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MoleMage
2021-10-11, 04:12 PM
It's time for our next subclass contest! Subclass Contest XXVI: Warriors of Old


The class must fit the theme of the contest. For our twenty-sixth contest, our theme is simultaneously new and old: Warriors of Old. Take any class (base, prestige, paragon path, epic destiny, kit, whatever) from a previous edition of D&D and turn it into a subclass for an existing 5e class. The pool is pretty deep here, especially if you look at 3.5's splats, so have fun with it. And if you want to borrow someone's truenaming or meldshaping or tome of battle updates, make sure to get permission first!
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 November 7th. 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 November 8th. https://forums.giantitp.com/showthread.php?638630-D-amp-D-Subclass-Contest-XXVI-Voting-Thread&p=25263658#post25263658

Ilerien
2021-10-12, 07:09 AM
This is a 5e reimagining of the Dirgesinger prestige class from Libris Mortis 3.5e.
http://i.imgur.com/EuxAETC.jpgBardic College: College of Laments

Bards of the College of Laments are commonly called dirgesingers, and they voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only who give in to their sadness can truly understand the world.
Some of them serve as courtiers entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving their lament is expected to be. Nobody will remember the dead queen in a few generations, but a great lament might be sung a thousand years hence. However, most dirgesingers are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad bards errant seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of them want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk of the folly of love, the futility of hope, and the finality of the grave.



Bard level
Feature


3rd
Requiem, Dirges


6th
Secrets of Necromancy


14th
Herald of Despair



Requiem
When you join the College of Laments at the 3rd level, your performance becomes strangely attuned to undead. If an undead creature's attack roll, ability check or saving throw benefits from or is hampered by (as a result of a dirge, for example) your Bardic Inspiration die, it is rolled two times, and the highest result applies to the initial roll.
Additionally, you learn toll the dead cantrip. It counts as a bard cantrip for you and doesn't count against your limit of cantrips known.

Dirges
Also, starting at the 3rd level, you learn to concentrate on sadness that permeates your very being, and by doing so, you allow it to leak into the world around you. You can learn special songs called dirges. Activating a dirge is an action that requires you to expend one of your Bardic Inspiration dice and to be able to speak and use a musical instrument you're proficient with. Maintaining any of them requires concentration exactly as concentrating on a spell (so you can't maintain a dirge and concentrate on a spell simultaneously) unless specified otherwise, and it typically involves whistling, chanting, whispering, rapping or some other light activity that produces sound and doesn't restrict your ability to perform any other actions. Your dirge ends prematurely if you lose your concentration or become silenced. Typically, a creature is considered affected by a dirge if it is within its range, and it must be able to hear you to be affected. If a creature is required to make a saving throw against your dirge, the DC is equal to your spellcasting DC. The range of your dirges is 20 ft, and it improves to 30 ft when you reach 14th level in this class. You can maintain a dirge for 1 minute, unless its description says otherwise. When an effect of a dirge modifies a creature's d20 or damage roll with your Bardic Inspiration die, this roll cannot be modified further by a Bardic Inspiration die no matter its source.
You learn 3 dirges from the following list at the 3rd level and one additional dirge at the 6th and the 14th levels. Any time you gain an Ability Score Increase from this class, you may replace an already learned dirge with a new one. Dirge of Apathy
Whenever an enemy creature within your dirge range makes a Dexterity or an Intelligence saving throw, it rolls your Bardic Inspiration die and subtracts the value rolled from the result. Additionally, whenever an affected creature attempts to use its reaction, it must make a Charisma saving throw or lose the reaction.
Dirge of Awakening
Target fresh (the creature must have died no earlier than an hour ago) corpse of a living creature with CR equal to half your bard level or less is given semblance of life for up to 1 hour. It has full hit points, and its stat block is identical to the stat block it possessed in life, except its type changes to undead, it can't cast spells and loses its legendary and lair actions if it had any (it might lose other abilities if the DM deems them inappropriate for an undead facsimile). The resulting undead creature acts on its own initiative, is completely loyal to you and helps you with the best of its ability. You can give the creature explicit orders (no action required), which it tries to carry out then to the limits of its understanding. Personality the undead creature possesses is roughly the same one it had in life, though it might have trouble recalling some memories (at the DM's discretion), and a successful Wisdom (Insight) check might reveal that something is amiss with the creature even if it appears unharmed at a first glance. If the target corpse lacks a body part, the resulting creature will lack it too, and if it's a body part vital for the original living creature (a humanoid's head, for example), the attempt fails altogether. When this dirge ends, the undead creature is destroyed, and the corpse cannot be targeted with this dirge again. This dirge doesn't end prematurely if the creature affected moves out of range, but ends immediately in case you and the creature you animated are ever on different planes of existence.
Dirge of Bolstering
Whenever an allied undead creature within your dirge range attacks using Strength or Dexterity, it rolls your Bardic Inspiration die and adds the value rolled to the result of the attack and damage (provided the attack hits). If the affected creature also has a Bardic Inspiration die from you or another bard, it can't use it to improve this attack. Additionally, affected undead creatures are immune to any harmful effects that specifically target undead (e.g. cleric's Turn Undead or the undead-only effect of chill touch).
Dirge of Decay
Whenever an enemy creature starts its turn within your dirge range, it takes necrotic damage equal to one roll of your Bardic Inspiration die + half your bard level. A successful Constitution save halves the damage.
Dirge of Grief
When you activate this dirge, target living creature within your dirge range must make a Wisdom saving throw or do nothing for its action and bonus action on its turn and use its movement to move in random direction (it rolls a d8 if you're using a square grid or a d6 in case of a hex grid). The target can repeat the saving throw at the end of its turn to end the effect. Every time the target fails its saving throw against this dirge, it suffers psychic damage equal to one roll of your Bardic Inspiration die + half your bard level. This dirge doesn't end prematurely if the affected creature moves out of range.
Dirge of Horror
Whenever an enemy creature within your dirge range attacks using Strength or Dexterity, it rolls your Bardic Inspiration die and subtracts the value rolled from the result. A creature is immune to this effect is it's immune to being frightened.
Dirge of Mortality
Whenever an enemy creature within your dirge range makes a Strength or a Constitution saving throw, it rolls your Bardic Inspiration die and subtracts the value rolled from the result. Additionally, whenever it is hit with an attack, the attack deals bonus damage equal to the roll of your Bardic Inspiration die. If the attack deals damage of different types, this bonus damage is of the same type as base weapon damage in case of weapon attacks and determined randomly in all other cases.
Dirge of Sorrow
Whenever an enemy creature within your dirge range makes a Wisdom or a Charisma saving throw, it rolls your Bardic Inspiration die and subtracts the value rolled from the result. Additionally, when the creature rolls for damage, it is reduced by a roll of your Bardic Inspiration die. If the damage roll includes damage from different types, the creature decides damage of what type to lower.
Secrets of Necromancy
At 6th level, you learn animate dead and one more necromancy spell of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. When you later gain Magical Secrets class feature, if both of your selected spells are of necromancy school, you learn one additional spell of any school which doesn't count against your limit of bard spells known.

Herald of Despair
Starting at 14th level, your mere presence saps the will of others to act. Whenever a creature within 30 ft of you rolls initiative, it does so with disadvantage. You can shield any number of creatures you're aware of from this effect.
Additionally, whenever you deliver news a recipient considers woeful for them personally (death of their loved one, for example, at the discretion of the DM), you may regain one of your Bardic Inspiration dice. Once you have used this benefit, you can't use it again until you finish a short or a long rest.

15.10.2021
Dropped chill touch and its special version from Requiem in favor of just giving this bard toll the dead.
Dirge of Apathy no longer reduces speed and now allows a save to circumvent the "no reactions" effect. This might still be too much.
Dirge of Awakening now has more restrictions to it: no spellcasting, the creature's CR capped at bard level / 2.
Dirge of Decay deals overall less damage.
Dirge of Grief don't reference confusion anymore, just emulates the 1 on confusion table.
Dirge of Mortality now gives bonus damage to all attacks landed on the creature.
Dirge of Sorrow now reduces all the damage affected creatures deal. There might be potential issues with damage from spells, etc.
Secrets of Necromancy now give animate dead explicitly.
Tweaked Herald of despair. The first clause affects only initiative, and its range got reduced to 30 ft. The second clause recharges only one inspiration die.

nickl_2000
2021-10-12, 10:12 AM
Tongue in Cheek callback for all the Grognards out there. From OD&D when you were a magic-user, cleric, fighting man, Elf, Dwarf, or Hobbit for your classes.

Ranger Subclass: Elf
Restriction: Elf Races only, a Half-Elf may play this race, but no more than 10 levels. Or put in no restrictions on this at all and let a Dwarf take the Elf class because it sounds like fun to allow it.

It may be hard to imagine these days, but back in my day https://c.tenor.com/74lPb8mSRQMAAAAM/abe-simpson-abe-simpson-cloud.gif Elves were a class and not a race. So, we are bringing back the good (bad?) ol’ days.

Elven Magic
You have trained in Elven magic since the year of your birth a long time ago. Starting at level 3, whenever you choose a new Ranger spell or replace an existing Ranger known spells, you may choose spells from the Sorcerer or Ranger spells lists. Additionally, you gain 2 cantrips from the Sorcerer spell list, these cantrips are considered ranger spells for you.

Additional Elf Spells Known


Ranger Level
Spell


3rd
Charm Person


5th
See Invisibility


9th
Haste


13th
Confusion


17th
Conjure Elemental



Elven Eyes
Additionally at level 3, an elf gains the ability to notice things that most people cannot see and to do it quickly. While in combat, an elf can take a search action using only a bonus action. Additionally, Elves gain a +5 bonus to passive perception checks to find hidden doors or mechanisms.

Elven Camouflage
At level 7, you are gifted a set of magical garments to help you blend into the world around you. You gain a Cloak of Elvenkind and Boots of Elvenkind. If either of these items are lost, you may re-create them by spending 1 hour on a ritual to convert an ordinary cloak and boots. When complete the ritual, the previous item crumble into dust.

Sword and Sorcery
At level 11, your magical nature bleeds through to any weapon you are using. If a weapon you are wielding is not magical, it is considered magical for the sake of overcoming magical resistance. Additionally, when you are wielding a magical weapon you deal an additional 1d6 damage on a successful hit.

Additionally, at level 11, you gain additional spells known. You gain an additional Cantrip from the Sorcerer list and you may add your proficiency modifier to the spells known table to get your total Ranger spells known.

Fey Transformation
All Elves are distant relatives of their Fey cousins, but there are those that learn embrace that heritage. At level 15, as an action, you may transform yourself and embrace your fey heritage. For the next 10 minutes, you gain the following features

You glow with an ethereal light providing 10 ft bright light and 10 ft dim light
You gain advantage on all Charisma checks
You gain advantage on all Dexterity saving throws
The additional damage from Sword and Sorcery increases to 2d6.
You may walk over liquids per the water walking spell and over traps without triggering them. Additionally you may walk atop loose solids such as snow and sand without sinking into them..

Once you use this ability, you may not use it again until you complete a long rest.

Twelvetrees
2021-10-12, 08:46 PM
Using 4e's Firestarter Paragon Path and 3.0 and 3.5's Pyrokineticist (https://www.d20srd.org/srd/psionic/prestigeClasses/pyrokineticist.htm) Prestige Classes for inspiration.


Way of the Firestarter

Monk Subclass


Sometimes, you just want to burn it all down.

Fire Lash
When you choose this tradition at 3rd level, you gain the ability to manifest a flaming whip directly from your ki. At the start of your turn, you can spend 1 ki point to create a fiery whip in your hand. This magic weapon lasts for 1 minute, dissipating into smoke at the end of that time. It vanishes early if you are no longer holding it or if you use this feature again.

The whip has the following traits.

It deals 1d4 fire damage on a hit.
It has the reach property, but adds 10 feet to your reach instead of the usual 5.
It counts as a monk weapon and can be used in lieu of a free hand to grapple. When used in this way, you can make Athletics (Dexterity) checks instead of Athletics (Strength) checks.
When you have a creature grappled with the Fire Lash, your attacks with it can only target that creature.


Fear No Fire
Starting at 3rd level, you have resistance to fire damage. Additionally, you gain the fire bolt cantrip if you don't already know it. Wisdom is your spellcasting ability modifier for it.

Fiery Nimbus
At 6th level, you gain the ability to wreathe your entire body in flames. As an action, you can spend 5 ki points to cast fire shield, without providing material components. Wisdom is your spellcasting ability modifier for this spell. While fire shield is active, you can choose to have your unarmed strikes deal fire damage.

Your Fire Lash also gains the following trait.

Attacks made with this weapon ignore resistance to fire damage.


Firewalk
At 11th level, even the air cannot prevent your passage as you move like a flaming comet. When you move on your turn, you can spend 2 ki points to fly instead. When you do so, you leave footprints of flame in your wake that last until the start of your next turn. When a creature moves through these footprints, they take fire damage equal to one roll of your Martial Arts die.

Spontaneous Combustion
At 17th level, you have come to an understanding of ki: Within every creature is an inferno waiting to be unleashed. As an action, you choose one creature you can see within 30 feet of you and expend 1 to 10 ki points. The target must make a Constitution saving throw. On a failed save, it takes 2d6 fire damage per ki point spent, or half as much damage on a successful one. This damage ignores resistance and immunity. The saving throw DC for this effect equals 8 + your Wisdom modifier + your proficiency bonus.


1.1 changes

Added the following trait to Fire Lash: When you have a creature grappled with the Fire Lash, your attacks with it can only target that creature.

Changed for Fear No Fire:
Use Wisdom instead of Dexterity for the spellcasting ability modifier.

Added to Fiery Nimbus:
Your Fire Lash also gains the following trait.

Attacks made with this weapon ignore resistance to fire damage.

Added to Spontaneous Combustion:
"...you choose one creature you can see within 30 feet..."

The saving throw DC for this effect equals 8 + your Wisdom modifier + your proficiency bonus.


1.2 changes (changes made after the contest was complete)

Changed for Fiery Nimbus:
Use Wisdom instead of Dexterity for the spellcasting ability modifier.

Oerlaf
2021-10-13, 03:07 PM
The source of the archetype is the Totemic Demonslayer prestige class from Dragon 354 Magazine.

The Chultan natives of the peninsula have suffered from predators both natural and unnatural. A small group of rangers learned that high walls and organized defenses could fend off the dangers of the jungle, but another kind of weapon is needed to fend off the dangers that come from beyond...


Totemic Demonslayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Totemic Demonslayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.



Ranger Level
Spells


3rd
faerie fire


5th
zone of truth


9th
haste


13th
banishment


17th
banishing smite



Fiend Hunter
Ar 3rd level, you are adept at hunting fiends. You have advantage on Charisma (Deception), Wisdom (Insight), Wisdom (Perception) and Wisdom (Survival) checks when using these skills against fiends. In addition, you get a +2 bonus on weapon damage rolls against them.

Lesser Totem Tattoo

Starting at 3rd level, you gain your first lesser demon tattoo. You gain another lesser totem tattoo when you reach 5th leven and 11th level in this class. Totem tattoos are described below.

Summon Spell Dampening
Beginning at 7th level, you can inhibit power of summoning magic. As an action, you can create a dampening field in a 60-feet radius sphere centered on you which moves with you and lasts for 1 minute. Any spells or effects that summon other creatures automatically fail within the sphere, although creatures summoned outside the dampening field can enter it normally.

Creatures summoned or called before you create the dampening field are unaffected.

Once you use this feature, you cannot use it again until you finish a long rest.

Resist Treachery
Beginning at 11th level, you grow more inured to wiles and craftiness of fiends and their ilk. You become immune to the charmed condition.

Greater Totem Tattoo
Starting at 15th level, you gain your first greater totem tattoo. You gain another greater totem tattoo when you reach 17th level and 20th level in this class. Totem tattoos are described below. If you choose, you can elect to gain two lesser totem tattoos in the place of any greater totem tattoo.

Totem Tattoos

You gain your special abilities against the otherworldy foes through belief in the power of their ancestor spirits as represented by the creatures native to your lands. These powers can only be gained through the activation of totem tattoos that you acquire through advancement in your archetype. You can never have more tattoos than allowed by youir level. Additional tattoos invariably smudge and run during the tattooing process and leave permanent scarring where they are attempted. Once you have selected a totem tattoo, that choice can never be changed, nor the tattoo erased, since it represents your acceptance of that ancestral spirit into your soul. If a tattoo is cut or burned off, or if the limb bearing the tattoo is lost, the tattoo reappears at some other location on the body within a few days. In either case, you never lose the use of the tattoo's powers.

Activating a totem tattoo takes a bonus action on your turn. Each tattoo can only be used once between long rests, although the same tattoo may be taken multiple times as levels increase allowing for additional use between long rests. Totem tattoos are magical abilities that can be dispelled as if it were a spell of the highest-level spell slot that you can cast.

When a totem tattoo is activated, a DC 15 Wisdom (Perception) check notices a faint auts resembling in the shape of the totem animal surrounding until the start of your next turn. This animal shape can clearly be seen by anyone using *see invisibility*. More than one tattoo can be in use at the same time.

Lesser Totem Tattoos

The following tattoos are just a sample of those that might be available. Your DM might approve unique tattoos suited to the style of your character.

Allosaurus. When you hit a creature with an unarmed strike, the target is grappled, and you can use a bonus action on your turn to make a secondary attack against the grappled target. If the secondary attack hits, it deals 1d8 bludgeoning damage instead of bludgeoning damage normal to the unarmed strike. This ability lasts for 3 rounds.

Ape. If you use your Attack action to make two melee attacks against the same creature and both attacks hit, you can use a bonus action on your turn to rend the opponent's body, automatically dealing it a number of bludgeoning damage equal to 2d6 + double your Strength modifier. You do not have to activate the tattoo prior to making your attacks, but rather you can activate the tattoo after having made two successful melee hits. Once activated, this tattoo's ability remains in effect for 3 rounds.

Baboon. Upon activation of this ability, you gain a climbing speed of 30 feet, advantage on Strength (Athletics) checks made to climb, and treat any roll of 9 or lower on Strength (Athletics) checks made to climb as if it were 10. This effect lasts for 1 minute.

Badger. You can enter a rage as if you were a 1st-level barbarian (see *Player's Handbook*).

Boar. This tatto grants relentlessness of a boar. If you take a number of damage indicated in the Boar Totem table or less that would reduce you to 0 hit points, you are instead reduced to 1 hit point. After that, the ability does not function until the start of your next turn. Once activated, this ability lasts for 1 minute.



Ranger Level
Relentlessness Damage Threshold


3rd-4th
14


5th-10th
21


11th-16th
28


17th-20th
35



Crocodile. You can hold your breath for a number of round equal to 4 x your Constitution score before you risk drowning. This ability lasts for 1 hour once activated.

Deinonychus. You gain the ability to make a pounce attack in a dinosaur-like style. If you move at least half your speed straight toward a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one attack with an unarmed strike against it as a bonus action. This tattoo lasts for 3 rounds once it is activated.

Dimetrodon. You can active the tattoo to move with sudden speed. Your walking speed increases by 50 feet until the start of your next turn, during which you gain a +2 bonus to AC.

Sea Turtle. When you activate this tattoo, your skin hardens like the shell of a sea turtle, and you gain resistance to bludgeoning, piercing and slashing damage from attacks that aren't magical for 5 rounds.

Snake. You can activate the tattoo to gain the following benefits. When you hit a creature with an unarmed strike, it is grappled. Until the grapple ends, the grappled creature takes bludgeoning damage equal to 1d8 + double your Strength modifier at the start of each of its turns.

Greater Totem Tattoos

These greater tattoos cover large portions of your skin, making them nearly impossible to hide.

Ankylosaurus. Upon activation, you cause your skin to toughen like the hard carapace of an ankylosaurus, giving you resistance to bludgeoning, piercing and slashing damage for 5 rounds.

Giant Wasp. By activating this tattoo, you coat all of your piercing and slashing weapons with a special poison. The poison only harms fiends. When you hit a fiend with a weapon coated with this poison, the creature must make a Constitution saving throw against your spell save DC, taking 7 (2d6) poison damage on a failed saving throw, or half as much damage on a successful one. This poison ignores poison immunity, if any, that the struck fiend possesses.

Phanaton. You can activate this tattoo to gain the ability to glide for 10 minutes. You don't take damage from falling and you can travel 20 feet forward for every 5 feet of descent, effectively giving yourself a fly speed of 20 feet while falling. You can't hover. You can't glide while wearing medium or heavy armor, nor while unconscious. Unlike other tattoos, this one can be activated as a reaction, which you take when you start falling.

Tabaxi. You temporarily emulate the "iron war claws" used by the catfolk. This tattoo makes any natural weapons of yours functions as if they were silvered. This effect lasts for 5 rounds when activated.

Triceratops. This tattoo gives you the powerful charge attack. When you move at least half your speed in a straight line toward a creature and hit it with a weapon attack after activating the tattoo, the target takes bludgeoning damage equal to 4d6 + four times your Strength modifier. Activating this tattoo only allows you to make one such attack before the effects wear off.

Tyrannosaurus. This tattoo illustrates the true king of the Isle of Dread, the mighty tyrannosaurus. When you activate the tattoo, you gain a powerful bite attack that deals a number of piercing damage equal to 3d6 + three times your Strength modifier. This effect lasts for 3 rounds once activated.

Whirlwind. Once activated, this tattoo allows you to fly with a speed of 60 feet and hover. In addition, while this ability is in effect, when you score a critical hit against a fiend, you may roll one of the attack's damage dice one additional time and add it to the extra damage of the critical hit. This effect lasts for 1 minute once activated.

Nuptup
2021-10-13, 05:05 PM
The inspiration for the White Necromancy Wizard Tradition is the White Necromancer class from Kobold Press New Paths Compendium (https://koboldpress.com/new-paths-compendium-hardcover-preview-white-necromancer/).


The White Necromancer sees necromancy in a light unlike any other. Instead of commanding the undead, they make requests of them. Instead of decaying the flesh of the living with destructive necromancies, they channel it to heal and mend broken bones. This power comes with a cost though. One creature being healed requires another to take their pain away. White Necromancers are selfless healers, inflicting themselves with the pain of their allies to shoulder the burden for them.


Wizard Arcane Tradition: White Necromancy (https://homebrewery.naturalcrit.com/share/4WaMHtBzGFr9)

(The Homebrewery link above is a formatted version of the text in the spoiler below. I am providing both incase the homebrewery link is faulty for someone.)


Arcane Tradition: White Necromancy


White Necromancy
Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with one of the following cleric spells of your choice or any cleric cantrip. The spell must be of a level for which you have spell slots.

If you add all of the spells below to your spell book that are available to you at your level, you can instead add any spell from the cleric list instead. The spell must still be of a level for which you have spell slots.

Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks. Charisma is your casting ability for all spells gained from this feature.


White Necromancy Cleric Spells
| Wizard Level | Spells Available |
|:----:|:-------------|
| 1 | Cure Wounds, Healing Word, Inflict Wounds |
| 3 | Lesser Restoration, Prayer of Healing |
| 5 | Beacon of Hope, Revivify |
| 7 | Death Ward |
| 9 | Mass Cure Wounds, Raise Dead |


Rebuke Death

At 2nd level, as an action, you can touch a creature and allow it to spent a hit dice to heal. You then take damage equal to the amount the target heals for. This damage cannot be reduced in any way except through the Enduring Sacrifice class feature.

If the damage would put you at 0, the healing received and damage taken are reduced to leave you at 1 health instead.


Life Bond

At 6th level, you may create a bond between yourself and another living creature within 90 feet as a bonus action. You may have a number of bonds active equal to your proficiency bonus.

At the start of each of your turns, if any creature that is bonded to you is missing twice your proficiency bonus or more hp, you may, as a free action, cause the bonded creature to heal an amount equal to your proficiency bonus and you take damage equal to your proficiency bonus. This damage cannot be reduced in any way except through the Enduring Sacrifice class feature.

The amount the target heals and the amount you are damaged increases to twice your proficiency bonus at level 10 and triple your proficiency bonus at level 14.

This bond continues until the bonded creature dies, you fall unconscious, the distance between you and the creature exceeds 90 feet, or if you end it as a free action.

Necromancer's Sacrifice

At 10th level, when an ally within 60 ft. is hit by an attack or fails a saving throw, you can, as a reaction, magically transfer the resulting wounds and/or effects to yourself instead of the target. You are affected as if you were hit by the attack or failed the saving throw and you take all of the damage and suffer any additional effects that the original target would have. If this ability is used against an effect that also targets you or includes you in its effect, you suffer the effects for yourself and the ally, potentially taking damage or suffering other consequences twice. This damage cannot be reduced in any way except through the Enduring Sacrifice class feature.

You can use this ability a number of times equal to your charisma modifier. When you finish a short or long rest, you regain all expended uses.

Enduring Sacrifice

At 14th level, you have grown accustomed to enduring the pain that others go through. You now have resistance against all damage that you take as a result of your Rebuke Death, Life Bond and Necromancer’s Sacrifice class features.

Dualswinger
2021-10-15, 05:43 PM
Here’s my attempt at converting the old dragonfire adept.

https://docs.google.com/document/d/1MHBYuHD4rS4G0EDFBnL1BT6-weeF_Z2O6ytZKeXxlrc/edit?usp=sharing

sengmeng
2021-10-19, 12:25 PM
School of Truespeech

Using the Words of Creation, the School of Truespeech modifies their magic with the primordial language of the gods. This takes the form of several powerful effects.

Utterance
Beginning at second level, you can use utterances. They modify spells usually, and your number of uses is equal to your proficiency bonus. You must finish a long rest before regaining your uses of utterance. You learn two utterances from the following list and an additional one at sixth, tenth, and fourteenth levels.
Word of Leagues
This spell's range is doubled, or in the case of touch spells, becomes thirty feet.

Word of Power
Any random numerical values of this spell decided by a dice roll are treated as their maximum. This consumes two uses of Utterance.

Secret Word
This spell's normal components are replaced with just a single whispered syllable verbal component, and it takes a DC 20 Perception check to realize you are the originator of the spell.

Word of Thunder
This utterance modifies only spells which deal damage. The damage type is changed to thunder and it deals an extra 1d6 per slot level. This can still affect spells which already deal thunder damage.

Word of Protection
This spell's targets gain temporary hitpoints equal to the slot level plus your intelligence modifier.

Word of Legion
The number of creatures affected by this spell is increased by your intelligence modifier.

Arcane Word
You treat this spell as cast out of a slot one level higher than the one you used.

Word of Time
This spell's duration is doubled.



Truespeech
Also at second level, you can use an utterance to modify any ability check, adding your proficiency bonus and your intelligence modifier in addition to the normal modifier for the ability it is based on. You speak what you wish to happen into existence.

Personal Truename
Beginning at sixth level, you may maintain one spell that you cast on yourself without the need to concentrate.

Truename
Beginning at tenth level, as an action you can study and guess the Truename of an opponent. You make an intelligence check which includes your proficiency bonus. The creature in question makes a charisma save against that result. If they fail, they have disadvantage on all saves versus spells you cast, and you have advantage on spell attack rolls against them. Both effects last for 24 hours. If they succeed, they are immune to attempts to guess their Truename for 24 hours. Additionally, you may use your bonus action to cast command on that creature without expending a spell slot or components. You may only have one creature under this effect at a time.

Say My Name and I am There
Beginning at 14th level, you create a sort of True Nickname, one which protects you from being controlled by those who know it, but which you can be summoned by those you teach to do so. Using a ritual which can be done as part of a short rest, you teach a creature to summon you. This creature must share a language with you, or have some other way to learn your True Nickname, such as telepathy. Thereafter, they may use a bonus action to attempt to summon you; you must spend a use of your Utterance ability and your reaction to answer the summons, appearing in an adjacent unoccupied space of their choosing.

BerzerkerUnit
2021-10-31, 12:56 AM
All I can say is oops. I couldn’t think of an idea and then started tinkering with this and realized it fit in this contest.
5e Barbarian/3.5 Binder
I can repost here, but I’ve already posted it in the gitp homebrew wild so to speak for about 10 minutes.

https://forums.giantitp.com/showthread.php?638239-5e-Soulless-Barbarian-subclass-pls-PEACH


Path of the Spiritwalker
As a warrior born and adventurer there are many ways you may have lost your soul. Perhaps it was taken by the Caller while you were lost in the Mists of Dread Realms. Maybe you bartered it for passage out of the Hells or lost it in a game of chance with a fiend. You may even have been raised in some sad condition to prepare you for such a role. However it happened, your soul is missing, faint, or incomplete leaving room for spirits beyond space and time.

These entities reach into you, desperate for a sense of reality, existence, and continuity. They were once a part of the infinite worlds of the multiverse but after losing purchase on reality are mere shades, Vestiges of formerly iconic beings of great power. This may bring torment or comfort but there are a few with the knowledge of how to curtail these intrusions and even make them a source of power.

Through training and force of will you learn to create a space in your mindscape for these entities to share your experiences. They feel life anew through your senses, they grant you a measure of their power but their influence is limited to certain taboos.

Spiritwalk
Beginning at third level you learn of two Vestiges and can perform a ritual at the end of a long rest that takes 1 minute. At the end of the Ritual you choose a Vestige known to you to invite into your body. Alternatively you can perform the Ritual as an action at any time, inviting a random Vestige into you, roll 1d8 and consult the Vestige table to determine which spirit enters your form. Each Vestige grants unique benefits at levels 3, 10, and 14, as well as a Taboo. Rules for Taboos are detailed in the Vestige section below.
While bound to a Vestige your Rage becomes an outlet for the Vestige, an opportunity for it to exert more influence on your behavior making you a passenger in your own body, but still able to take the reigns, ending the Rage early or choosing targets.

Vestige Table
1. The Dauntless Warrior
2. The Forgotten Prince
3. The Dancing Fool
4. The Fallen Angel
5. The Wicked Architect
6. The Red Handed Betrayer
7. The Dark Star
8. The Inverted Nemesis

Vestige Resurgence
Beginning 3rd level, if you die while a Vestige is bound to you, magic that restores you to life does not require an expensive material component as the lingering Vestige strives to return its vessel to life.

Mental Fortress
At 6th level and beyond your diligent training in resisting the influence of your spiritual passengers has granted you proficiency in Wisdom saving throws and advantage on saves against spells and effects that cause the Charmed condition.

Vestige Arcana
Beginning at 10th level you can manifest an iconic power of your Bound Vestige. This power takes the form of a spell you can cast without components. You can cast this spell a number of times equal to your Proficiency bonus and may do so as a bonus action while Raging. You regain all uses of this feature after a long rest.
This is a specific exception to the normal rules for casting a spell while Raging. Spells with a Concentration durations end when your Rage ends or when you cast the spell again. The specific rules for each are detailed in the Vestige’s description.

High Arcana
Beginning at 14th level, while bound to a Vestige a unique manifestation of its power accompanies the initiation of your Rage. The specific rules for these powers are detailed in the Vestige’s description. You can use this feature once and regain its use after a short or long rest.

Vestiges are often insane entities that live beyond the confines of time and space. Some claim knowledge of the future, but this may be the disjointed memory of a foreign world or ancient past. Nevertheless, their achronological existence allows multiple iterations to be bound simultaneously and their poor understanding of linear time prevents them from “remembering” for one Spiritwalker what another had done elsewhere.

All Vestiges allow you to cast spells or grant abilities that require enemies to make saving throws, Constitution is your Spellcasting ability for these spells and abilities.[/B].

Taboos, Taboo Curses, and Atonement
While bound to a Vestige you must observe a specific taboo as seen below. Breaking this taboo results in the Vestige cursing you until you atone. You cannot invite a new Vesitige into yourself until you lift the curse by atoning or one of the other methods described below. Specific actions can be taken to atone as seen in the vestige description, however the spell Remove Curse, the Atonement portion of the Ceremony spell, or initiating your Rage also end the curse early.

Vestige Features
Each Vestige grants access to its Panoply at 3rd level, a supernatural item may appear out of thin air or a nonmagical piece of your own equipment might be transmogrified to suit the Vestige's purpose. When the Vestige is no longer bound the item disappears or reverts to its normal form. Each Vestige grants access to its Arcana at 10th level and High Arcana at 14th.

Vestiges
The soul of a warrior lost to time after sacrificing their existence to end a cosmic threat. This entity stood tirelessly resolute in the face of his foes with his trusty steed at his side.
Taboo. You may not harm Beasts
Curse. You gain vulnerability to natural weapon attacks and poison
Atonement. You must return the beast or another creature of the same or greater size to the earth (burying a dead body takes 2 hours + 2 per size above medium).
Panoply. You gain a magical shield with which you are proficient. You can raise the shield as a reaction to grant advantage on a saving throw to yourself and a creature on which you’re mounted. If either of you succeed on your saving throw neither of you suffer any damage or effect from the spell, trap, or hazard and your mount takes only half on a failure.
Arcana. Find Steed
High Arcana. When you initiate your Rage your Steed may double in size (if you choose), gains a fly speed equal to its speed and shares your Resistances. Once per turn, when you or it hits with an attack, it deals an additional 1d10 weapon damage.

The Forgotten Prince was one of the first beings to experience ambition. Son to the first King but not the heir, that unfulfilled desire to lord over others haunted the entity long after the first mortals name’s were lost to time. It grants abilities related to rule and the appearance of Royalty.

Taboo. You cannot accept orders (you can choose to comply with requests)
Curse. Any action you take without permission has disadvantage
Atonement. You must serve a hostile creature for 1 round. If you are told to attack an ally you can make an unarmed attack and deal minimal damage.
Panoply. This billowing, regal garment wards you against harsh climate, mental assault, and has numerous pockets (This item functions as a Handy Haversack, grants resistance or Cold and Psychic damage. and negates cold weather hazard)
Arcana. Command
High Arcana. When you initiate your Rage a Crown of Stars appears over your head. Any remaining stars disappear at the end of your Rage.

This monster was hurled from reality to prevent its predation on the innocent. Why are you letting it back in?
Taboo. You can offer no comfort (cannot heal, stabilize ally, or offer sympathy)
Curse. You must dance when you move, reducing your speed by half.
Atonement. You must make an ally laugh at an enemy.
Panoply. Infernal Umbrella- This umbrella is a weapon that deals 1d8 piercing damage with the light and finesse properties. It grants advantage on Acrobatics checks and resistance to Thunder and Lightning damage. When you or a creature you’re adjacent to is the subject of an area effect, you can use your reaction to interpose the umbrella. Doing so adds a +2 to both your saving throws and you take no damage on a success.
Arcana. Tasha’s Hideous Laughter
High Arcana. When you initiate your Rage you can begin a deadly dance with a creature you can see within 30 feet. For the duration of your Rage, at the beginning of the creature's turn you can move up to your speed. If you end this movement within 5 feet of the creature you can reduce its speed to 0.

The Fallen Angel was banished from the realm of its deity and performed innumerable crimes in its bitterness. Now it clings to its former nature and seeks penance in the hope of being restored.
Taboo. Neither you nor creatures conjured or created by your spells can kill a living creature
Curse. Your wounds cannot be healed
Atonement. You must fail a death saving throw
Panoply. The Essential Dram: This silver and crystal flask grants its bearer celestial resistances to necrotic and radiant damage while carried. It is filled with a single dose of a miracle elixir that restores the newly dead to life (as Revivify). After this liquid has been used the flask transforms any liquid placed in it into a Tier appropriate Healing Potion after your next short rest.
Arcana. Healing Spirit
High Arcana. When you initiate your Rage a pair of shining spectral wings emerge from your back granting you a flight speed equal to twice your walking speed. The wings constantly shed shimmering feathers creating an aura of divine power with a radius of 10 feet that wards your allies from harm. Once per turn, Allies that enter the aura or start their turn there gain Temporary hit points equal to half your Barbarian level rounded down.

The Wicked Architect is believed to have built the first dungeon. Miserly and afraid of having his hoard stolen, the Architect grants powers related to his role as a Wizard and Dungeons.
Taboo. You cannot take what isn’t given to you freely. (you can’t knowingly steal or even pick up seemingly lost or abandoned items. You can’t even buy things.)
Curse. Every object you use will break after its first use and you lose attunement to any magic items you possess.
Atonement. You must bury everything you are carrying (this takes an hour, either digging the hole or an hour inventorying items before sealing them in a tomb etc, then another hour to get it all back, digging it up or counting it as it's recovered).
Panoply. Wand of Wonder- You summon a Wand that lets you cast a Wizard cantrip of your choosing. It also has 6 charges. Choose a Wizard spell of up to 2nd level. Casting that spell with the Wand requires a number of charges equal to its level.
Arcana. Glyph of Warding
High Arcana. When you initiate your Rage a Wall of Stone appears in a square or dome with you at its center potentially trapping one or more enemies inside with you and any allies that choose not to escape.

Believed to have betrayed a god this warrior eventually became a vampire. Its powers are related to its cursed nature as a betrayer and undead.
Taboo. You cannot speak truth (though your lies can be painfully obvious)
Curse. You treat every humanoid as a potential threat and are Frightened of them.
Atonement. You must catch a foe unaware to regain the upper hand (attack from stealth)
Panoply. The Bloody Blade- Famed for lopping off the hand of its bearer’s master, the Bloody blade is a magical longsword crusted with dried blood. A creature hit by the Bloody Blade must make a Constitution saving throw or be unable to cast spells until the beginning of your next turn and has disadvantage on Concentration saving throws. A creature that succeeds on this save becomes immune to this effect until the following dusk.
Arcana. Detect Thoughts
High Arcana. When you initiate your Rage you can draw on the vampiric nature of your vestige, you and all your equipment dissolves into a medium sized swarm of rats or bats. You coalesce into your true form long enough to make attacks and disperse into the swarm when you next move. As a swarm you retain your normal statistics and are immune to spells that target single creatures. You can move through other creature's spaces. As rats you can move through any space at least 1 inch wide and may choose to deal your Constitution score in piercing and poison damage to creatures whose space you move through. As bats you have a fly speed equal to your speed.

One of the infinite multitudes, it was the first to dim and disappear from the eyes of gods and mortals. As one of the first lights to shine on existence it lingers, granting its Host powers akin to those of other better known stars in the dark between.
Taboo. Don’t let direct sunlight touch your skin
Curse. You gain Sunlight sensitivity
Atonement. Blind yourself for 1 minute
Panoply. Dead Star Hammer: This floating orb of absolute darkness hovers in your space when not in use. It counts as a simple melee weapon that deals 1d10 force damage with the Heavy and Reach properties but requires no hands to wield. You can choose to use your Charisma bonus in place of Strength to determine your bonus to attack and damage and may still add your Rage damage or employ Reckless Attack with this weapon.
Arcana. Darkness
High Arcana. When you initiate your Rage the stygian cold of the dead star and infinite void coalesces around you wreathing you in the Armor of Agathys as if it had been cast with a 6th level spell slot.

The first rival to the first hero. The Inverted Nemesis was a hero of strength rivaling that of the first, but their talents lay at odds. Frustrated, the Inverted Nemesis fell to villainy and created a league of wicked beings and minions to harass that first hero. A treacherous path of villainy and redemption was walked and echoes throughout time as others meet their matches. The Inverted Nemesis grants powers pertaining to hindrance of a foe and directing the forgotten spirits of their wicked minions to slay their targets.
Taboo. You must accept every spoken challenge
Curse. You have disadvantage on Wisdom Saving throws
Atonement. You must name a rival and best them in a test of their choosing: strength, wits, or guile. If they throw the test it is invalid and the Taboo Curse persists.
Panoply. The Mirrored Shield- as a bonus action you may reach forward and ensconce your arm up to the shoulder in articulated mail, a round shield polished to a mirror finish is already affixed to the arm. While equipped the shield functions as a Ring of Spell Turning. If a creature targets you with a spell that affects only one creature, you can use your Reaction to deflect the spell to a target of your choosing within the spell's range.
Arcana. Hex
High Arcana. When you initiate your Rage you can declare one creature you can see as your Rival. While you are within 5 feet of that creature it has Resistance to all damage not dealt by you, disadvantage to attack any creature other than you, and Vulnerability to all damage dealt by you. It still provokes an attack of opportunity from you if it uses the disengage action.


Note on review: Thinking of making this more Warlock MC friendly... not sure how, but the fluff of "you lost your soul already" feels like it fits well with any Warlock.

MoleMage
2021-11-09, 06:14 PM
Voting thread is up!

https://forums.giantitp.com/showthread.php?638630-D-amp-D-Subclass-Contest-XXVI-Voting-Thread&p=25263658#post25263658

MoleMage
2021-12-01, 11:23 AM
Alrighty, our winners are:

In 3rd place, with seven points, we have Twelvetrees with the Way of the Firestarter! Even the wisest of monks love burning stuff.

In 2nd place, also with seven points but winning via the second tiebreaker, we have nickl_2000's Elf! Hie ye back to thee good olde days.

And in 1st place, earning twelve points, we have Ilerien's College of Laments! Sing a dirge. Play an elegy. Raise a zombie (wait what?).

Our next theme is resoundingly So You Don't Have To II, with Hold My Ale coming in as the runner up. I need a few minutes to get it formatted and then we can start on our posts!

New thread is up! https://forums.giantitp.com/showthread.php?639596-D-amp-D-Subclass-Contest-XXVII-So-You-Don-t-Have-To-II

We have our results! Congratulations to everyone, it was a close race. Good luck if you're making something for the next contest!