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MoleMage
2022-01-14, 06:22 PM
Welcome to the chat thread for the eighteenth Base Class Competition for D&D 5e. If you wish to say anything about the competition which is neither a submission nor a vote, then it belongs here. You do not need to be a contestant to post here. You are allowed to critique a competitor’s work and offer suggestions on how to improve their homebrew through this thread, but it is preferred if you do so through that class’ specific thread (if applicable).

Remember folks, anyone can make a submission, and anyone can comment regardless of whether they've made a submission. The only registration is posting a link on the submission thread.

Note for returning contestents: I've reduced the length of this contest from 8 weeks to 6 weeks. While the extra time seemed nice at first, I think we are all (especially me) submitting in the first four weeks and then losing track of the contest. A shorter contest should hopefully give us enough time to complete submissions but not so much that we forget entirely about finishing our stuff.

Submission Thread: Expect a Low Margin of Terror II (https://forums.giantitp.com/showthread.php?641461-D-amp-D-5e-Base-Class-Contest-XVIII-Expect-a-Low-Margin-of-Terror-II-(Submission-Thread)&p=25334235#post25334235)
Voting Thread: February 28th. March 14th.

1st contest: Who Needs Swords or Sorcery? (http://www.giantitp.com/forums/showthread.php?556338-D-amp-D-5e-Base-Class-Contest-I-Who-needs-Swords-OR-Sorcerery), won by WarrentheHero with the Inventor

2nd contest: Expect a low Margin of Terror (http://www.giantitp.com/forums/showthread.php?560208-D-amp-D-5e-Base-Class-Contest-II-expect-a-low-Margin-of-Terror), Won by Mourne with the Sleepwalker

3rd Contest: The Elements, and not the Periodic Ones (Probably?) (http://www.giantitp.com/forums/showthread.php?565360-D-amp-D-5e-Base-Class-Contest-III-The-Elements-and-not-the-periodic-ones-(probably-)!), won By Pygmybatrider with The Shaman

4th contest: Does Not Meet Expectations (http://www.giantitp.com/forums/showthread.php?570496-D-amp-D-5e-Base-Class-Contest-IV-Does-Not-Meet-Expectations), won with a tie by Molemage with the Destined and Pygmybatrider's Mesmer

5th contest: Time to Chill out (http://www.giantitp.com/forums/showthread.php?576131-D-amp-D-5e-Base-Class-Contest-V-Time-to-Chill-Out&p=23567807#post23567807), won by Molemage with the Wintreborn

6th contest: The Monster Mash (http://www.giantitp.com/forums/showthread.php?581138-D-amp-D-5e-Base-Class-Contest-VI-The-Monster-Mash), won with a three-way tie by Molemage with the Golem, theVoidWatches with the Lycanthrope, and daemonaetae with the Elemental Scion

7th contest: Remix Mastery (http://www.giantitp.com/forums/showthread.php?587919-D-amp-D-Base-Class-Contest-VII-Remix-Mastery&p=23906232#post23906232), won by KOLE with the Ranger Remixed

8th contest: Contest VIII: Magic Without Slots (http://www.giantitp.com/forums/showthread.php?594571-D-amp-D-Base-Class-Contest-VIII-Magic-Without-Slots&p=24070927#post24070927), won by MoleMage with the Cultist

9th contest: It's Time for Time (http://www.giantitp.com/forums/showthread.php?600537-D-amp-D-5e-Base-Class-Contest-IX-It-s-Time-for-Time&p=24361802#post24361802), won by MoleMage with the Clockwinder

10th contest: Blast from the Past (https://forums.giantitp.com/showthread.php?606841-D-amp-D-5e-Base-Class-Contest-X-Blast-from-the-Past), won by PairO'DiceLost with the Martial Adept

11th contest: Contest XI: Signature Creation (https://forums.giantitp.com/showthread.php?612097-D-amp-D-5e-Base-Class-Contest-XI-Signature-Creation&p=24502355#post24502355) won by MoleMage with the Chef

12th contest: Contest XII: Hybrid Vigor (https://forums.giantitp.com/showthread.php?616515-D-amp-D-5e-Base-Class-Contest-XII-Hybrid-Vigor) won by MoleMage with the Witch

13th contest: Based in Science (https://forums.giantitp.com/showthread.php?620836-D-amp-D-5e-Base-Class-Contest-XIII-Based-in-Science) won by Old Harry MTX with the Pilot

14th contest: Contest XIV: Monster Mash II (https://forums.giantitp.com/showthread.php?624969-D-amp-D-5e-Base-Class-Contest-XIV-Monster-Mash-II&p=24871549#post24871549) won by BerzerkerUnit with the Beheld.

15th contest: Contest XV: Partial Casters (https://forums.giantitp.com/showthread.php?628967-D-amp-D-5e-Base-Class-Contest-XV-Partial-Casters) won by Damon_Tor with the Spellslinger.

16th contest: Divine Judgment (https://forums.giantitp.com/showthread.php?633671-D-amp-D-5e-Base-Class-Contest-XVI-Divine-Judgment) won by BerzerkerUnit with the Forsaken.

17th contest: Who Needs Swords or Sorcery II (https://forums.giantitp.com/showthread.php?637228-D-amp-D-5e-Base-Class-Contest-XVII-Who-Needs-Swords-or-Sorcery-II) won by sengmeng with the Dungeoncrasher.



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.
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 you 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 creation 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. 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.

Contests stay up for 86 weeks unless an extension is requested by participants. Voting threads then go up for 3 weeks before the next contest begins.


Dragons (What it says on the face.)
Heroes from Myths (Take a specific figure from myth, folklore, or cultural stories, like Heracles or the Monkey King or even Paul Bunyan, and make it a class.)
Other Media (Games, books, comics, movies, music, theater, even other TTRPGS).
Breakfast Cereal Mascots (Current or historical.)
Be Your Own Class (Turn an existing subclass into a feature-complete base class of its own.)
Not in Kansas Anymore (You can't use the same core damage or spell progression as any of the core classes.)

Also note that themes that have not been used in at least six contests (anything up to Signature Creation, except Who Needs Swords and Sorcery, Terror, and Monster Mash) are also eligible for being chosen.

BerzerkerUnit
2022-01-14, 06:47 PM
And after all that work I put into the Reaper...

That’s okay, I have an idea. It’s classic.

Lanth Sor
2022-01-15, 07:26 AM
So got an idea for class that takes their greatest fear and makes it a weapon, Hydrophobia gives water breathing and the ability to put water in targets lungs, Pyrophobia scorching the target and fire resistance, etc.

Old Harry MTX
2022-01-15, 01:20 PM
Uff, maybe I have a nice idea terror-related, but I was thinking to make it as a paladin subclass... I don't know if it's solid enough for an entire class with at least two subclasses...


So got an idea for class that takes their greatest fear and makes it a weapon, Hydrophobia gives water breathing and the ability to put water in targets lungs, Pyrophobia scorching the target and fire resistance, etc.

Sound nice! Do you think to design each subclass around a specific phobia? I would love to see an Aracnophobia one.
It would also be interesting to add a sort of Sanity score similar to the one from The Call of Cthulhu, that allows you to spend points to fuel your ability, but also gives you psychosis.

Jervis
2022-01-15, 01:49 PM
Had an idea for a “pet” class all about making modifications to a monster. Sort of a Dr Frankenstein deal

Morphic tide
2022-01-15, 09:24 PM
If you check page 264 of the DMG, you'll find two optional ability scores: Honor and Sanity. Honor is DM-adjudicated, unable to be affected by ASIs, but Sanity lacks that restriction. There's an annoyance in using it because monsters do not have provided Sanity values, so you can't target it for fear effects; DMG suggests Fear as in the Frightened condition be a Wisdom save, and Horror as in the Insanity tables on pages 259 and 260 use Charisma saves. Not much hard crunch on them as optional rules, but worth mention.

...Don't think I'll actually post it, but I will get started on an entry. Reason I believe I will not be able to fill out the class table is that I need to run over a lot of numbers and monster entries to properly service the idea of shapeshifting with a cost based on how much you gain. There will need to be extra ASIs, and at some point breaking the normal cap of 20. Just a bit of a mess to handle because the numbers have some pretty serious bloat in the Multiattack and ability score departments.

Also I went rummaging through old posts and my 5e Wilder's incompleteness bothered me, so I'll be copying that from contest XV into a new thread to try to finish.

Lanth Sor
2022-01-17, 10:01 AM
So I made a fear system akin to Exhaustion is that a bad way to go? Provided what I made below.



Levels of Fear

Level 1 Spooked
Disadvantage on ability checks while the source of its fear is within Line of Sight.
Level 2 Scared
Disadvantage on ability checks and attack rolls while the source of its fear is within Line of Sight.
Level 3 Frightened
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight.
The creature can’t willingly move closer to the source of its fear.
Level 4 Panicked
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature must spend all its movement trying to get further away from the source of their fear.
The creature can’t willingly move closer to the source of its fear.
Level 5 Cowering
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature also has the paralyzed condition.
The creature can’t willingly move closer to the source of its fear.
Level 6 Horrified
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature speed is halved.
Each turn the creature must make a death save or gain the unconscious condition for 1d4 hours.
The creature can’t willingly move closer to the source of its fear.
Level 7 Terrorized
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature speed is halved.
Each turn the creature must make a death save as if they were dying.
The creature can’t willingly move closer to the source of its fear.

Old Harry MTX
2022-01-17, 05:21 PM
So I made a fear system akin to Exhaustion is that a bad way to go? Provided what I made below.



Levels of Fear

Level 1 Spooked
Disadvantage on ability checks while the source of its fear is within Line of Sight.
Level 2 Scared
Disadvantage on ability checks and attack rolls while the source of its fear is within Line of Sight.
Level 3 Frightened
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight.
The creature can’t willingly move closer to the source of its fear.
Level 4 Panicked
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature must spend all its movement trying to get further away from the source of their fear.
The creature can’t willingly move closer to the source of its fear.
Level 5 Cowering
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature also has the paralyzed condition.
The creature can’t willingly move closer to the source of its fear.
Level 6 Horrified
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature speed is halved.
Each turn the creature must make a death save or gain the unconscious condition for 1d4 hours.
The creature can’t willingly move closer to the source of its fear.
Level 7 Terrorized
A frightened creature has disadvantage on all rolls while the source of its fear is within Line of Sight.
The creature speed is halved.
Each turn the creature must make a death save as if they were dying.
The creature can’t willingly move closer to the source of its fear.


I was actually thinking of something like this, but divided into more "steps", and which can also give permanent or semi-permanent disorders and trauma, and even lead a creature to complete madness.

However, I was imagining it as a system that you inflict on yourself to fuel your powers, if instead you are looking for something to apply to your enemies, yours is a good starting point.

MoleMage
2022-01-17, 07:29 PM
I'm thinking of tying this to an older class of mine (Wintreborn) and maybe expanding on the lore behind it. Something about deep caverns probably? I may have to review the feywild lore, or I may have to create a new plane with its own lore so I can build it as I want.

Some name ideas?

Caevrnbrood
Caevrnkin
Deepebound

BerzerkerUnit
2022-01-18, 12:21 AM
I'm thinking of tying this to an older class of mine (Wintreborn) and maybe expanding on the lore behind it. Something about deep caverns probably? I may have to review the feywild lore, or I may have to create a new plane with its own lore so I can build it as I want.

Some name ideas?

Caevrnbrood
Caevrnkin
Deepebound

Deepbound isn't bad.

In other news, The Monster (https://forums.giantitp.com/showsinglepost.php?p=25335045&postcount=2) alpha build is just bout done. It's a retread of a Monster (https://drive.google.com/file/d/1o_0nDYI2C0V37tX0lvckxgKBpAG0SSBy/view?usp=sharing)class I made some time in the last couple years for a different contest here. The latter was an ala carte set up with a lot of unique powers and maximum flexibility. I liked it but there was a lot of widgets and sliders. This new take is very much more "a class" with subclasses that evoke Werewolf, Vampire, and Frankenstein's.

They are explicitly designed to allow the Van Richten's lineages to be expanded out into full classes, with the exception of Moon Cursed which doesn't mesh great with Hexblood but I think does do a decent job of "ack, I got the lycanthrope, what now?" Well now they can just multiclass into this.

I'll be adding some sidebars to indicate you can reflavor them in a few ways. Look forward to it and critiques are always welcome.

Old Harry MTX
2022-01-18, 02:04 AM
I'm thinking of tying this to an older class of mine (Wintreborn) and maybe expanding on the lore behind it. Something about deep caverns probably? I may have to review the feywild lore, or I may have to create a new plane with its own lore so I can build it as I want.

Some name ideas?

Caevrnbrood
Caevrnkin
Deepebound

Deepborn
Caveborn
Underkin

MoleMage
2022-01-19, 12:26 AM
Deepbound isn't bad.

In other news, The Monster (https://forums.giantitp.com/showsinglepost.php?p=25335045&postcount=2) alpha build is just bout done. It's a retread of a Monster (https://drive.google.com/file/d/1o_0nDYI2C0V37tX0lvckxgKBpAG0SSBy/view?usp=sharing)class I made some time in the last couple years for a different contest here.

I remember the original version of this! It was really cool and really hard to estimate the power level of. I'll give the current version a read and try to actually give feedback.

As for the name, I have the weird spellings because I want the class to have a slightly uncanny valley feel right from the first word. I guess I should also consider researching old english words for caves since wintre in the Wintreborn is an archaic spelling.

Edit: I looked it up. The Old English word for cave got displaced in Middle English but appears to have been sćraef. (Wiktionary lists the pronunciation as approximately shraff, with a trilled r sound and the vowel rhyming with laugh of chaff).

Combining with the old english for born I'd get something like Sćraefboren (shraff-bū-ren).

((Note, these Cs should have a dot diacritic, not an acute accent. My phone doesn't have that character on its default keyboard, and I didn't want to download a new one. I'll sort it out if I land on this name)).

Breccia
2022-01-22, 04:03 PM
Added the Dreadsoldier.

https://homebrewery.naturalcrit.com/share/Eimx_1-AJ18X

I'm not sure I nailed the theme exactly, but this became an exercise in mechanics. It's essentially a martial warrior not as strong baseline as the Fighter or Ranger, but has spammable (fear-based) attacks. As per usual, I aimed for underpowered rather than overpowered, except for Frightened being a really effective condition and the category basically demanded it.

BerzerkerUnit
2022-01-24, 03:26 PM
Altered Legendary Dread to make it a little easier to work with.

Breccia
2022-01-24, 05:05 PM
Altered Legendary Dread to make it a little easier to work with.

I looked over your class, I have three questions. They are all minor.

1) Have you considered adding cold iron to Bane?
2) Should Nightmare Pursuit say "towards a creature" or "towards an enemy"?
3) Dark Impulse, did you mean "Immune to Fear" or "Immune to the Frightened Condition"?

BerzerkerUnit
2022-01-24, 11:15 PM
I looked over your class, I have three questions. They are all minor.

1) Have you considered adding cold iron to Bane?
2) Should Nightmare Pursuit say "towards a creature" or "towards an enemy"?
3) Dark Impulse, did you mean "Immune to Fear" or "Immune to the Frightened Condition"?

Thank you so much for your interest! I'll answer as best I can.

1) Yes, but I don't believe that substance is called out in the rules anymore.
2) It's meant to mimic and expand the aggressive trait Orcs have. Not sure what the exact wording is there but I think I was trying to avoid using it to zip in an out of melee by pinballing toward allies in the rear guard. I'll double check the wording.
3) I did mean the Frightened Condition, but I'd swear I've seen them used interchangeably elsewhere. I'll edit later.

Old Harry MTX
2022-01-25, 01:39 AM
2) Should Nightmare Pursuit say "towards a creature" or "towards an enemy"?


2) It's meant to mimic and expand the aggressive trait Orcs have. Not sure what the exact wording is there but I think I was trying to avoid using it to zip in an out of melee by pinballing toward allies in the rear guard. I'll double check the wording.

Barbarian's Rage says "Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then." I think that "hostile creature" should be the right wording.

Breccia
2022-01-25, 11:14 AM
1) Yes, but I don't believe that substance is called out in the rules anymore.

Oh, that's disappointing.


2) It's meant to mimic and expand the aggressive trait Orcs have. Not sure what the exact wording is there but I think I was trying to avoid using it to zip in an out of melee by pinballing toward allies in the rear guard. I'll double check the wording.

As Old Harry says, the word "hostile" is added to "creature" Even if it didn't, I would think it would fit the theme better.


3) I did mean the Frightened Condition, but I'd swear I've seen them used interchangeably elsewhere. I'll edit later.

"Legal" wording is a hurdle to jump around sometimes. I would not have noticed at all had I not done my own class and call out specifically that fear and Frightened aren't the same thing.

BerzerkerUnit
2022-01-29, 11:23 AM
Feedback!

I'm going over the classes so far and intend to provide feedback for each in their own post. First up: The Worm!

Excellent name and... Fantastically incomplete, maybe I jumped the gun here. I thought for a minute you were going to have the Worm use a Key subsystem based on your previous Keymaster class but I think you're just using a copypasta template. All good, I will definitely try to get back to you when there's more to love.

Right now my only concerns are the Shutter damage and the number of subsystems (Keys, insinuations, and Shutter. Is it supposed to be Shutter or Shudder?) Shutter requires the target to be feared and grants them a save? 2 thresholds of failure isn't to my taste but I guess if this is kind of a full caster equivalent that's fine, otherwise I'd just say "while the target is frightened use a bonus action to deal XdX" and then compare it rogue damage.

How complex the subsystems are and their relative level of power will factor in to overall balance and whether I think play would be fun or the kind of fun where you need a spreadsheet (ie, not for everyone).

BerzerkerUnit
2022-01-29, 11:27 AM
The Coward feedback!

Also very early in development. As it stands right now I'm not seeing enough to divorce it from a rogue. Like I could see 2 flavors of Subclass "Fight" and "Flight." And those could present some very interesting options with one being like a skirmishing barbarian and the other being an Explorer/stealth master/mobility king.

Good luck.

BerzerkerUnit
2022-01-29, 11:58 AM
Dread Soldier

Alright, I see a little more meat on this one's bones.

Conceptually it seems to fall into the Barbarian/Paladin analog of being a mystical warrior.

Scares and Horrors looks interesting. Probably easier to make "Scare" a feature that adds X dread when you hit a foe (maybe as a bonus action when you hit) than create what sounds like some number of unique maneuvers since Horrors will also be some number of unique maneuvers and/or spells.

Sabre Rattle- individually applied AC boosts is a chore on both sides of the screen. Enemies that you have affected with Dread suffer a 1d4 penalty to attacks.

Be afraid of me- make it Prof bonus x long rest and let it just end any charm or frightened condition.

Jump Scare- mechanics do not generally apply static modifiers. These kinds of effects are usually -1dx like Bane or cutting words, or disadvantage. I'd go with the latter.

Paralyzing fear needs a new name or needs to paralyze, everyone will get it wrong all the time.

Panic Stricken. Make it a reaction and let it affect any saving throw.

Frozen Terror. Make it any advantage against any Frightened Target.

Close to the edge is Wisdom bonus to damage, but computer code to activate more than twice. Why not just 2/short rest?

Soulcrushing Strike- I am surprised this is not a core feature, it feels right for one on par with Paladin smite.

Soulcrushing Aura- feels like a great capstone, might like it better if you burned off the dread to do a d6 per dread to every target with dread.

Now that I think about it though, putting counters on monsters is an interesting enough mechanic but requires a lot more investment in the table between rounds, keeping track of which had how many. Maybe "until the end of your next turn" and then letting your gameplay loop be Scare 1-3 targets on rd 1, Horror or Soulcrush" on Rd 2.


Good luck!

Breccia
2022-01-30, 12:25 PM
Scares and Horrors looks interesting. Probably easier to make "Scare" a feature that adds X dread when you hit a foe (maybe as a bonus action when you hit) than create what sounds like some number of unique maneuvers since Horrors will also be some number of unique maneuvers and/or spells.

You described the first draft perfectly. Then I thought "this isn't interesting enough". So I gave Dreadsoldiers Scares so they'd have more options. In particular, I wanted some for single-target and some for multi-target. If a player wants the simplicity of the first draft, they can take Cackling Strike and just spam that.


Sabre Rattle- individually applied AC boosts is a chore on both sides of the screen. Enemies that you have affected with Dread suffer a 1d4 penalty to attacks.

I can't do that as a 2nd-level ability. It's basically bane at will. So I moved it to the Despairator as an Augment they can choose at 9th level or higher.

EDIT: Also, You Have No Hope.


Be afraid of me- make it Prof bonus x long rest and let it just end any charm or frightened condition.

I thought the Dreadsoldier had enough resources to work with, so I made this version instead that can be used multiple times at no cost other than a Bonus Action. So I added Be Terrified of Me at 15th level, which matches the Paladin's aura at 14th level.


Jump Scare- mechanics do not generally apply static modifiers. These kinds of effects are usually -1dx like Bane or cutting words, or disadvantage. I'd go with the latter.

Okay, I play online a lot, and adding or subtracting 1d4 to attacks and saves and such is actually a chore. That's why I didn't do it. It's now -1d4 or -2.


Paralyzing fear needs a new name or needs to paralyze, everyone will get it wrong all the time.

Done.


Panic Stricken. Make it a reaction and let it affect any saving throw.

I made this a Horror. The Dreadsoldier can now do either.


Frozen Terror. Make it any advantage against any Frightened Target.

Done. This will probably never come up -- a party with a Dreadsoldier probably doesn't have other members that cause fear -- but this way adds syngery for those few times it does happen. Also, probably saves paperwork.


Close to the edge is Wisdom bonus to damage, but computer code to activate more than twice. Why not just 2/short rest?

Honestly? The contest. Having the class/subclass feed on fear. I also kinda like the ability for a class to regain uses of a class feature when they need it most.


Soulcrushing Strike- I am surprised this is not a core feature, it feels right for one on par with Paladin smite.

Soulcrushers are basically Dreadsoldiers with variable damagetype smite, yes. Other Dreadsoldiers can get a similar effect with the Cackling Strike Scare and Here Comes The Pain Horror, but Soulcrushers are better at it.


Soulcrushing Aura- feels like a great capstone, might like it better if you burned off the dread to do a d6 per dread to every target with dread.

That's the Piercing Wail of Teror Horror, which is actually better for multi-target damage, so it's an option the Dreadsoldier already has. Because Dread is an important resource to the Dreadsoldier, it should be a deliberate choice to remove Dread from their target, not something that happens at the start of every round.


then letting your gameplay loop be Scare 1-3 targets on rd 1, Horror or Soulcrush" on Rd 2.

Yeah, the idea behind the class really is "build Dread with Scares, burn Dread with Horrors" with some flexibility if needed.

Thanks for the feedback!

Breccia
2022-02-15, 12:25 PM
I had prepared one class long before I saw the thread of this contest. And that class fits very well in the theme of Terror.

A Blackguard: https://homebrewery.naturalcrit.com/share/Zc5tn7cdYHkk

A Blackguard is designed much like a Paladin class given that historically it's been the very opposite of a Paladin. And there are three subclasses of Blackguard which are called Profane Oath (in contrast to Paladin's Sacred Oaths). Profane Oaths include Oaths of Slaughter, Tyranny, and Corruption.

First of all, looking forward to @BerzerkerUnit getting his hands on this.

But I also have some thoughts.

1) So...Deadly Touch.

First, I'd feel a lot better if it required an Attack roll.

Second...hoo boy. Adding diseases is way too vague. A lot of diseases have onset times, meaning this is great for NPCs to mess with PCs, but less useful for PCs since most enemies die, flee never to return, or surrender. Problem is, there's some nasty nasty nasty diseases in the Monster Manual and you haven't ruled them out. First thing that leapt to mind was "otyugh bite" a disease with no onset time and Poisons. Then I thought "wait, no, isn't there a disease spell?" and remembered Slimy Doom. Any damage Stuns the victim. Demo-Tapdancing-Gorgon, that's not something a 1st level PC should have. But it's technically a disease, and there's no restriction spelled out...so...

Also I wandered past the poison cost and...you've priced out basically everything.

Could I beg you to consider a far more specific list? Maybe make up a list of your own custom diseases and poisons for, I dunno, levels 1/6/11/16? Some that already exist and a few fun ones you make up? I love the idea behind this power and want to see some form of it used. But as currently written, this power is all over the place, being half useless and half overpowered and half not enough rules to actually use.

2) Interception Fighting Style. This one's likely not your fault, but could I ask you to add "melee" before weapon? It's not really class-specific, but the idea of blocking an axe with a bow somehow feels wrong.

3) Defense/Duelling: Formatting error.

4) Aura of Despair: purely for rules lawyers, I'd ask that it be their next Saving Throw before the start of their next turn. It doesn't seem like a major issue, until you look at these guys inflicting diseases that allow saving throws the next day. I don't think the aura's effects lasting 24 hours is intended.

5) Aura of Fear: I don't have anything that needs changing, but your boys and my boys will get along just fiiiiiiiiiine :D

6) Contagious Touch: as the class stands right now, it's nearly useless, because Deadly Touch is so vague you could just spam that instead. Contagious Touch is far stronger if Deadly Touch is restricted. If, incidentally, you change Deadly Touch to use a level-based list of diseases, you could probably just fold Contagious Touch into it and replace this ability entirely.

7) Slaughter the Weak: this might need rewording. "Hit Die" could refer to what you spend during a Short Rest, and I'm not convinced monsters have any at all. Or, you could just use maximum hit points.
7a) Same issue with regard to duration of...

8) Death Knell: Even including the +2 Str, this feels weak for a Channel Divinity. +1d8 temp hp and they might save? At least don't expend the use if they succeed.

9) Rampaging Bloodlust: Um...this feels like there's a lurking issue or two hiding out there, like what "Swarm" means. Could I convince you to put a maximum on the bonus this ability grants? They're already capable of adding a lot of damage anyhow because...

10) Aura of Slaughter: you double-dipped into necrotic damage by adding it twice. Even if you did mean spell damage increases too, I think spelling that out more clearly is called for.
10a) Also, at this point, the Slaughter Blackguard is doing at least +13 damage per swing, probably more like 18, with Rampaging Bloodlust, cold, necrotic, and autosmite. I know it's a capstone, but Asmodammit that sounds like a lot.

11) Oppression: could I ask you to add "save ends" on the incapacitation? It's a 3rd-level ability that works on everything within 60 feet. Locking them down for a full minute, with no further chance to break free, seems above what a 3rd-level PC should have.

More on this later, by the way.

12) Crushing Despair: as a math person, I like that the PC has their choice between -1d4 (leaving aside that one-shot KO ability) and Disadvantage. Based on who or what they're fighting with/against, one is going to be better than the other, and with group synergy they might want to stack. So that I like.

But.

Now they have basically two flavors of the same thing. The other two subclasses don't have that issue. Nor do any Paladins I can think of. I would recommend reworking both Channel Divinities so that
a) Oppression basically eats Crushing Despair, letting the player choose which effect they want, and
b) the Tyrant Blackguard gets a second ability that does something different.

13) Deathly Aura: one, I'm not sure why this is an aura, and two, this feels a lot like what Slaughter Blackguards get.

14) Dark Grace: aaaaaand you lost me. Nobody's going to want one of these standing next to them. It's too big of a penalty that the other party members can't avoid. Bear in mind, this happens even if the Tyrant Blackguard is at full health. I'm begging you to reconsider.

15) Tyrant Capstones: Okay, I know I say this often...but...even for capstones, these feel too strong. Replacing death with a full heal once/long rest feels extremely strong. I don't know if other classes get this, but I don't care either, it feels too strong to me. Without concentration, Thrall to Death seems like you can have an infinite number of dominated enemies who, incidentally, have no Saving Throw to avoid this fate. Shadow Stride...actually I really like Shadow Stride, it sounds like a lot of fun. But the other two feel excessive, again, even for a level 20 divine source spellcaster.

16) Intercession: again, the issue I have is the lockdown of one minute with no Saving Throw to end the effect early. When making a PC ability, I try to ask myself "what if this ability was used against the players?" Imagine being the party's Sorcerer...actually wait.
16a) Do you mean "divine spellcaster" or "any spellcaster"? It's not clear, back to back sentences swap targets.
Imagine being the party's Sorcerer, Druid, or Cleric and a couple Corruption Blackguards step out and BOOM you're hit. Knowing how the effects work, the Blackguards then start attacking your allies. You have no spells for 1 minute, and there's nothing you can do to change that. Unless you blow the save and now can't do it for 24 hours, especially...actually, wait again.
16b) Shouldn't the effect end if the Corruption Blackguard dies?
Anyhow, you lose your spellcasting for 24 hours, now the party has to take a Long Rest or be down an entire character class. And I find it a little concerning there's no difficulty gap. I mean, if you're going off to fight a lich, why not bring a few 3rd-level Corruption Blackguards and hope for the best? "Everyone, throw Intercession and run like the Nine Hells. As long as you don't personally attack the lich, we get ten full combat rounds during which it's nearly helpless. If you level up twice in the next sixty seconds, it's down, come in for your share of the loot. Otherwise, it's still around and probably really hates you, and will drop what it's doing to track your low-level-butts down and one-shot you. Run."

I have a specific suggestion here: make this basically counterspell. Locking off a target's main ability to contribute to a combat, then choosing never to attack it while your teammates beat the crap out of it for ten full rounds, has the too-high risk of making an encounter a one-sided boring stompfest. Plus again, hitting a player with this ability and shutting them down for one combat...or one day...doesn't feel balanced at all.

17) Fallen Soul: This just feels like a DM-only ability. I don't see how PCs will be able to use this effectively. Also, I don't like that a 3rd-level player can create an effect that only a 5th-level spell can remove.

18) Aura of Grandeur: the aura moves with the Corruption Blackguard. The restriction is meaningless and can be safely dumped.

19) Fateful Death: Um...did you mean your Attack Rolls? Because as written, it looks like everyone gets this effect -- including monsters attacking your allies.

Natural 20) Harbinger of Death: You're going to make me say it again, aren't you? Ugh. Instant death with no Saving Throw every single turn? Power word: kill is a 9th level spell. Also, this doesn't line up with the rest of the (sub)class. Bypassing dropping to 0hp to death robs the Corruption Blackguard of multiple class features.

I like the idea of this class, I really do. But some abilities require clarification and some are just way too strong. Again, a rule of thumb is "what if the DM did this to you?"

Teaguethebean
2022-02-15, 12:35 PM
I have made an expansion of the hexblade into its own class. Of course there are more ways to take it but the mechanics were my jumping off point to make a true spell sword.
https://drive.google.com/file/d/1ibYnS7XHKAxkC9-GgCjeNXeq_ExQ3o6v/view?usp=drivesdk

Breccia
2022-02-15, 03:22 PM
I have made an expansion of the hexblade into its own class. Of course there are more ways to take it but the mechanics were my jumping off point to make a true spell sword.
https://drive.google.com/file/d/1ibYnS7XHKAxkC9-GgCjeNXeq_ExQ3o6v/view?usp=drivesdk

Um...did you mean to post that subclass in this thread? It doesn't seem to fit, and this isn't the submission thread anyhow. Am I missing something?

BerzerkerUnit
2022-02-15, 03:44 PM
Um...did you mean to post that subclass in this thread? It doesn't seem to fit, and this isn't the submission thread anyhow. Am I missing something?

I think it was posted here to save us the trouble of having to source it from the submission page to comment and they may want critique before posting. It’s also an expansion of a subclass into a full class.

Teaguethebean
2022-02-15, 04:40 PM
I think it was posted here to save us the trouble of having to source it from the submission page to comment and they may want critique before posting. It’s also an expansion of a subclass into a full class.

Yeah, honestly just looking for critiques

Old Harry MTX
2022-02-15, 05:40 PM
I also posted my Dreadwalker (https://forums.giantitp.com/showsinglepost.php?p=25363565&postcount=6), even if it is still quite embryonic. Check it out if you have time!

sengmeng
2022-02-15, 07:11 PM
The Coward is barebones playable, although I want to get to four complete subclasses (one of the planned ones being Panphobic). PEACHes welcome, I will try to return the favor, time permitting.

Breccia
2022-02-16, 12:06 PM
The Coward is barebones playable, although I want to get to four complete subclasses (one of the planned ones being Panphobic). PEACHes welcome, I will try to return the favor, time permitting.

I took a look over the Coward and my overall opinion is largely positive. Most of my concerns are minor.

1) Since you can Disengage as a Bonus Action and get an AC/damage boost when moving, it feels like a chore that the player will be "forced" to move every turn. But unless these guys are grappled or otherwise pinned down, they'll get the movement bonus literally all the time, they just have to run laps around their target.

2) Does the bonus damage happen every attack? I get the feeling this is a modified version of Sneak Attack, with lower damage, but it's not spelled out that you can only do this once. Cowards don't get Extra Attack, but they can off-hand, and...well, keep reading.

3) Which brings me to my primary, actually only, substantial negative concern: this class is heavily front-loaded. In the first two levels, you get heavy armor and shields, an effectively indefinite +2 to AC, +1d4 to each attack, Disengage and Dodge as Bonus Actions, and Advantage on Initiative checks. I can 100% see a Ranger or Fighter wanting to dip their toes in this. A Fighter with three attacks per round, adding +1d4 each, is nice but not huge. Also getting +2 to their AC over their heavy armor and shield, and also using their Bonus Action to Dodge every round, is a very powerful defensive bonus.

Which, actually, I guess the Coward can do all the time anyhow, they also get heavy armor and shield. So, these guys have a 22 AC and, with little other use of their Bonus Action, attackers get Disadvantage. At level 2. That's...really good. Remember, Monks need to spend a ki point to Dodge as a Bonus Action, and that stuff runs out. Rogues can't do it at all. I think Dodge as a Bonus Action needs to be pushed further back into the class. Maybe there's a class/subclass out there that gets Dodge as a Bonus Action at 2nd level indefinitely, but I can't think of one.

4) Depending on the nature of the fight, Sharp Reflexes could be a hassle. Obviously every fight won't be on a massive wide stretch of open terrain, but as it reads right now, the Coward can make all their attacks, then run 30 feet away Disengaging as a Bonus Action. Their opponent can chase them down, but the Coward can hit them for free when they close the gap, then move another 15 feet away. Actually no, wait, it's 40 and another 20, because they add 10 feet when running away. Which means, unless the enemy has a movement of 60 or higher, they're never going to catch the Coward to land any hits. This won't affect every fight -- monsters with reach, tight fighting arenas, ranged attacks -- but it has the potential to be a problem. At mid levels, a Coward is going to get a Reach weapon and start trivializing some fights. For everything else, there's infinite Bonus Action Dodge, which I've already covered and is the larger issue to me.

I should note, even in smaller arenas, that the Coward could just Skirmish 15 feet back and get the Attack of Opportunity when the enemy closes. By using their Bonus Action to Disengage instead of Dodge, they actually make it an offensive ability -- giving themselves an extra attack their enemy can't respond with. I don't think this is as strong as Extra Attack overall, but it does bring that "how many times can you boost damage with Skirmish?" again.

5) Superior Reflexes worries me but I can't specifically say why. Having two Reactions just feels like a time bomb. Can't put my somatic component on it. It's deep enough in the class that I'm not really worried about multiclassing to exploit it.

6) Scramble, does "restrained" mean reduced movement? Because if so, then at 17th level Cowards are pretty much immune to grapple or related effects -- the only things that slow down #1 and #4 above.

"You're grappled!"
"No I'm not."
"Dammit!"

I'm not sure "immune to grappled" is a real problem for a 17th level ability, but the wording isn't clear if "movement is 0" counts or not. Yeah the price for that is moving but...they were going to do that every round anyway, right?

7) I was worried about Panicked Flailing until you pointed out you can still only make one Reaction per turn.

8) I was worried about being proficient in all Saving Throws until I remembered Monks can do that.

I would be more concerned about the class if (a) Skirmish damage was higher, or (b) these guys weren't such horrible team players. All that running around the battlefield gives the enemy the chance to just swap targets and go after a rogue or cleric in the back. Very fitting for the class, everything they do to become harder to hit makes their allies easier targets. Also, one fight on a rickety rope bridge or slippery cliff edge and these guys regret their life choices. Overall I think it's a fun, thematic, probably balanced class, I'm mostly worried about that Dodge as a Bonus Action at 2nd level making them really hard to hit and multiclass bait.

Old Harry MTX
2022-02-17, 08:43 AM
Ok guys, i started to format the forum version!

PS: I was looking for old contest topics to copy my usual formatting, but I can't find them ... Do you know where I can find the one about Divine Judgment?

Breccia
2022-02-17, 12:23 PM
PS: I was looking for old contest topics to copy my usual formatting, but I can't find them ... Do you know where I can find the one about Divine Judgment?

Was it this one (https://forums.giantitp.com/showthread.php?633671-D-amp-D-5e-Base-Class-Contest-XVI-Divine-Judgment)?

sengmeng
2022-02-17, 02:43 PM
I took a look over the Coward and my overall opinion is largely positive. Most of my concerns are minor.

1) Since you can Disengage as a Bonus Action and get an AC/damage boost when moving, it feels like a chore that the player will be "forced" to move every turn. But unless these guys are grappled or otherwise pinned down, they'll get the movement bonus literally all the time, they just have to run laps around their target.

2) Does the bonus damage happen every attack? I get the feeling this is a modified version of Sneak Attack, with lower damage, but it's not spelled out that you can only do this once. Cowards don't get Extra Attack, but they can off-hand, and...well, keep reading.

3) Which brings me to my primary, actually only, substantial negative concern: this class is heavily front-loaded. In the first two levels, you get heavy armor and shields, an effectively indefinite +2 to AC, +1d4 to each attack, Disengage and Dodge as Bonus Actions, and Advantage on Initiative checks. I can 100% see a Ranger or Fighter wanting to dip their toes in this. A Fighter with three attacks per round, adding +1d4 each, is nice but not huge. Also getting +2 to their AC over their heavy armor and shield, and also using their Bonus Action to Dodge every round, is a very powerful defensive bonus.

Which, actually, I guess the Coward can do all the time anyhow, they also get heavy armor and shield. So, these guys have a 22 AC and, with little other use of their Bonus Action, attackers get Disadvantage. At level 2. That's...really good. Remember, Monks need to spend a ki point to Dodge as a Bonus Action, and that stuff runs out. Rogues can't do it at all. I think Dodge as a Bonus Action needs to be pushed further back into the class. Maybe there's a class/subclass out there that gets Dodge as a Bonus Action at 2nd level indefinitely, but I can't think of one.

4) Depending on the nature of the fight, Sharp Reflexes could be a hassle. Obviously every fight won't be on a massive wide stretch of open terrain, but as it reads right now, the Coward can make all their attacks, then run 30 feet away Disengaging as a Bonus Action. Their opponent can chase them down, but the Coward can hit them for free when they close the gap, then move another 15 feet away. Actually no, wait, it's 40 and another 20, because they add 10 feet when running away. Which means, unless the enemy has a movement of 60 or higher, they're never going to catch the Coward to land any hits. This won't affect every fight -- monsters with reach, tight fighting arenas, ranged attacks -- but it has the potential to be a problem. At mid levels, a Coward is going to get a Reach weapon and start trivializing some fights. For everything else, there's infinite Bonus Action Dodge, which I've already covered and is the larger issue to me.

I should note, even in smaller arenas, that the Coward could just Skirmish 15 feet back and get the Attack of Opportunity when the enemy closes. By using their Bonus Action to Disengage instead of Dodge, they actually make it an offensive ability -- giving themselves an extra attack their enemy can't respond with. I don't think this is as strong as Extra Attack overall, but it does bring that "how many times can you boost damage with Skirmish?" again.

5) Superior Reflexes worries me but I can't specifically say why. Having two Reactions just feels like a time bomb. Can't put my somatic component on it. It's deep enough in the class that I'm not really worried about multiclassing to exploit it.

6) Scramble, does "restrained" mean reduced movement? Because if so, then at 17th level Cowards are pretty much immune to grapple or related effects -- the only things that slow down #1 and #4 above.

"You're grappled!"
"No I'm not."
"Dammit!"

I'm not sure "immune to grappled" is a real problem for a 17th level ability, but the wording isn't clear if "movement is 0" counts or not. Yeah the price for that is moving but...they were going to do that every round anyway, right?

7) I was worried about Panicked Flailing until you pointed out you can still only make one Reaction per turn.

8) I was worried about being proficient in all Saving Throws until I remembered Monks can do that.

I would be more concerned about the class if (a) Skirmish damage was higher, or (b) these guys weren't such horrible team players. All that running around the battlefield gives the enemy the chance to just swap targets and go after a rogue or cleric in the back. Very fitting for the class, everything they do to become harder to hit makes their allies easier targets. Also, one fight on a rickety rope bridge or slippery cliff edge and these guys regret their life choices. Overall I think it's a fun, thematic, probably balanced class, I'm mostly worried about that Dodge as a Bonus Action at 2nd level making them really hard to hit and multiclass bait.


Thanks for the in-depth feedback, it's appreciated! I wanted to make a class that plays differently than everything out there, even its parent classes Monk and Rogue, so yes, the skirmish/kiting/fleeing mechanic is the main focus of the class. You seem to have hit upon the advantages, mitigating disadvantages, and goals in your thoughts. I have taken away their shields and medium and heavy armor proficiency after considering your concerns. Still very frontloaded, but not unhittable, even though I kept the free Dodge. I cleared up the language on Scramble to include that it applies to both effects which reduce your speed and effects which make it zero, and clarified that yes, the damage bonus from Skirmish applies to opportunity and off-hand attacks.

Old Harry MTX
2022-02-17, 04:51 PM
Was it this one (https://forums.giantitp.com/showthread.php?633671-D-amp-D-5e-Base-Class-Contest-XVI-Divine-Judgment)?

Aye! Thankies!

Breccia
2022-02-18, 11:08 AM
Thanks for the in-depth feedback

You're certainly welcome.

I will add, with these clarifications, I think the class feels strong, and yes it's the unlimited free Dodge as a Bonus Action that does it. But there are ways of shutting that down if necessary. Bonus Actions are necessary at other times to do other things. And there's always spike growth, which will shut these guys down instantly. If it's just me, you're probably fine. If other people raise concerns, that's different.

Good luck in the contest!

BerzerkerUnit
2022-02-18, 11:29 AM
You're certainly welcome.

I will add, with these clarifications, I think the class feels strong, and yes it's the unlimited free Dodge as a Bonus Action that does it. But there are ways of shutting that down if necessary. Bonus Actions are necessary at other times to do other things. And there's always spike growth, which will shut these guys down instantly. If it's just me, you're probably fine. If other people raise concerns, that's different.

Good luck in the contest!

Maybe if bonus dodge was not possible if move is 0.

sengmeng
2022-02-18, 12:50 PM
Maybe if bonus dodge was not possible if move is 0.

Gears turning, maybe the Dodge takes a bonus action AND some movement.

Breccia
2022-02-18, 02:33 PM
Maybe if bonus dodge was not possible if move is 0.

I don't hate that idea. Cowards can't remove that penalty automatically till 17th level.

It only occurs to me now I never said anything about the subclasses, so I will: they're not really subclasses. They're reasons for characters to get benefits most closely related to the campaign setting. Nobody's going to be an aquaphobe in the desert. Or, just so we're clear, the dessert. Those things are usually made from cream.

I'd also suggest that the Night Terrors are the "safe" choice and feel a tad underpowered. Seeing in magical darkness is nice, but a Warlock could do that at 1st level if they wanted. Also, things that remove enemy abilities (Dark Strike) should grant a Saving Throw. Also, Dark Strike will...just not work. First, the arena has to be black, meaning all your allies need darkvision too. That's not asking a lot, but it's a concern. Second, so you use Dark Strike and now the target is blind. They get Disadvantage to attack you. Um...you have free unlimited Bonus Action Dodge. They already had Disadvantage. This will free up the Bonus Action, I guess.

I'd also argue that the Hungry Dark could be changed. Being immune to the Frightened Condition at 3rd level feels a bit strong, but, I'm asking for a rework the players might like. I would recommend giving Advantage against any Saving Throws against that condition. Why? There are attacks that do "bla bla bla and Frightened". Advantage on Saving Throws reduces the risk of bla bla bla. This way, they don't get immunity but also get stronger protection against more attacks.

I also didn't read Panphobia, because nobody's afraid of bread. Just kidding. You should be more specific about the source of fear, otherwise the character might be tempted to say "oxygen". It should be something that's a legitimate risk of harm. Perhaps a damage type or monster category?

EDIT: This is also the first time I can remember where I've seen Disadvantage + Immune = Advantage. I like it. Why haven't I seen this before?

BerzerkerUnit
2022-02-18, 02:53 PM
I. I'd also argue that the Hungry Dark could be changed. Being immune to the Frightened Condition at 3rd level feels a bit strong, but, I'm asking for a rework the players might like. I would recommend giving Advantage against any Saving Throws against that condition. Why? There are attacks that do "bla bla bla and Frightened". Advantage on Saving Throws reduces the risk of bla bla bla. This way, they don't get immunity but also get stronger protection against more attacks.

An alternative to immunity would be a “ legendary resistance to fear” where you get x succeed anyways/long rest.

tzurk
2022-02-18, 05:52 PM
Just flagging a potential "Monster Hunter" class for this contest if I can find some time to put it together.

Initial thoughts - either half-caster or 2/3rd caster ala artificer

Subclasses themed around quarry - e.g. witches (all spellcasters - though the new "NPCs dont cast "spells" mechanics might screw with that...), undead, demons. Subclass features designed around ideal strategies/methods/buffs that would be most effective against general creatures of their types rather than being limited to only working against them - e.g. a reliable source of radiant damage for undead hunters.

Spell list a combination of cleric/paladin spells, tracking and general anti-magic.

Simple & martial weapons (or a few from a list, e.g. longswords, warhammers, hand crossbows, heavy crossbows) - leave 2h weapons to subclass), light & medium armour. I can picture dual wielding a torch and a weapon or going with a crossbow being the major decision point as far as weapon load out. Heavy armour possibly available through subclass(es) - for some reason a demon hunter with full plate and a giant Final Fantasy-style sword makes sense to me.

Analagous in some ways to paladins - instead of auras, something like chants/litanies - I like the idea of choosing from a list rather than stacking auras like pallies do. Probably a greater range (distance-wise, not choice-wise) initially. E.g. Litany Against Fear - adv on saving throws against the frightened condition. Admittedly will be a struggle to balance these against pally auras, with the baseline +cha to all saves being one of the strongest abilities in the game and things like the Oath of the Ancients aura already existing.

Stoicism as a class feature.

Want it to feel more mobile & offensive than paladins/clerics - no Lay on Hands, minimal if any healing spells.

Honestly not sure if there's enough design space in between clerics and all the martials/halfcasters out there to justify its existence. We will see , I guess!

Old Harry MTX
2022-02-24, 01:48 AM
Mmm, I don't think I'll be able to finish my entry in time. Does anyone other than me need an extension? I do not know if I will be able to finish it as I would like, but with a few more days I should be able to make it at least playable...

MoleMage
2022-02-24, 10:36 AM
Mmm, I don't think I'll be able to finish my entry in time. Does anyone other than me need an extension? I do not know if I will be able to finish it as I would like, but with a few more days I should be able to make it at least playable...

Oh wow this is done in like...four days. I wouldn't mind an extension either; I only have a handful of features done so far and a handful more named.

BerzerkerUnit
2022-02-24, 12:35 PM
No problem with an extension.

MoleMage
2022-02-24, 07:09 PM
Let's call it a two week extension then. That puts us back at the original contest length and lets it end on a Sunday again.

MoleMage
2022-03-13, 05:29 PM
Today is the last day for updates! I finally got a full-length version of the Caevrnbrood up via link. As with the Wintreborn, I unashamedly used several Pokemon moves as feature names.

Old Harry MTX
2022-03-14, 01:46 AM
Sadly I didn't find the time to finish the class as I would have liked despite the extension, sorry if I wasted your time...

MoleMage
2022-03-14, 03:04 PM
Voting thread is up!

https://forums.giantitp.com/showthread.php?643714-D-amp-D-5e-Base-Class-Contest-XVIII-Voting-Thread-(Open-to-All)&p=25395513#post25395513

Cast your ballots!

MoleMage
2022-03-14, 03:05 PM
Sadly I didn't find the time to finish the class as I would have liked despite the extension, sorry if I wasted your time...

It happens. I've turned in a few unfinished results myself (I never did wrap up that Prophet...)

Old Harry MTX
2022-03-19, 12:41 PM
Guys, I wanted to post my voting preferences, but I have to ask you for some clarification on the topics for the next contests. Can you explain to me in plain language the meaning of the following?

Other Media
Not In Kansas Anymore
Doesn't Meet Expectations
Remix Mastery
Blast from the Past
Signature Creation

Also, can you confirm that I am not misunderstanding the following?

Heroes from Myths: Something like Classic/Hellenic heroes
Chill Out: Something related to ice and cold (Freezus Christ!)
Hybrid Vigor: Something that blends two existing classes

Thankyou!

MoleMage
2022-03-20, 09:18 AM
Guys, I wanted to post my voting preferences, but I have to ask you for some clarification on the topics for the next contests. Can you explain to me in plain language the meaning of the following?

Other Media
Not In Kansas Anymore
Doesn't Meet Expectations
Remix Mastery
Blast from the Past
Signature Creation

Also, can you confirm that I am not misunderstanding the following?

Heroes from Myths: Something like Classic/Hellenic heroes
Chill Out: Something related to ice and cold (Freezus Christ!)
Hybrid Vigor: Something that blends two existing classes

Thankyou!

Other Media: Classes based on characters or concepts from non-D&D media (for example, you might make an X-Men style mutant or a Wheel of Time style Channeler).

Not In Kansas Anymore: It was originally pitched as classes that don't share a progression with any official class. If it gets extra attack, it doesn't get it at 5th level. If it has something analogous to Sneak Attack, it scales at a different speed than rogue. If it has spell slots, it isn't 1/3rd, 1/2, or full spell progression.

Remix Mastery: We've done this one before, but in essence you take an existing class and either rewrite it or create a distinctive variant.

Blast from the Past: Classes based on previous editions of D&D.

Signature Creation: Classes that have a signature ability. Last time we had such examples as signature fighting styles, signature physical mutations, signature spell focus, signature weapon, signature holy symbol, and signature dish.

Your summaries of the other three are all correct.

MoleMage
2022-04-05, 08:31 PM
Well it's late on the 5th but it's still the 5th. We didn't have any last-second votes, so it's time to call it!

Third place goes to MoleMage, with the Caevrnbrood! Not quite as Terror-influenced as the other entries but if you wanna creep up on someone and mutate into a subterranean thing, this is your class.

Second place is for Old Harr MTX's Dreadwalker. Wear your fear on your sleeve. Use it as a spell point system. Get more powerful the lower your grip on sanity. Basically, if you were an investigator in an eldritch horror story, you could just use this class.

And our grand winner is Breccia with the Dreadsoldier! Unlike most of the others in this contest, the Dreadsoldier is fear. Why be afraid of the dark when you can make the dark soil its armor just by menacing it?


We had kind of an eclectic mix of theme requests in the voting this time, but Doesn't Meet Expectations is the only one that got two votes so it's getting posted as soon as it's done getting formatted. Good job everyone, and good luck in the next one!





The new threads have also been created! Here's the new submission thread: https://forums.giantitp.com/showthread.php?644495-D-amp-D-5e-Base-Class-Contest-XIX-Doesn-t-Meet-Expectations-II-(Submission-Thread)

And the new chat thread: https://forums.giantitp.com/showthread.php?644494-D-amp-D-5e-Base-Class-Contest-XIX-Doesn-t-Meet-Expectations-II-(Open-to-All)