthread.php?636971-D-amp-D-Subclass-Contest-XXV-Voting-Thread&p=25211976#post25211976

MoleMage
2021-10-11, 04:15 PM
Time to call the voting, let's see what we've got!

In 3rd place with 9 points, it's gloryblaze with the Bunker Buster Ranger Archetype. Make cover work for you, but not your enemies!

In 2nd place with 11 points, it's Ninja_Prawn returning with the Wizard's School of Fish! It's a different kind of line but it's still being held.

And our winner with a commanding 20 points, it's nickl_2000 with the Ley Line Sorcerer. Magic flows through the earth and through you.

Our theme winner was Warriors of Old, finally claiming that first place slot after several contests as runner up. So You Don't Have To came in second and will return in the next voting pool.

Congrats to our winners, and I'll get Warriors of Old up shortly!

Done with the last, in with the old! Our next challenge is upon us!

https://forums.giantitp.com/showthread.php?637436-D-amp-D-Subclass-Contest-XXVI-Warriors-of-Old