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MoleMage
2021-10-04, 03:50 PM
Welcome to the seventeenth 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?637229-D-amp-D-5e-Base-Class-Contest-XVII-Chat-Thread

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 Who Needs Swords or Sorcery. This was the first ever theme for this rendition of the contest. Your creation should be a non-casting class which doesn’t focus on making weapon attacks either. Last time we had everything from Sherlock Holmes to summoning to Engineering, let's see how creative we can get this time around.

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 November 28th. The voting thread will be posted the following day and will stay open for three weeks.

sengmeng
2021-10-05, 08:16 PM
Dungeoncrasher

THOG HATE TALKY MAN!

Hitpoints

Hit Dice: 1d12 per Dungeoncrasher level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Dungeoncrasher level after 1st

Proficiencies

Armor: All armor and shields

Weapons: Simple weapons.

Tools: Possibly Thieves tools (see below)

Saving Throws: Constitution, Strength

Skills: Choose three between Athletics, History, Investigation, Nature, Perception, Survival, Stealth, or choose two and Thieves Tools.

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

a simple weapon
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Scale Mail



Level
Proficiency Bonus
Features


1
+2
Dungeoncrash 2d6+2x Str Bonus, Expertise


2
+2
Stomp, Crashing Style


3
+2
Trap Sense


4
+2
Ability Score Improvement


5
+3
Extra Attack


6
+3
Style Feature


7
+3
Survivor


8
+3
Ability Score Improvement


9
+4
Dungeoncrash 3d6+3x Str Bonus


10
+4
Style Feature


11
+4
Expertise


12
+4
Ability Score Improvement


13
+5
Resilience


14
+5
Style Feature


15
+5
Dungeoncrash 4d6+4x Str Bonus


16
+5
Ability Score Improvement


17
+6
Deadly Reflexes


18
+6
Style Feature


19
+6
Ability Score Improvement


20
+6
Dungeoncrash 5d6+5xStr Bonus



Class Features
The following are class features of the Dungeoncrasher

Dungeoncrash
Beginning at level one, you deal 2d6 plus twice your strength bonus damage if you shove a creature and its movement is stopped by a solid object such as a wall, tree, or another creature. Objects which do not fill up their entire space may require an attack roll on your part to hit them, sending the shoved creature past the intended object or simply into the space. You have proficiency on your attack roll when aiming a shoved creature and it is based on your strength. You choose whether or not the object struck is also damaged by an equal amount. Exceptionally hard or sharp objects may deal double damage, and especially soft forgiving objects may deal half damage. Your Dungeoncrash damage increases at ninth, fifteenth, and twentieth levels as detailed on the class table.

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and any tool proficiency you have. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 11th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

Stomp
At second level, you gain Stomp. You can make an unarmed strike against a prone creature, replacing your normal unarmed strike damage with your Dungeoncrash damage. You do not need a free hand to make this unarmed strike. Creatures provoke opportunity attacks when they stand up from prone in your reach and you deal your Dungeoncrash damage if you hit them.

Crashing Style
Beginning at second level, you specialize in smashing people into things and/or other people in one of three ways: Brawler, Juggernaut, or Pinball Wizard style. You gain additional features based on this choice at 6th, 10th, 14th, and 18th levels.
The Brawler focuses on grappling and controlling multiple enemies
All-star Wrestler
At second level when you take this subclass, you gain several abilities that make you a deadlier grappler. When you move with a grappled creature and put it into an occupied space, you can trigger your Dungeoncrash damage, making an attack roll if necessary to hit the object with the grappled creature. Also, when you carry or move a creature through grappling, their effective weight is halved. Finally, you can initiate a grapple in place of an opportunity attack.

Fling
Beginning at sixth level, if you shove a creature grappled by you, they are moved an additional number of feet up to your Athletics result, rounded down to the nearest five foot square, and the grappled is broken. This has no effect if you shove them prone instead.

Humanoid Shield
Also at sixth level, as a reaction to being attacked, you can transpose your position with that of a creature grappled by you, causing them to become the target of the attack. You cannot use this to cause a creature to attack itself.

Body Slam
Beginning at tenth level, when you shove someone prone, they take your Dungeoncrash damage. As with the normal use of Dungeoncrash, if the floor is particularly deadly or soft, it may be doubled or halved.

Drop Kick
Beginning at fourteenth level, you may move up to half your speed and use your action to make a single unarmed strike that deals triple your Dungeoncrash damage. You end your turn prone if you use this ability. You do not need a free hand to make this unarmed strike

Domino Throw
Beginning at eighteenth level, whenever you shove a creature into another creature's space, both must make a Strength save against DC 8 + your proficiency bonus + your strength bonus or fall prone, suffering Dungeoncrash damage appropriate to hitting each other and also as per Body Slam.


This subclass is about combining momentum and enemies to make a bloody pulp.

Unstoppable Force
Beginning at second level when you take this subclass, you gain ten feet to your movement speed, and another five feet is added to your movement if you moved at all on your previous turn. You may also trample a prone opponent by moving through their square, counting them as difficult terrain and making a free Stomp attack that does not use up your action. You may also shove a creature in place of an opportunity attack.

Momentous Shove
Beginning at sixth level, when you move before shoving a creature, the distance they are shoved is increased by the amount of feet you moved towards them (movement that isn't directly towards them doesn't count), but no more than half your maximum movement. You may also take the shove action by sacrificing fifteen feet of movement instead of an attack, but you must also move at least fifteen feet towards the creature shoved.

Immovable Object
Beginning at tenth level, your extra movement from Unstoppable Force becomes fifteen and ten feet, and you can resist involuntary movement by reducing your movement speed by an equal amount until the end of your next turn as a reaction. If you completely negate the involuntary movement and the creature responsible is within your reach, you may make an opportunity attack as part of the same reaction. If you don't have enough movement to completely reduce the involuntary movement, you end up an appropriately reduced distance from the intended destination.

Worldbreaker
Beginning at fourteenth level, you deal double damage to objects when using your Dungeoncrash. You may sacrifice five feet of movement to turn any square you move through into difficult terrain for everyone but you.

Meteoric Charge
Beginning at eighteenth level, your extra movement from Unstoppable Force becomes twenty and fifteen feet, and when you use your Action to Dash, you may attack twice as a bonus action.
The Pinball Wizard is a master of angles and ricochets.

Geometer
Beginning at second level when you take this subclass, you add a bonus to athletics checks to shove creatures equal to your intelligence modifier, minimum 1, and they are shoved a number of feet equal to five times your intelligence modifier, minimum five feet.

Ricochet
Beginning at sixth level, creatures shoved by you who have their movement interrupted by a solid object continue moving in any direction with an open space for the remaining distance, possibly suffering dungeoncrash damage again. When you need to make an attack roll to hit something with a shoved creature, you may substitute you intelligence modifier for your strength modifier, if it is higher. Only one Richochet is caused per shove, but you may need to make two attack rolls to resolve the shove if you try to hit two objects with the creature.

Third Law
Beginning at tenth level, when you shove a creature with one of your attacks, as a bonus action you may move up to the distance they are shoved away from them and may shove another creature. If you shove a creature into another creature, you can make a shove attempt against that creature as well as party of the same action, but cannot be subject to Richochet.

Double Bank Shot
Beginning at fourteenth level, creatures which strike another object due to Ricochet and still have movement left over can continue to move a second time, possibly impacting a third object and triggering Dungeoncrash damage a third time. Creatures shoved by having another creature shoved into them can now be subject to Ricochet once.

Pinball God
Beginning at eighteenth level, you now shove creatures a number of feet equal to ten times your intelligence modifier, minimum ten


Trap Sense
Beginning at third level, you always add your proficiency bonus to saves provoked by traps. You have advantage on Investigation or Perception checks to find or notice traps.

Ability Score Improvement
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
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Survivor
Beginning at 7th level, you have advantage on Investigation, Nature, Perception, and Survival checks while underground. You may make a Constitution save in place of any other save. You may use this once without consequences, and take 5 points of damage for each additional use until you finish a long rest.

Resilience
Beginning at 13th level, whenever you make a save against an effect that has a lesser effect, such as half damage, on a successful save, it is canceled on a successful save instead.

Deadly Reflexes
Beginning at 17th level, when you make an opportunity attack, you may attack twice.

Isocahedron
2021-10-06, 06:55 PM
The Commander



Level
Proficiency Bonus
Features


1
+2
Rally, Organize


2
+2
Specialization


3
+2
Swift Training


4
+2
Ability Score Improvement


5
+3
Intelligence Analysis


6
+3
Specialization Feature


7
+3
-


8
+3
Ability Score Improvement


9
+4
-


10
+4
Specialization Feature


11
+4
-


12
+4
Ability Score Improvement


13
+5
-


14
+5
Specialization Feature


15
+5
-


16
+5
Ability Score Improvement


17
+6
Deputy


18
+6
-


19
+6
Ability Score Improvement


20
+6
Uncanny Insight





Hitpoints

Hit Dice: 1d8 per Commander level

Hit points at 1st level: 8 + your Constitution modifier

Hit points at higher levels: 1d8 (or 5) + your Constitution modifier


Proficiencies

Armor: Light armor, medium armor

Weapons: All one-handed weapons

Tools: Cartographer's tools, navigator's tools, and one of horn, drum, or bagpipes

Saving Throws: Intelligence, Wisdom

Skills: Choose two from History, Investigation, Animal Handling, Perception, Survival, and Persuasion


Equipment

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

(a) a shortsword or (b) a light crossbow
(a) chain mail or (b) leather armour
(a) a horn, (b) a drum, or (c) bagpipes
(a) a diplomat's pack or (b) an explorer's pack




Rally

As an action, you can motivate nearby allies in combat. Roll 2d6 and add your Intelligence modifier; this is the number of allies this ability can affect. You can choose which ones it affects, but all targets must be within 30 feet of you and be able to hear or see and understand you. Each affected ally gains one of the following benefits. You must choose the same benefit for all affected allies. These effects last for one minute or until you use Rally again.


Powerful Attack. Encourage your allies to fight fiercely, adding your proficiency bonus to all their attack rolls.
Stalwart Defence. Encourage your allies to hold their ground, adding your proficiency bonus to their AC and any saving throws to avoid being pushed, grappled, or knocked prone.
Indomitable Will. Remind your allies of the purpose of their fight, adding your proficiency bonus to any saving throws to avoid being Charmed or Frightened, or to end those effects.



Organize

You are adept at organizing collaborative effort to make sure everyone is working to their full potential. You can spend 10 minutes to organize a specific non-combat activity such as standing watch, building fortifications, or loading wagons. Everyone involved can add your Intelligence modifier (minimum 1) to any skill checks they make as part of the effort. You must be involved in the effort, and you can only Organize one effort at once.


Specialization

At 2nd level, you pick a Specialization of military theory: either Set-Piece Battles or Asymmetrical Warfare. Your choice grants you bonuses at 2nd level and again at 6th, 10th, and 14th level.


Lead From The Front

Starting when you pick this Specialization at 2nd level, your attacks can force a target to open themselves up to more attacks. When you hit an enemy with an attack, you can use a bonus action to reduce their AC by your proficiency bonus. The effect ends after one minute or if you don't attack them on your turn (you don't have to hit them to sustain the effect). You can only use this ability once per short rest.


Hold the Line

Starting at 6th level, you can inspire a group to maintain a solid front line. As an action, you can give all allies who can hear or see and understand you all of the following bonuses:


Their AC increases by your proficiency modifier.
Their threatened area doubles in size, and they can make Attacks of Opportunity when someone enters their threatened area.
They have Advantage on all saving throws to avoid being moved.


These bonuses last for 8 hours, until they move, or until you are incapacitated. You can only use this ability once per short rest.


Clever Positioning

Starting at 10th level, whenever one of your enemies has two of your allies next to them, they are considered flanked. If they would normally be considered flanked, they also have Disadvantage on all attack rolls and have their speed reduced to 5 feet.


Massive Charge

Starting at 14th level, you can lead a massive charge at the enemy. As an action, you can give all allies who can hear or see and understand you all of the following bonuses:


They add your proficiency bonus to all attack rolls and damage rolls.
They add your proficiency bonus to their AC, but only against attacks of opportunity.
They can shove a creature as a bonus action.
If they take enough damage to kill them, they must make a death saving throw. On a success, they survive at 1 HP.


These effects last for 1 minute or until they do not move on their turn. The effects do not end if you are incapacitated. You can only use this ability once per short rest.



Living Off the Land

Starting when you pick this Specialization at 2nd level, when travelling overland, you and your allies are considered to be moving one pace slower than you really are for the purposes of foraging for food.


Ambush

Starting at 6th level, you are exceptionally good at preparing ambushes. When you have at least ten minutes to prepare an ambush, all your allies have Advantage on the first roll they make in combat, and your enemy will always be surprised.


Dynamic Combat

Starting at 10th level, you and your allies can fight quickly, keeping your enemy off-balance. As a bonus action, you can move one combatant anywhere in the initiative order.


Rapid Retreat

Starting at 14th level, you can lead a group to escape unfavourable combat while taking minimal losses. As an action, you can grant all allies who can hear or see and understand you all of the following bonuses:

Their movement speed is doubled
They evade all Attacks of Opportunity
They add your proficiency bonus to any rolls to escape a grapple

These effects last for one minute or until you are incapacitated. You can only use this ability once per short rest.




Swift Training

Starting at 3rd level, you can bring a group of untrained people to a basic level of combat competency in a very short amount of time. The number of people you can train at a time is equal to your level multiplied by your Intelligence modifier (minimum 1), and the training process takes 7 days. You can train proficiency in a specific simple or martial weapon, or any other proficiency you have (excluding saving throw proficiencies). When the training concludes, all trainees must make a DC 10 Intelligence check.

On a success, they gain "half proficiency" in the skill trained: they may add half their proficiency modifier whenever they could normally add their full proficiency modifier. If they already have proficiency in the skill, or they gain proficiency later, the training has no effect. On a failure, they gain Advantage on any check to learn the same skill in the next month.


Intelligence Analysis

Starting at 5th level, you can synthesize information gleaned from captives, intercepted communications, detritus from an abandoned enemy camp, or other places to make a picture of how your enemy is working. In secret, the DM makes an Intelligence roll with your proficiency bonus against a DC set based on your enemy's level of operational security. On a success, you can't choose what information you get, but the DM might answer a question like these ones:


What is morale like amongst the enemy troops?
What is the enemy planning?
Has anything changed for the enemy recently?
What is one piece of useful information about the enemy's protocol and procedures?


On a failure of 5 or less, you don't have any useful information and need to gather more.

On a failure of more than 5, the DM will lie!


Deputy

Starting at 17th level, you can coach someone else in leadership. Once per long rest, you can speak with someone over the course of an hour. At the end of the hour, they must make a DC 15 Intelligence check. On a success, they can use one of the following abilities for the next month (your choice): Rally, Organize, Swift Training, or your 2nd level Specialization feature. On a failure, they gain advantage on the next Intelligence check to be deputized, as long as the next attempt takes place within 24 hours. You can only have up to three deputies at once, but you can use this ability on the same person multiple times (for instance, giving them both Rally and Swift Training) while still having three different Deputies.


Uncanny Insight

At 20th level, you can deduce aspects of an enemy with incredibly little information. With clues such as sparse and contradictory scouting reports, a single intercepted message, or personally seeing an enemy force for at least one minute, you can ask the a question like the following, and the DM must answer truthfully:

What is my enemy's primary objective?
Where is my enemy going next?
How strong is the enemy force?
What is my enemy's current strategy?
How would my enemy react if I did this?

You can only use this feature once per long rest.

MoleMage
2021-10-13, 04:09 PM
10/13: Class formatted for this post.


The Falconer (https://www.gmbinder.com/share/-MlOLPu77IazPluSH6u0)
A trainer of birds.



Level
Proficiency Bonus
Features
Attribute Bonus


1st
+2
Hunting Bird, Commands
3



2nd
+2
Training Style
3



3rd
+2
Command: Harry
3



4th
+2
Ability Score Improvement
4



5th
+3
Improved Commands
4



6th
+3
Called Target, Shared Attunement
4



7th
+3
Training Style Feature
4



8th
+3
Ability Score Improvement
4



9th
+4
Hardy Breeding
4



10th
+4
Training Style Feature
4



11th
+4
Mythic Heritage
4



12th
+4
Ability Score Improvement
5



13th
+5
Mythic Strikes
5



14th
+5
Training Style Feature
5



15th
+5
Mythic Defenses
5



16th
+5
Ability Score Improvement
5



17th
+6
Called Target Improvement
5



18th
+6
Improved Hunting Bird
5



19th
+6
Ability Score Improvement
6



20th
+6
Perfect Specimen
6




Class Features
As a falconer, you gain the following class features

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

Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Choose one type of artisan's tools or musical instrument
Saving Throws: Dexterity and Intelligence saving throws
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Medicine, Nature, Perception, Stealth, and Survival

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

(a) a light crossbow with 20 bolts or (b) any simple weapon
(a) a set of artisan's tools or (b) a musical instrument
Leather armor, a dagger, a falconer's glove, and an explorer's pack

Hunting Bird
You are accompanied by a hunting bird, which aids you in many situations. Choose one of the following three types of bird. Your choice will determine the range at which your bird can strike and the damage it deals with attacks. Each also has unique properties for one or more commands (see the Commands feature for more details).


Broadwing. Your bird is a soaring bird, such as an eagle or buzzard. It has a range of 60 feet and deals 1d10 slashing damage.
Shortwing. Your bird is a nimble attacker, such as a hawk. It has a range of 50 feet and deals 1d6 slashing damage.
Longwing. Your bird is a swift flier, such as a falcon. It has a range of 120 feet and deals 1d8 slashing damage.

Regardless of your choice, your bird is a tiny beast with an AC equal to 10 + its attribute bonus and maximum hit points equal to half your maximum hit points. It uses your skill and saving throw modifiers, but always has advantage on Perception checks relating to sight. Your bird can share your space without penalty, and it is not considered to be occupying any space for the purposes of features like Pack Tactics or Sneak Attack.

Whenever you regain hit points following a short or a long rest, your bird regains an equal number of hit points. If you complete a short rest and heal more than your maximum hit points by spending hit dice, you can grant the additional healing to your bird.

If your bird ever dies, you can restore it to life with a ritual requiring 8 hours, or you can train a new bird (see the sidebar: training a new bird).

Attribute Bonus
Your bird has an attribute bonus, which is used in place of an Ability Score when it makes attack rolls or certain other checks. This attribute bonus is 3 at first level and increases at certain intervals as indicated on Table: The Falconer.


Bird Damage: Bird type damage die + your bird's attribute bonus.
Bird Attack Rolls: your proficiency bonus + your bird's attribute bonus
Bird Saving Throw DC: 8 + your proficiency bonus + your bird's attribute bonus


Commands
You have trained your bird to respond to certain commands. At 1st level, it knows three such commands: Retrieve, Soar, and Strike. You learn additional commands from your Training Style and when you reach certain levels in this class.

Issuing a command to your bird is an Action, unless otherwise noted. Your bird can perceive your commands up to 200 feet away. If it is further away than that, it generally tries to approach you. A bird is considered perched on your glove if it shares your space; it does not necessarily need to actually perch on your glove, but can rest or hover over your shoulder or even be carried in a bag of holding or similar enclosure to which you have access.

Soar
You command your bird to fly to a space you and it can see within its range, or to return to your glove. Once there the bird hovers or circles until it is issued another command. If the bird would return to you after completing a command, such as Strike or Retrieve, you can choose to have it return to the location where you last told it to soar instead. You may only issue the soar command to a bird perched on your glove.

If you move more than 300 ft. from your bird it begins returning to you. Treat its speed as equal to its range to determine how long it takes to reach you.


Broadwing. You may issue the soar command to a broadwing if you are within its normal range, choosing a new target you and it can see within its range from where it is already soaring.
Shortwing. If you issue the soar command to your bird and the space you choose is within 5 feet of an enemy, you can instruct it to make a single melee attack as a bonus action.
Longwing. Your bird does not provoke opportunity attacks when commanded to soar.



Strike
You command your bird to fly adjacent to a target you and it can see within its range and make a single melee attack. Regardless of whether the bird hits or not, it returns to your glove at the beginning of your next turn. Birds do not trigger opportunity attacks while taking the strike command.


Broadwing. You can reroll any 1s or 2s on its damage dice. You must use the new roll, even if it is also a 1 or a 2.
Shortwing. Your bird can make a second melee attack if the first one misses. If the first attack had advantage or disadvantage, so does the second attack.
Longwing. Your bird does an additional 2 damage if it travels more than 60 feet before attacking its target.



Retrieve
You command your bird to fly to an item or unconscious creature that it is capable of grasping and weighing no more than 5 lbs within its range and bring it back. At the start of your next turn, your bird returns to your glove and gives you the item or creature or drops it on the ground.


Broadwing. Your bird can carry two items or creatures within its weight limit, or one item or creature of twice its weight limit.
Shortwing. Your bird returns the item or creature immediately instead of at the start of your next turn.
Longwing. You can issue this command as a Reaction if your bird reduces a creature to 0 hit points and it could carry that creature.


Training Style
At 2nd level, you devote yourself to a particular training style, such as Flockmaster or Stalker. Your choice grants you features when you choose it and again at levels 6, 10, and 14.

Command: Harry
At 3rd level, you can command your bird to harry a target, distracting it so your allies can strike more effectively. Your bird flies adjacent to a target you and it can see within its range and distracts it. The next attack roll targeting that creature has advantage, and your bird is considered adjacent to the target for the purposes of features like Sneak Attack and Pack Tactics. This effect ends if the target moves more than 5 feet away from your bird. At the start of your next turn, your bird returns to your glove.


Broadwing. Your bird instead grants advantage to a number of attacks equal to half your bird's attribute bonus (rounded up).
Shortwing. If the target moves away from your bird, you may use your Reaction to command it to follow the target up to its range. The bird is considered to be within 5 feet of the target until the target has moved out of its full range.
Longwing. The target also has disadvantage on its next attack roll.


Ability Score Improvement
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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Improved Commands
At 5th level, you have taught your bird shorthand whistles for all its commands. You can issue a command as a bonus action instead of an action. If an effect would already allow you to issue a command as a bonus action, you can instead issue it for free once per turn. You may only issue one command to your bird each turn unless another effect allows you to issue additional commands.

Called Target
At 6th level, you are used to spotting out targets and weak points. As an action, you can call a target you can see within 60 feet of you. All attacks made by your bird and the first weapon attack made by any other ally against that target roll one additional weapon damage die.

At 17th level when you use this feature, you may issue the Strike command on the same target for free. If you do so, you may still issue a command to your bird normally on that turn using your bonus action.

Shared Attunement
Also at 6th level, you can share the benefits of certain magic items with your bird. If you attune to an item that improves armor class, weapon attack rolls, weapon damage rolls, saving throws, or skill checks, your bird shares any bonuses you receive from that item. If a magic item would provide such a bonus and does not require attunement, such as a +1 weapon, you can attune to it to grant your bird those bonuses.

Your bird cannot issue any commands or use any active abilities granted by items for which you are sharing attunement. If you activate an item that provides an ongoing effect in the above categories, such as Flame Tongue, your bird gains the benefits of the ongoing effect.

Hardy Breeding
At 9th level, your bird adds its attribute bonus to all saving throws it makes.

Mythic Heritage
At 11th level, your bird manifests a previously unknown connection to a powerful supernatural birdlike creature. Choose one of the following options. Your choice modifies the traits of your bird and grants a new command. Your bird also takes on physical characteristics representing their heritage. For example, a bird with phoenix heritage may develop eyes like embers or smouldering feathers, while a simurgh heritage may manifest as brilliant rainbow-like feathers or the growing of pointed dog-like external ears.


Phoenix. The phoenix is an elemental being of fire in the shape of a bird. Your bird is a distant scion of a phoenix and is attuned to the primal fire it represents. Your bird is immune to fire damage. You learn the Ignite command described below.
Roc. The roc is massive, large enough to eat the sun in some stories. Your bird grows to enormous size like its distant ancestor. Your bird is now large, instead of tiny, and can serve as a mount for you. Your bird has a fly speed equal to its range. When you issue a command that would involve your bird flying to a new location while riding it, you travel with it and it does not return to where it started if it would otherwise. Additionally, its impressive size makes it tougher, granting it 2 additional health per level. You learn the Guard command described below. Your bird's weight limit for the Retrieve command increases to 10 lbs times its attribute bonus.
Simurgh. Sometimes used as a divine messenger, simurghs have a natural affinity for health and growth. Your bird regains twice as many hit points from any healing effect. You learn the Restore command described below.


Command: Ignite
Phoenix only

You order your bird to fly to a location within its range and release a burst of flame. Each creature within 10 feet of its destination must make a Dexterity saving throw. On a failed save, creatures take 6d6 fire damage. On a successful save, they take half as much damage. At the start of your next turn, your bird returns to your glove. You can issue this command a number of times equal to your bird's attribute bonus. You regain all uses of this command whenever you complete a long rest.

Command: Guard
Roc only

You order your bird to fly to a target of medium size or smaller within its range and protect it within its massive wings. Your bird provides that creature with three-quarters cover until the start of your next turn. While a creature is damaged while being guarded by your bird, you may use your Reaction to divert half of that damage to your bird.

Command: Restore
Simurgh only

You order your bird to fly to a creature within range and use its latent magic to restore their hit points. Your bird restores 3d8 hit points each time it uses this ability. At the start of your next turn, your bird returns to your glove. You can issue this command a number of times equal to your bird's attribute bonus. You regain all uses of this command whenever you complete a long rest.

Thunderbirds are primal elemental birds much like the phoenix. If you wish you can have a thunderbird heritage, use the rules described here for the phoenix heritage, swapping all instances of fire damage for lightning damage or thunder damage (the same one each time). Any future abilities that refer to the phoenix heritage also swap fire damage for the chosen damage type. You may make similar changes for other primal elemental birds if you wish, such as a cockatrice using poison or necrotic damage or a more unique option using a different damage type entirely.

Mythic Strikes
At 13th level, when you command your bird to Strike, it gains an additional benefit based on its mythic heritage. Attacks granted from other actions, such as a shortwing's soar effect, do not gain these benefits.


Phoenix. The target also takes 1d4 fire damage, regardless of whether the attack hits or not. You may choose to have all damage dealt by the normal attack be fire damage as well.
Roc. If you are riding your bird, you may make a single weapon attack against the same target as a reaction.
Simurgh. The bird gains temporary hit points equal to the damage dealt. Once the bird returns to you, you gain an equal number of temporary hit points.


Mythic Defenses
At 15th level, your bird gains a unique defensive bonus depending on its mythic heritage.


Phoenix. If your bird falls to zero hit points, you may use your reaction to command it to explode and vanish in a burst of flame. Treat this as the Ignite command, but it does not require or use a charge of that ability. At the start of your next turn, your bird reforms from flame in your space at full health and cured of any poisons or diseases affecting it. Once you have used this feature, you cannot use it again until a week has passed.
Roc. While using the Guard command, your bird now also reduces all damage taken by its target by an amount equal to its attribute bonus. Additionally, its armor class is increased by 2 at all times.
Simurgh. Your bird is immune to disease and poison. Each time you complete a long rest, choose two damage types. Your bird is resistant to both damage types. In the case of slashing, bludgeoning, or piercing damage, your bird is resistant to those damages only if they are dealt by non-magical attacks.


Improved Hunting Bird
At 18th level, you are so in tune with your birds that you can bring abilities out of them greater than before. Your bird's range is increased by 50% and its damage die is increased by one step (1d6 -> 1d8 -> 1d10 -> 1d12).

Perfect Specimen
At 20th level, your bird gains two benefits: one from its type and one from its mythic heritage.


Broadwing. At the start of your turn, if your bird is adjacent to a target before returning to you, it can make a single melee attack against that target. This attack does not gain the additional bonuses of the Strike command.
Shortwing. Your bird no longer needs to return to you after each command. At the start of your turn, it can move up to half its speed as if commanded to Soar.
Longwing. Your bird deals critical strikes on a roll of 15 or higher, provided it moves at least 60 feet before making an attack roll.
Phoenix. The damage dealt by Mythic Strikes increases to 1d10 fire damage, and the damage dealt by Ignite increases to 8d6.
Roc. You have advantage on all attack rolls made while riding your bird. Other creatures riding your bird do not gain this benefit.
Simurgh. Your bird regains hit points equal to its attribute bonus at the start of each of your turns. If it is already at full hit points, it instead gains an equal number of temporary hit points. The healing granted by the Restore command increases to 4d8.





Each falconer specializes in different training styles. Presented here are two options: the Flockmaster Training Style and the Stalker Training Style.

Some falconers focus on training multiple birds simultaneously instead of specializing in a single bird. Falconers of this training style can reap the benefits of having multiple types of bird ready to go quickly or double down on the perks of one bird species by bringing multiples along with them.

Rapid Training
When you first choose this style at 2nd level, the time required to train a new bird or earn its trust is reduced by half, and you have advantage on Wisdom (Animal Handling) checks made to earn the trust of adult birds. The time for a young bird to grow to maturity is unchanged.

Additionally, you gain a second fully trained bird, and the maximum number of birds you can keep at once is increased by 2 (to a minimum of 4).

Flock Flying
Also at 2nd level, you can choose to fly two birds instead of one whenever you complete a long rest. When you give the Soar command, you can give it to both birds simultaneously. All other commands are given to just one of the birds.

You can fly three birds in this fashion at 7th level, and four birds in this fashion at 14th level. Your Soar command applies to any number of birds you are flying.

Command: Flock
At 7th level, you can command any number of your birds to flock towards a target you can see and make a single melee attack each. Treat all birds that hit as dealing a single weapon damage roll with their combined damage dice plus your birds' attribute bonus. All birds return to your glove at the start of your next turn.


Broadwing. Each other bird in the flock deals +2 damage if it hits.
Shortwing. One other bird in the flock has advantage on its attack.
Longwing. After rolling damage, you may reroll one die of your choice. You must use the new result.


Dual Commands
At 10th level, when you issue a command to a bird on your turn, you may issue a second command to a different bird. You cannot issue the same command twice with this feature, nor can you issue the Strike and Flock command on the same turn.

Shared Instinct
At 14th level, when you issue a command to one of your birds, it may gain the bonus to that command granted by another of your birds. For example, if you issued the Strike command to a Longwing, it could reroll 1s and 2s on its damage roll provided you are flying a Broadwing that day as well. You may only use this feature once on each turn.

Stalkers train their birds as sentries and scouts, able to seek out distant foes while remaining unseen or guard a campsite while the party rests.

Enhanced Skills
At 2nd level when you choose this style, you gain proficiency in Stealth, or another skill from the falconer class list if you are already proficient in Stealth. Your bird has advantage on Dexterity (Stealth) checks made to hide or avoid notice, and both your and your bird's passive Perceptions increase by an amount equal to your bird's attribute bonus.

Command: Sentry
Also at 2nd level, you can order your bird to keep a lookout for large predators and other people. Your bird flies into the air over your head and observes an area with a 200 ft. radius, following you. If your bird spots a creature that it perceives as a threat moving towards you, it will alert you with a cry. Your bird cannot warn you about creatures imperceptible to your bird, whether due to cover, invisibility, or stealth.

You must be in an area with at least 100 ft. of clearance above the ground to issue this command. Your bird remains on sentry for up to an hour at a time or until you recall it by repeating this command. While on sentry, treat your bird's location as being 100 ft. above the ground.

At 10th level, you have trained your bird to recognize different specific types of creatures. When you issue this command you can give general descriptions of five words or less, such as "wolves and humanoids" or "humanoids with weapons" or "orcs, goblins, bears, wolves, vehicles".

Readiness
At 7th level, your bird's senses and reflexes give you advance warning in combat. While your bird is on your glove or on sentry, you may add half its attribute bonus (rounded up) to your Initiative rolls. When you roll initiative, your bird's range is doubled for the first turn and you gain an additional benefit depending on your bird type.


Broadwing. Your bird returns to your glove immediately. On your first turn, your bird deals +5 damage with its melee attacks.
Shortwing. Your bird flies to a location within its range as if you had issued the Soar command. It does not gain any other benefit of the Soar command.
Longwing. On your first turn, your bird has advantage on attack rolls.


Night Flier
At 10th level, your bird has 120 ft. darkvision. You gain 60 ft. darkvision or your existing darkvision improves by 30 ft.

Command: Hide
Also at 10th level, you can order your bird to hide from foes. Designate a source of cover you can see within your bird's range. Your bird flies to that cover and makes a Dexterity (Stealth) check. It remains in cover until you give it another command or until you move more than 300 ft. from its cover, at which point it begins returning to you. Treat its speed as equal to its range to determine how long it takes to reach you.


Broadwing. If there is at least 100 ft. of clearance above the ground, your bird can hide above a target without requiring cover.
Shortwing. You may issue this command as a reaction if your bird misses on a melee attack.
Longwing. If your bird attacks a creature that cannot see it, it is treated as having moved at least 60 feet regardless of how far it actually travels.


Command: Ambush
At 14th level, you can issue a special command on your first turn after rolling initiative. Your bird flies to a target within range and makes a single melee attack. On a hit, your bird deals its normal damage plus an additional 1d6 damage for each ability bonus it possesses.


Broadwing. The additional dice granted by this feature are d8s.
Shortwing. After rolling the dice, you may reroll any number of them. You must use the new result, even if it is worse than the old result.
Longwing. You may use this command on any turn, provided your bird is hidden from the target.




At various points, a you may find yourself in need or want of training a new bird, which can be the same or a different type to your initial bird. You can keep a number of birds up to your Wisdom bonus (minimum 2) at any one time, though you can only fly one bird, chosen each time you complete a long rest. Any other birds are either freed for flight for the day or kept in an enclosure or cage. Caring for any additional birds you have can be done during a long rest, provided you have sufficient food and water for the birds. Adult birds in free flight can generally hunt their own food and find their own water, provided the terrain allows it.

To begin training a new bird, you must acquire it either by finding a juvenile or infant bird and raising it yourself or earning the trust of an adult bird with a DC 15 Animal Handling check after one month of work. If you fail this check by 10 or less, you can repeat the check after another month. If you fail it by more than 10, the bird flees and you must acquire a new bird and start anew. Juvenile birds or infant birds do not require a check to gain their trust, but take a month before they are mature enough to begin training. You must spend two hours each day with the new bird while attempting to gain its trust or raise it. These two hours may be taken during short rests or the light activity of a long rest.

Once you have the trust of a bird, you begin training. Training takes 120 hours. You can spend a minimum of 1 and a maximum of 4 hours with your bird each day in training. As with earning a bird's trust, you can undergo training during short rests or the light activity of a long rest.

After you have trained the bird, it knows the basic commands learned at 1st level of this class and may be taken with you as the bird you are flying on any day. It learns any additional commands that you can issue at a rate of one per 28 hours, which can be accelerated in the same fashion as normal training (up to 4 hours each day). If you have more than one additional command, you choose which command is learned each time. Any improvements to a command are learned simultaneously with the initial command.

If you have the mythic heritage feature, your new bird gains the benefits of that feature when it learns the command associated with its mythic heritage. As with the base type of your bird, your new bird can have the same or a different mythic heritage.

Lanth Sor
2021-10-21, 07:57 AM
10/21: Initial Post.


The Keymaster




Level
Proficiency Bonus
Features
Fundamental Keys
Secret Keys
Esoteric Keys


1st
+2
Key Ring, Keymaster's Claim, Fundamental Keys
3
-
-



2nd
+2
Locksmith
5
-
-



3rd
+2
World's Eye
7
-
-



4th
+2
Ability Score Improvement
9
-
-



5th
+3
Claim Feature
11
-
-



6th
+3
Keyring(Secret)
13
2
-



7th
+3
-
15
4
-



8th
+3
Ability Score Improvement
18
6
-



9th
+4
Claim Feature
21
8
-



10th
+4
-
24
10
-



11th
+4
-
27
10
-



12th
+4
Ability Score Improvement, Keyring(Esoteric)
30
12
1



13th
+5
Claim Feature
33
14
2



14th
+5
-
36
16
3



15th
+5
-
39
18
4



16th
+5
Ability Score Improvement
42
20
5



17th
+6
Claim Feature
45
22
6



18th
+6
-
48
24
7



19th
+6
Ability Score Improvement
51
26
8



20th
+6
Claim Feature
54
28
9




Class Features
As a keymaster, you gain the following class features

Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per keymaster level after 1st.

Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Lock Picks and Choose one type of artisan's tools or musical instrument
Saving Throws: Dexterity and Intelligence saving throws
Skills: Choose 3 from Acrobatics, Arcana, Athletics, Deception, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival

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

(a) a light crossbow with 20 bolts or (b) any simple weapon
(a) a set of artisan's tools or (b) a musical instrument
Leather armor, a dagger, lock picks, and an explorer's pack

Key Ring
A keymaster maintains a selection of keys. These keys are supernatural in nature and hold power over the hidden locks of the world.

Keys

Keymaster's Claim
At the first level the keymaster chooses a claim. Their claim is their deeper calling of how they will use the secret keys they find.

Locksmith


World's Eye
The keymaster a

Claim Feature



Keymaster's Claim



At 5th level a {CLAIM}

Starting at 9th level a {CLAIM}

A 13th level a {CLAIM}

At 17th level the {CLAIM}

A 20th level a {CLAIM}





At 5th level a {CLAIM}

Starting at 9th level a {CLAIM}

A 13th level a {CLAIM}

At 17th level the {CLAIM}

A 20th level a {CLAIM}





Unseen Observer
Witnesses walk with absolute secrecy, forging their way into places concealed. The intruder gains proficiency with Stealth, and gains advantage on stealth rolls when trespassing.

Fleeting
At 5th level, a witness may expend uses form a key to lock the memory of you from someone. The target must wisdom save vs your Key DC or forget your presence for a 1 round period per 2 key uses expended.

World Record
Starting at 9th level, a witness gains a perfect memory of all things they have observed in their life. They are always aware of true north or a similar planar guide point.

Forgotten
A 13th level witness, may cause memory of a particular object they interact with to be forgotten. Anyone attempting to recall the object must wisdom save vs your Key DC or be unable to remember the target, 12 key uses must be expended.

Bear Witness
At 17th level, the witness may reveal the world unseen. The witness may expend 6 key uses to gain the benefit of the true seeing spell, and may share this sight with others later by using an illusionary key.

Eternal Watch
A 20th level a witness becomes a truly hidden being. The witness becomes immune to aging and ceases to age, gains resistance to nonmagical bludgeoning piecing, and slashing damage.

Lanth Sor
2021-10-21, 08:24 AM
Keys
Each Key has a number of uses equal to your proficiency bonus. Short rest recovers 2 uses. Long rests recover all uses. Fundamental effects cost 1 use, Greater effects cost 2 uses, Esoteric effects cost 4 uses.



Acrobatics
Passive: +1 to acrobatics checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on acrobatics checks for 1 round. Alternatively you may gain advantage on an acrobatics check as a reaction.
Secret Key: Lock a target causing them to have disadvantage and be unable to benefit from proficiency bonuses on acrobatics checks for 1 minute.
Esoteric Key: Unlock the target's body, and they may move with supernatural mastery of form. The target may move to any space with in their movement or as part of a dash as long as there is a 1 inch direct line from the space they start in to the space they end in, this movement is completed by jumping and contorting your way from the two squares.

Animal Handling
Passive: +1 to animal handling checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on animal handling checks for 1 round. Alternatively you may gain advantage on an animal handling check as a reaction.
Secret Key:
Esoteric Key:

Arcana
[B]Passive: [/B +1 to arcana checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on arcana checks for 1 round. Alternatively you may gain advantage on an arcana check as a reaction.
Secret Key:
Esoteric Key:

Athletics
Passive: +1 to athletics checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on athletics checks for 1 round. Alternatively you may gain advantage on an athletics check as a reaction.
Secret Key:
Esoteric Key:

Charisma
Passive: +1 to charisma saves per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on charisma saves for 1 round. Alternatively you may gain advantage on a charisma save as a reaction.
Secret Key:
Esoteric Key:

Constitution
Passive: +1 to constitution saves per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on constitution saves for 1 round. Alternatively you may gain advantage on a constitution save as a reaction.
Secret Key:
Esoteric Key:

Deception
Passive: +1 to deception checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on deception checks for 1 round. Alternatively you may gain advantage on a deception check as a reaction.
Secret Key:
Esoteric Key:

Dexterity
Passive: +1 to dexterity saves per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on dexterity saves for 1 round. Alternatively you may gain advantage on a dexterity save as a reaction.
Secret Key:
Esoteric Key:

History
Passive: +1 to history checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on history checks for 1 round. Alternatively you may gain advantage on a history check as a reaction.
Secret Key:
Esoteric Key:

Intelligence
Passive: +1 to intelligence saves per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on intelligence saves for 1 round. Alternatively you may gain advantage on an intelligence save as a reaction.
Secret Key:
Esoteric Key:

Intimidation
Passive: +1 to intimidation checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on intimidation checks for 1 round. Alternatively you may gain advantage on an intimidation check as a reaction.
Secret Key:
Esoteric Key:

Insight
Passive: +1 to insight checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on insight checks for 1 round. Alternatively you may gain advantage on an insight check as a reaction.
Secret Key:
Esoteric Key:

Investigation
Passive: +1 to investigation checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on investigation checks for 1 round. Alternatively you may gain advantage on an investigation check as a reaction.
Secret Key:
Esoteric Key:

Medicine
Passive: +1 to medicine checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on medicine checks for 1 round. Alternatively you may gain advantage on a medicine check as a reaction.
Secret Key:
Esoteric Key:

Nature
Passive: +1 to nature checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on nature checks for 1 round. Alternatively you may gain advantage on a nature check as a reaction.
Secret Key:
Esoteric Key:

Performance
Passive: +1 to performance checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on performance checks for 1 round. Alternatively you may gain advantage on a performance check as a reaction.
Secret Key:
Esoteric Key:

Perception
Passive: +1 to perception checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on perception checks for 1 round. Alternatively you may gain advantage on a perception check as a reaction.
Secret Key:
Esoteric Key:

Persuasion
Passive: +1 to persuasion checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on persuasion checks for 1 round. Alternatively you may gain advantage on a persuasion check as a reaction.
Secret Key:
Esoteric Key:

Religion
Passive: +1 to religion checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on religion checks for 1 round. Alternatively you may gain advantage on a religion check as a reaction.
Secret Key:
Esoteric Key:

Sleight of Hand
Passive: +1 to sleight of hand checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on sleight of hand checks for 1 round. Alternatively you may gain advantage on a sleight of hand check as a reaction.
Secret Key:
Esoteric Key:

Stealth
Passive: +1 to stealth checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on stealth checks for 1 round. Alternatively you may gain advantage on a stealth check as a reaction.
Secret Key:
Esoteric Key:

Strength
Passive: +1 to strength saves per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on strength saves for 1 round. Alternatively you may gain advantage on a strength save as a reaction.
Secret Key:
Esoteric Key:

Survival
Passive: +1 to survival checks per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on survival checks for 1 round. Alternatively you may gain advantage on a survival check as a reaction.
Secret Key:
Esoteric Key:

Wisdom
Passive: +1 to wisdom saves per key, up to your proficiency bonus.
Fundamental Key: Target gains advantage on wisdom saves for 1 round. Alternatively you may gain advantage on a wisdom save as a reaction.
Secret Key:
Esoteric Key:







Diamond
Passive: When making a long rest or a short rest choose a key that grants a material immunity to nonmagical damage, that material gains immunity to all damage instead.
Fundamental Key:
Greater Key:
Esoteric Key:

Gold
Passive:
Fundamental Key:
Greater Key:
Esoteric Key:

Iron
Passive: Objects in your possession made of iron cannot take damage from nonmagical means. Each iron key after the first can be used to lock a iron item not on your person granting the benefit of this passive.
Fundamental Key: You may unlock an object or creature negating one resistance it has until your next long rest.
Greater Key: You may unlock an object or creature negating one immunity it has until your next long rest.
Esoteric Key: As an action, you may unlock the form of an iron object as if it was stone affected by the stone shape spell. The keymaster may spend an action lock the object ending the effect. Locking does not cost any uses if the object was unlocked with the same key. The key can be used to lock molten iron, not previously unlocked, into its current form by spend normal uses.

Silver
Passive: Your touch and attacks count as being made by silver. Each additional silver key adds 1d6 to damage vs such creatures.
Fundamental Key: By locking a body you may prevent it from being reanimated through necromancy. Any attempt to reanimate them requires a spell attack vs the Keymaster's key DC.
Greater Key: When first meeting a creature as a reaction, their initial attitude is friendly toward you. This only determines their initial opinion, being found in the kings bed chamber with a knife will still likely result in the guard attacking.
Esoteric Key: The key may be used to unlock a target and grant all who can see it to perceive it with in 60ft. as if under True Seeing (https://5e.d20srd.org/srd/spells/trueSeeing.htm). The effect last as long as concentration is maintained.

Steel
Passive: When making a long rest or a short rest choose a key that grants a material immunity to nonmagical damage, you gain immunity to damage from objects made from that material. Choose an additional material per additional key.
Fundamental Key: As a bonus action, unlock a weapon granting the next attack with it advantage, and it cannot miss due to vision impairments.
Greater Key: As an action, unlock the power of an item, granting the a bonus equal to 1/2 the wielder's proficiency bonus. This does not stack with effects like a +1 weapon. This effect last until the next short rest.
Esoteric Key: As an action, lock an object, this functions as Hold Monster if locking a creature, or an item acts as if it was an immovable rod. The effect can be ended by using the key to unlock the target.

Wood
Passive: Objects in your possession made of wood cannot take damage from nonmagical means. Each wood key after the first can be used to lock a wood item not on your person granting the benefit of this passive.
Fundamental Key:
Greater Key:
Esoteric Key:





Skeleton Key
Passive: This key unlocks a specific lock you have seen before, but has a 2% chance to work on any other lock. Each additional skeleton key increases the % by 2.
Fundamental Key: As a bonus action, you may unlock any lock your in contact with. The lock must have a DC equal or less than 15.
Greater Key: As a bonus action, you may unlock any lock your in contact with. The lock must have a DC equal or less than 25 or could be a magical lock.
Esoteric Key: As an action, you may open any passage. This may be a magical portal that closed, a legendary magical lock, or even a collapsed tunnel. The passage remains open as long as the keymaster maintains concentration. Legendary passages may require more effort at GM's direction.






Abyss
Arborea
Arcadia
Acheron

Astral Plane
Passive: You may walk through the air in the astral plane as if stepping on a solid object.
Fundamental Key: You may ignore a force effect for 1 round. The key may be used as a reaction to gain resistance against a instance of force damage, ie a casting of magic missile.
Greater Key: You and a number of allies equal to your proficiency modifier may ignore force effects for up to 1hr or until Concentration is broken.
Esoteric Key: Open a portal to the astral plane for up to 1hr or until Concentration is broken.

Beastlands
Bytopia
Carceri
Elemental Plane of Air

Elemental Plane of Earth

Elemental Plane of Fire
Passive: Having this key on your person you count as being native to the plane of fire, and can survive on the plane like a normal denizen.
Fundamental Key: As an action, ignite an object dealing xd6 per round. The number of die is equal to the keymaster's proficiency bonus.
Greater Key: As an action, grant target immunity to fire damage until for 1 minute.
Esoteric Key: Open a portal to the astral plane for up to 1hr or until Concentration is broken.

Elemental Plane of Water

Elysium
Ethereal Plane
Far Realm
Feywild
Gehenna
Hades
Limbo
Mechanus
Mount Celestia
Negative Energy Plane
Nine Hells of Baator
Outlands
Pandemonium
Positive Energy Plane
Shadowfell
Ysgard

MoleMage
2021-12-13, 10:47 AM
One, two, three, four, I declare a vote war!

Voting thread is up now! https://forums.giantitp.com/showthread.php?640171-D-amp-D-5e-Base-Class-Contest-XVII-Voting-Thread&p=25300395#post25300395