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MoleMage
2022-03-28, 04:51 PM
It's time for our next subclass contest! Subclass Contest XXIX: Refine Mayhem


The class must fit the theme of the contest. For our twenty-ninth contest, the theme is new, but the content is not. Refine Mayhem means taking an existing 5e subclass and rewriting it into something new. Keep the theme, ditch the mechanics, keep both but retool the flow, or take just the name if you feel you must. Your entry has to be based on a specific subclass but it does not have to be the same subclass. You can pick a new name, for example, as long as you state in your post what the source is.
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 published base class (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 May 1st (I am busy April 25th so this is getting an extra week for free). 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 May 5th.

Oerlaf
2022-03-28, 11:52 PM
I reserve the rework of the Beastmaster Ranger. TBD.

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

Beastmaster Spells


Ranger Level
Spells


3rd
beast bondX


5th
magic fang*


9th
conjure animals


13th
charm monsterX


17th
scrying


XThe spell is encountered in the Xanathar's Guide Everything.
*This is a new spell detailed below.

Magic Fang
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V,S
Duration: Concentration, up to 1 hour

You touch a beast and choose one attack option the beast has. Until the spell ends, that attack option becomes magical for the purpose of bypassing damage resistances or immunities to nonmagical attacks with a +1 bonus to attack rolls and damage rolls.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


Animal Companion
At 3rd level, you gain an animal companion selected from the following list: badger, eagle, hawk, owl, pony, raven, small viper, medium viper or wolf. The statistics of those animals not in the Monster Manual are presented below.
https://i.imgur.com/Q1xP0vD.png
https://i.imgur.com/XR0bfD6.png

This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind.

Your animal companion is completely typical for its kind except as noted in the "Animal Companion Adjustments" subsection. As you advance in level, yhe animal's power increases as shown on the "Animal Companion Abilities by Master Level" table. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

At 7th, 11th, and 15th level, you may select from alternative lists of animals (see the "Alternative Animal Companions" subsection). Should you select an animal companion from one of those alternate lists, the creature gains abilities as if your ranger level were lower than it actually is. Substract the value indicated for the appropriate list from your ranger level and compare the result with the ranger level entry on the "Animal Companion Abilities by Master Level" table to determine the animal companion 's powers. (If this adjustment would reduce your effective ranger level to 0 or lower, you can't have that animal as a companion).


Your animal companion is superior to a normal animal of its kind and has special powers as described below.



Ranger Level
Bonus Hit Die
Bonus to AC
Ability Score Increase
Special


3rd-6th
+0
+0
+0
Link, Share Spells


7th-10th
+2
+2
+1
Limited Evasion, Devotion


11th-16th
+4
+4
+2
Multiattack


17th-20th
+6
+6
+3
Evasion


Animal Companion Basics. Use the base statistics for a creature of the companion's kind, but make the following changes.

Ranger Level: Your ranger level.

Bonus Hit Die. Extra Hit Dice of the appropriate size, each of which gains a Constitution modifier, as normal.

Bonus to AC. The number noted here is a bonus to the animal companion's existing Armor Class.

Ability Score Increase. Add this value to the animal companion's Strength and Dexterity scores.

Link. As a bonus action on your turn, you can issue one of the following orders to the animal companion: Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track or Work. On its turn, the animal companion obeys the command to the best of its ability. If you don't issue any orders to your animal companion, it acts as it deems appropriate for the given situation.

Attack. The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able.

Come.The animal comes to you, even if it normally would not do so.

Defend. The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Down. The animal breaks off from combat or otherwise backs down.

Fetch. The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Guard. The animal stays in place and prevents others from approaching.

Heel. The animal follows you closely, even to places where it normally wouldn’t go.

Perform. The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Seek. The animal moves into an area and looks around for anything that is obviously alive or animate.

Stay. The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

Track. The animal tracks the scent presented to it.

Work. The animal pushes, pulls, drags, or lifts a load.

Share Spells. You may have any spell that you cast upon yourself also affect your animal companion. The animal companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to you before the duration expires.

Limited Evasion. If an animal companion is subjected to an effect that normally allows a Dexterity saving throw for half damage, it takes no damage if it succeeds on the saving throw.

Devotion. An animal companion gains advantage on saving throws against being charmed.

Multiattack. If an animal companion does not have the Multiattack action, whenever it attacks with one of its natural weapons, it may make an additional attack.

Evasion. If an animal companion is subjected to an effect that normally allows a Dexterity saving throw for half damage, it takes no damage if it succeeds on the saving throw, and only half damage if it fails.


If you are a ranger of sufficiently high level, then you can select your animal companion from one of the following lists, applying the indicated adjustment to your ranger level for purposes of determining the companion's characteristics and special abilities.

7th level or higher (Ranger Level - 4)

Black Bear
Bisonhttps://i.imgur.com/6dN9zxd.png
Boar
Cheetahhttps://i.imgur.com/ql1MS80.png
Giant Badger
Giant Bat
Leopardhttps://i.imgur.com/2WK9wCH.png
Monitor Lizardhttps://i.imgur.com/9NUD1ST.png
Constrictor Snake
Large Viperhttps://i.imgur.com/uhE5VoM.png
Wolverinehttps://i.imgur.com/aSheVvn.png


11th Level or Higher (Ranger Level - 8)

Brown Bear
Dire Wolverinehttps://i.imgur.com/BuvbNBF.png
Dire Apehttps://i.imgur.com/ak9EFpf.png
Dire Wolf
Giant Boar
Lion
Rhinoceroshttps://i.imgur.com/RYh5UcX.png
Huge Viperhttps://i.imgur.com/M224zlB.png
Tiger


17th level or higher (Level - 14)

Polar Bear
Dire Lionhttps://i.imgur.com/9LjsDRY.png





Natural Weaponry
At 7th level, you grow claws, fangs, or horns (choose one), which you can use to make unarmed strikes. If you hit with it, you can deal slashing damage equal to 1d4 + your Strength modifier (if you choose claws), piercing damage equal to 1d6 + your Strength modifier (if you choose fangs), or bludgeoning damage equal to 1d6 + your Strength modifier (if you choose horns), instead of the bludgeoning damage normal for an unarmed strike.

Moreover, as a bonus action on your turn, you can make your natural weapon count as magical for the purpose of bypassing damage resistances and immunity for 1 minute.

Feral Spirit
Starting at 11th level, whenever your animal companion makes a damage roll while you are within 60 feet of it, it can roll a d4 and add the number rolled to the damage roll.

Shared Life
At 17th level, as long as either you or your animal companion has at least 1 hit point, the other can't be killed, regardless of failed death saving throws. If you both are reduced to 0 hit points, the failed death saving throws immediately take effect.

Snowben Gaming
2022-03-29, 02:00 AM
Monastic Tradition: Way of the Elements

v0.7 (The original Four Elements are done, but Metal and Wood are not yet.)


Add Metal Effect for Elemental Strike
Ability for attunements of Metal & Wood and spells for metal
Finish Investiture of Steel

The Elements greatly influence the Material Plane and the lives that live on it, so some monks, including yourself, have trained to use their Ki to manipulate these core forces of reality, bending and shaping them to their wills.

This remake is designed for my main homebrew world which has six elements as opposed to the standard four, those elements being Fire, Earth, Metal, Water, Wood and Air. If using this for a setting with only the four (air, earth, fire and water) then just ignore the Wood and Metal stuff.

Elemental Initiate
When you choose this tradition at 3rd level, you learn basic techniques used to shape the elements to your will. You know the gust, mold earth, produce flame, shape water, shillelagh and sword burst cantrips. Wisdom is your spellcasting ability for these spells.

Elemental Attunements
Also at 3rd level, you learn how to manipulate the elements using your ki, producing a variety of more advanced effects. When you gain this feature, choose two of the Attunements described below. When you finish a short or long rest you can change your Attunements. Each Attunement has multiple spells that you know while you have the Attunement as well as a unique ability you can use to augment the attack action. To cast a spell from an Attunement, you need to expend ki points equal to the spell's level + 1, and can spend additional ki points to cast a spell at a higher level by spending a ki point for each level you wish to raise the spell by. The maximum level you can cast Attunement spells at is based on your level in this class and is shown in the Attunement Spell Level table below, if an Attunement spell has a base level higher than the maxiumum level you can cast Attunement spells at, you cannot cast that spell. Other than the ki point cost, you use the spell's casting time and other spellcasting rules, except you don't require any material components. Wisdom is your spellcasting ability for all Attunement spells and if a saving throw is required it uses your Ki Save DC.

Attunement Spell Level


Monk Level
Maximum Spell Level


3rd
1st


5th
2nd


9th
3rd


13th
4th


17th
5th




Attunement of Air Spells


Spell Level
Spell


1st
Thunderwave


2nd
Gust of Wind


3rd
Fly


4th
Storm Sphere


5th
Control Winds



North Wind Leap
When you take the attack action on your turn, you can spend 2 ki points to replace one attack with a leap at a creature you can see within 60 feet of you. You instantly move to within 5 feet of them, and make an unarmed strike against them. If you hit, the unarmed strike deals and additional 2d10 thunder damage. Each creature within 5 feet of the target must make a Constitution saving throw, taking 1d10 thunder damage as the speed at which the air around you is displaced causes a small shockwave. At 5th level, you can spend an extra ki point to increase all damage by 1d10. At 9th level, you can spend two extra ki points to increase all damage by 2d10. At 13th level, you can spend three extra ki points to increase all damage by 3d10. At 17th level, you can spend four extra ki points to increase all damage by 4d10.



Attunement of Earth Spells


Spell Level
Spell


1st
Earth Tremor


2nd
Maximilian's Earthen Grasp


3rd
Erupting Earth


4th
Stoneskin


5th
Wall of Stone



Quaking Stomp
When you take the attack action on your turn, you can spend 2 ki points to replace one attack with a stomp on the ground. When you do so, all hostile creatures within 10 feet of you must make a Dexterity saving throw as tremors run through the earth, creating a ring of jagged spikes that emanates out from you. On a failed save, they take 2d8 bludgeoning damage. On a successful save they take half as much. The ring of spikes remains as a 10 foot radius circle centred on you for a number of turns equal to the number of ki points you spent to do this, counts as difficult terrain and provides half-cover. At 5th level, you can spend an extra ki point to increase the damage by 1d8 and the radius by 5 feet. At 9th level, you can spend two extra ki points to increase the damage by 2d8 and the radius by 10 feet. At 13th level, you can spend three extra ki points to increase the damage by 3d8 and the radius by 15 feet. At 17th level, you can spend four extra ki points to increase the damage by 4d8 and the radius by 20 feet.



Attunement of Fire Spells


Spell Level
Spell


1st
Burning Hands


2nd
Scorching Ray


3rd
Fireball


4th
Wall of Fire


5th
Flame Strike



Fangs of the Fire Snake
When you take the Attack action on your turn, you can spend 2 ki points to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action. Whenever you hit with an unarmed strike during this action, you deal an extra 1d10 fire damage. At 5th level, you can spend an extra ki point to increase all damage by 1d10. At 9th level, you can spend two extra ki points to increase all damage by 2d10. At 13th level, you can spend three extra ki points to increase all damage by 3d10. At 17th level, you can spend four extra ki points to increase all damage by 4d10.


WIP
Attunement of Metal Spells


Spell Level
Spell(s)


1st
-


2nd
Cloud of Daggers


3rd
-


4th
-


5th
-





Attunement of Water Spells


Spell Level
Spell


1st
Create or Destroy Water


2nd
Snilloc's Snowball Swarm


3rd
Tidal Wave


4th
Control Water


5th
Maelstrom



Water Whip
When you take the attack action on your turn, you can spend 2 ki points to replace one of your attacks with a whip of water to pull a creature and unbalance it. A creature that you can see that within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d10 cold damage and is pulled up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and isn't pulled. At 5th level, you can spend an extra ki point to increase all damage by 1d10. At 9th level, you can spend two extra ki points to increase all damage by 2d10. At 13th level, you can spend three extra ki points to increase all damage by 3d10. At 17th level, you can spend four extra ki points to increase all damage by 4d10.



WIP
Attunement of Wood Spells


Spell Level
Spell(s)


1st
Entangle


2nd
Barkskin


3rd
Plant Growth


4th
Grasping Vine


5th
Tree Stride




Elemental Strike
When you reach 6th level, you can imbue your fists with the power of the elements, wielding them alongside your body. When you make an unarmed strike you can change the damage dealt to a type dependent on which element you choose, as outlined in the Elemental Damage table below. Each unarmed strike can deal a different damage type, and you can choose any of the damage types, regardless of your current Elemental Attunements.

Elemental Damage


Element
Damage Type


Air
Thunder


Earth
Bludgeoning, Piercing or Slashing


Fire
Fire


Metal
Force


Water
Cold


Wood
Poison



Additionally, when you hit with an unarmed strike on your turn and choose to deal one of these damage types you can spend 1 ki point to deal an extra 1d4 damage of the same type and cause an effect determined by the element corresponding to the damage type you chose:
Air: The target of the unarmed strike must make a Strength saving throw against your Ki Save DC. On a failed save, they are pushed 10 feet away from you.
Earth: The target of the unarmed strike must make a Strength saving throw against your Ki Save DC. On a failed save, they are knocked Prone.
Fire: The target of the unarmed strike must make a Constitution saving throw against your Ki Save DC. On a failed save, they take fire damage equal to one roll of your martial arts die at the start of their next turn.
Metal: The target of the unarmed strike must make a x saving throw against your Ki Save DC. On a failed save, x.
Water: The target of the unarmed strike must make a Constitution saving throw against your Ki Save DC. On a failed save, all of their speeds are reduced by 10 feet (to a minimum of 0 feet) until the end of their next turn.
Wood: The target of the unarmed strike must make a Constitution Saving throw against your Ki Save DC. On a failed save, you gain temporary hit points equal to the damage dealt by the triggering unarmed strike.


Elemental Flurry
By 11th level, you have learned to better meld your elemental abilities with your fighting techniques. When you use an action to cast a spell using ki points, you can take the Flurry of Blows bonus action immediately after.

Elemental Avatar
By the time you have reached 17th level, you have become one with the elements, being able to channel their full might. You can cast one of the investiture of flame, investiture of ice, investiture of steel*, investiture of stone, investiture of wind or investiture of wood* spells. Once you have done so, you regain the ability to cast one of these spells at the end of a long rest. Wisdom is your spellcasting ability for these spells. Spells marked with an * are described below. When you cast a spell using this feature, you can immediately take the Flurry of Blows bonus action.
WIP
6th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, your skin hardens and gains a metallic sheen, and you gain the following benefits:

Your Armour Class increases by 2.
Movement Ability (or equivalent e.g. shedding light for fire)
Pseudo Cantrip

Spell Lists: Druid, Sorcerer, Warlock, Wizard
6th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, leaves grow from your hair and roots from your feet, and you gain the following benefits:

You are immune to poison damage and the poisoned condition.
You can move across difficult terrain created by plants without spending extra movement.
The ground in a 10-foot radius around you is covered in roots and vines and is difficult terrain for creatures other than you. The radius moves with you.
You can use your action to cause thorns, roots and vines to burst from the ground in a 10-foot around you. Other creatures on the ground in that area, must make a Dexterity saving throw, becoming restrained and taking 2d8 piercing damage on a failed save, or half as much damage and not being restrained on a successful save.

Spell Lists: Druid, Sorcerer, Warlock, Wizard

29th March: v0.1

Basic Features Done (bar metal effect for Elemental Strike)
Fire Attunement Done
30th March: v0.1.1
Specified that "upcasting" Fangs of the Fire Snake at 17th requires the extra ki points to be spent when you hit as per other levels (this isn't a mechanical change I just forgot to write it in yesterday)
31st March: v0.2
Added no material component clause for attunements
Attunements of Air and Earth added
1st April: v0.3
Swapped Elemental Strikes and Attunements, altering both as required (attunements now need 5th level for 2nd level spells and strikes got bonus damage immediately upon ki expenditure as a buff due to getting it later)
Made Earth Elemental Strikes any physical damage
Effect for Fire Elemental Strikes now deals damage equal to martial arts die
Effect for Wood Elemental Strikes is now temp hp as opposed to healing
Attunement abilities are all part of the attack action now

2nd April: v0.4
Can now flurry of blows after casting an investiture via Elemental Avatar (was supposed to be part of yesterday's update, I just forgot)
6th April: v0.5
Attunement of Water
11th April: v0.6
Water whip is now cold damage
Completely reworked Quaking Stomp
Spells for Wood Attunement & 1 spell for Metal Attunement

11th April: v0.7
Fixed the upcasting wording for all Attunement abilities
Fangs of the Fire Snake now only affects unarmed strikes made with the proccing action
Specified Elemental Strikes can use any elements regardless of your current Attunements
Investiture of Wood spell (and some of Investiture of Steel) for Elemental Avatar

MoleMage
2022-03-29, 02:34 PM
Barbarian Path of the Berserker Revised

It's been done to death and back but I'm doing it again because I want to.
My goals:
-Lean into this as the identity of barbarians who hit stuff reel gud.
-Move away from interactions with exhaustion because it's too unpredictable table-to-table.

Wakened Fury
Starting when you choose this path at 3rd level, you may regain one use of your rage feature when you complete a short rest. You can only use this feature once. You regain the ability to do so each time you complete a long rest.

Beginning at 10th level, you regain two uses of your rage feature when you use this feature instead. At 20th level, this feature instead restored three uses of your frenzy feature.

Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy while raging. As a bonus action on your turn while raging, you can make a single melee attack by expending an additional use of your Rage feature. If this attack hits, it deals 2d12 additional damage. Whenever your rage damage increases, the bonus damage of your frenzy also increases by 1d12 (3d12 at 9th level, 4d12 at 16th level).

At 20th level, you may use this feature a number of times equal to your proficiency bonus instead of consuming rages. You regain all uses whenever you complete a long rest.

Mindless Rage
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Indomitable
Beginning at 10th level, your fury will not be chained and allows you to overcome even physical limitations or restraints. You ignore the stunned and poisoned conditions while raging, and your size is treated as two size larger for the purposes of determining what can or cannot grapple you. If you end your turn and you are stunned, you may enter your rage, suppressing the source of the stun.

Additionally, if an effect would lower your move speed by a specific amount, you may ignore it while raging. Effects that limit your move speed to a specific value (such as the grappled condition) or that modify your move speed by a fraction or percent (such as the slow spell) work against you as normal.

Intimidation Stance
Also at 10th level, you can menace creatures with your weapon even as you press the attack against them. You can use your bonus action on your turn while raging to attempt to intimidate a creature within 5 feet of you. The creature must make a Wisdom saving throw with a DC equal to 8 + half the damage of your last melee attack against them (maximum DC of 21). On a failed save, the creature is frightened of you until the start of your next turn.

Retaliation
At 14th level, you can use your Frenzy or your Intimidation Stance feature as a reaction when you take damage from a creature that is within 5 feet of you. When using Intimidation Stance in this fashion, you can intimidate by using your lack of response to the damage instead of your potential for harm. You may use half the damage you just took (before accounting for resistances) instead of half the damage of your last attack when calculating the DC, if doing so is beneficial.

tzurk
2022-03-30, 05:28 AM
Champion Fighter, Revised

The archetypal champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Signature Weapon
Starting at 3rd level, your practice has lead you to an affinity with a particular type of weapon. Over the course of a long rest, you can choose one weapon type from the weapons table on page 41 of the Player's Handbook (e.g. daggers, longswords, greatswords or longbows), or unarmed strikes, to be your signature weapon type. Select one of the following abilities below for you to gain when you use a weapon of your signature type.

You can change your signature weapon type, or its chosen ability, over the course of a long rest. You can only have one signature weapon type active at any time. If a signature weapon ability deals damage to a target, it is of the same type as the original weapon.

Brutish Weapon
When you make an attack roll with this weapon and miss, the target takes damage equal to your Strength or Dexterity modifier.

Defensive Weapon
When you take the Dodge action while holding at least one of this weapon, you can make one weapon attack with one of these weapons as a bonus action.

Distracting Weapon
When you hit a creature with this weapon on your turn, you can use the Help action as a bonus action.

Keen Weapon
Once per turn when you hit a creature with this weapon, you can maximise one damage die instead of rolling it.

Reliable Weapon
When you make an attack roll with this weapon and miss, you can immediately make another attack roll against the same target. This effect can only trigger once per turn.

Sweeping Weapon
Once per turn when you hit a creature with this weapon, you can deal damage equal to your Strength or Dexterity modifier to one creature of your choice within 5 feet of the original target.

True Weapon
You gain a +1 to attack and damage rolls made with this weapon.

Remarkable Athlete
Starting at 7th level, whenever you make a Strength, Dexterity, or Constitution check you can roll a d4 and add the result to the total.

In addition, you gain a climbing and swimming speed equal to your walking speed and your jump distance is doubled.

Fighting Style Expert
At 10th level, you can choose a second option from the Fighting Style class feature. In addition, you can upgrade one of your Fighting Styles to gain additional benefits as listed below.

Archery
Immediately after making an attack with a ranged weapon, you can use your reaction to move up to half your walking speed.

Blind Fighting
Your blindsight extends to 20 feet, and whenever you hit a creature with a weapon attack, you gain 5 feet of truesight until the end of the turn.

Defense
While you are wearing armour, you gain a +1 bonus to saving throws.

Dueling
While you are holding a melee weapon in one hand and nothing in the other, you gain a +1 bonus to AC and your walking speed increases by 10 feet.

Great Weapon Fighting
When you roll damage for a melee weapon attack made with a weapon held in two hands, you can treat any roll of 1 or 2 on the dice as a 3.

Interception
When you use your interception fighting style, the creature you reduce damage to gains resistance against the damage that triggered your interception fighting style. In addition, you gain advantage on the next attack roll you make against the attacking creature before the end of your next turn.

Protection
While you have a shield equipped, one ally of your choice within 5 feet of you gains the benefit of half cover.

Superior Technique
You learn one additional Battle Master maneuvers and gain two additional martial superiority dice.

Thrown Weapon Fighting
Once per turn when you hit a target with a thrown weapon, you can roll one additional damage die for the attack. In addition, you can double the normal and long ranges of all thrown weapons.

Two Weapon Fighting
When you engage in two weapon fighting, you can use a bonus action to make two weapon attacks with a second one-handed weapon you are holding, instead of one.

Unarmed Fighting
You can add double your proficiency modifier to any Strength (Athletics) checks made to initiate or escape grapples. In addition, unarmed attacks you make against targets grappled by you deal additional damage equal to your Strength modifier.

Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Force of Will
Beginning at 15th level, when you use your Indomitable feature, you can choose to automatically succeed on the saving throw instead of rerolling it.

Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

sengmeng
2022-03-30, 02:41 PM
SOULKNIFE

A re-do of the rogue subclass, and an expansion to fighter and monk.

The Way of the Soulknife is one that can be adapted to the lurking rogue, the mystic monk, and the focused fighter. In all cases, it involves using focused psychic energy to create a semi-physical weapon known as a Mind Blade, and benefits those with a high Wisdom score. The Soulknife subclass has six levels of proficiency, and the benefits are available through multiclassing between fighter, rogue, and monk and selecting it as the subclass for each, or staying in one class.

Mind Blade
The first level of proficiency for a Soulknife involves learning to create their iconic Mind Blade. A Mind blade deals 1d8 piercing, slashing or psychic damage (chosen each time it is manifested), has the light, finesse, and thrown properties (60 feet maximum, no long range) and counts as a monk weapon. A Soulknife can manifest a Mind Blade as a bonus action and can have two Mind Blades manifested at once. They must maintain concentration to wield a Mind Blade, as if it was a spell. Any time a hit is scored with a Mind Blade, whether thrown or in melee, the Soulknife can choose to collapse the blade as a bonus action, turning the hit into an automatic critical hit and causing the blade to dissipate. The Mind Blade also dissipates harmlessly if it leaves the Soulknife's hand, either immediately or after it hits if thrown, and if the wielder loses concentration.

Way of the Soulknife
When a monk takes this subclass, they can manifest a Mind Blade as part of the bonus action when they use Flurry of Blows.

Soulknife Fighter Archetype
When a fighter takes this subclass, they can manifest a Mind Blade as part of an attack once per round on a turn in which they use their action surge.

Soulknife Rogue Archetype
When a rogue takes this subclass, once per round, they can manifest a Mind Blade as part of an attack against a surprised opponent. They can also manifest a mind blade as part of the bonus action when they use Cunning Action. They may do this a number of times equal to their proficiency bonus, after which they must finish a short or long rest before they can use it again.

Meditation
The second time you gain a feature from this subclass, whether it's because you gained enough levels in your initial class or took it as the subclass in one of the other two classes it's available for, you learn a meditation from the meditation list. You learn a second meditation when you gain your fourth feature from this subclass.
Annihilating Blade
You add necrotic to the list of damage types you can choose for your Mind Blade when you manifest it, and add a bonus to damage equal to your Wisdom when you choose necrotic.

Arsenal of the Mind
You can form a larger version of your Mind Blade, losing the finesse and light properties, and gaining the two-handed and/or reach properties. The two-handed version deals an extra 1d4 damage if it does not also have reach, and either type can add bludgeoning to the types of available damage. Its thrown range is halved.

Concussive Collapse
When you collapse a Mind Blade in an opponent's body, you can force them to make a strength save versus DC = 8 + your proficiency + your wisdom modifier, or be shoved ten feet away from you or knocked prone

Energy Blade
You add fire, lightning, thundering, and force to the choices of damage types for your Mind Blade, and add 1d4 to the damage when you choose fire, lightning, or thundering.

Force Shield
You can manifest a Mind Blade into a defensive tool instead of an offensive one. You gain a bonus to AC equal to half your proficiency bonus, that stacks with armor or unarmored defense features, but not an actual shield or a second force shield. You are counted as wielding a shield or not wielding a shield, whichever benefits you the most at the moment; it does not hamper monk class features, but does count for fighting styles that require you to wield a shield, and feats like Shield Master. However, it always take up one of your hands. For the purposes of other meditations, it counts as being armed with a Mind Blade, and can be collapsed for the purpose of Psychic Parry. It deals 1d4 damage if used to attack, and you are considered proficient, but lose the AC benefit until the beginning of your next turn, and it can be collapsed as usual. It can be thrown with half the Mind Blade's normal range.

Psionic Power
You learn a single 1st level spell from the Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard spell list, and one cantrip from the same spell list. Your casting stat is Wisdom for these spells and you can cast the first level spell once without components using this feature, after which you will need to finish a short or long rest to use it again. When casting the cantrip or spell from this feature, they have the psionic tag, and can function in an anti-magic field, cannot be countered by counterspell, and ignore spell resistance. These benefits are not gained by other castings of the spell through other features. You can take this meditation more than once, and do not need to learn spells from the same list as the first time you select it, but could also use it to gain the same spell twice to allow you to cast it a second time before needing a short or long rest.

Psychic Awareness
You add a bonus to initiative rolls equal to your Wisdom modifier.

Psychic Fighting Style
You learn a fighting style from the fighter list, but you can only gain its benefits while armed with a Mind Blade. Notably, the Great Weapon Fighting Style can't function in conjunction with wielding a Mind Blade unless you have the Arsenal of the Mind meditation as well. You can choose this meditation twice, gaining a different fighting style the second time.

Psychic Parry
While armed with a Mind Blade, you can use your reaction in response to being damaged by an attack that uses an attack roll to cut the damage in half, and can negate it completely by choosing to collapse the Mind Blade as part of the reaction.

Psychic Pin
When you hit a target with a thrown Mind Blade, it must make a Strength save versus DC = 8 + your proficiency + your wisdom modifier, or have its speed reduced to zero, and reduced to half on a successful save. This speed reduction last until the beginning of your next turn.

Soul Siphon
Once per turn, you can gain temporary hitpoints equal to your Wisdom modifier when you successfully damage a creature with your Mind Blade, doubling it if you collapse the Mind Blade.

Speed of Thought
Your walking speed is ten feet higher than normal while you are armed with a Mind Blade. You can choose this meditation a second time to gain twenty feet to your walking speed.
Improved Mind Blade
The third time you gain a feature from this subclass, your Mind Blade's damage increases to 1d10, it's thrown range increase to 90 feet, and it scores a critical hit on a 19 or 20. When or if you gain a fifth feature from this subclass, your Mind Blade improves again to 2d6 damage, 120 foot thrown range, and scores a critical hit on a 18, 19, or 20.

Psychic Bladestorm
The Psychic Bladestorm ability is gained the sixth time a Soulknife gains this subclass. Only by multiclassing in a certain ratio can the fully realized Soulknife reach the pinnacle of their abilities; it represents a lifetime of meditation and training, seeking out the disparate masters of the three styles of using the psychic blade and combining their knowledge to reach full mastery. Before any attacks are made on their turn, the Soulknife can declare they are using Psychic Bladestorm, and for one turn can manifest or collapse their Mind Blades without using an action by spending a ki point. When using this ability, they are not subjected to the rogue's normal limit of one sneak attack per round. Once the Soulknife has used Psychic Bladestorm, they must complete a long rest before they can use it again.

nickl_2000
2022-03-31, 01:37 PM
Much less drafty and more refined (thanks everyone so far!)

Artificer - Alchemist

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


Level
Spell


3rd
Create or Destroy Water, Tasha’s Caustic Brew


5th
Melf’s Acid Arrow, Enhance Ability


9th
Elemental Weapon, Gaseous Form


13th
Polymorph, Sickening Radiance


17th
Cloudkill, Transmute Rock




Tool Proficiency
At level 3, you gain proficiency and expertise with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.


Alchemical Mixes
You also gain a special alchemical bag that you can use to mix reagents on the fly and create deadly concoctions. As a bonus action on your turn, you may reach into your alchemical bag, pull out a vial, and throw it. You can throw these potions at any space you can see within 60 feet. You are also proficient with throwing acid, holy water, and alchemist's fire. You learn additional mixes at levels 5, 9, and 15.

You can use ability intelligence mod times per long rest (minimum 1).


Mix Options

Level 3:
Healing Balm - This balm settles onto and absorbs into any creature you throw it at, sealing wounds and magically healing them. That creature gains 1d4 hit points. The healing increases to 3d4 at level 9 and 5d4 at level 15.

Pipe Bomb - When this vial hits a target it explodes, sending shrapnel into at all creatures in a 10 ft radius. Each time you create this potion, choose Bludgeoning, Piercing, or Slashing damage. A creature must make a dexterity save again of spell DC or take 1d10 damage of the chosen type. The damage increases to 3d10 at level 9 and 5d10 at level 15. On a successful save, the creature takes half damage.

Frost Flask - When the reagents in this vial combine it sucks all the heat out of a small area. All creatures within a 5 feet radius must make a constitution save or take 1d6 Cold damage and have their speed reduced by 10 feet until the end of their next turn On success, they take half damage and do not have their speed reduced. The damage increases to 3d6 at level 9 and 4d6 at level 15.

Level 5:
Alchemist’s Explosion - This vial contains dangerous and reactive reagents. When this vial makes an impact with a target the reagents mix, creating a bright flash. Any creature within a 10 foot radius of the space must make a constitution save against your spell DC or be blinded until the start of your next turn. When you reach level 15, the target is also deafened.

Thunderstone - The liquids contained in the vial combine in a loud concussive blast. Any creature within a 15 foot radius of the space must make a strength saving throw against your spell DC or be pushed 10 feet directly away from the center of the explosion and be deafened for 1 round. When you reach level 15, the target is also knocked prone.

Smoke Powder - You pull out and throw a vial of smoke powder at a space within 60 feet. All spaces within a 10 foot radius are obscured in dark black smoke. This area counts as Heavily Obscured. The smoke remains for 1 minute unless it is dispersed by a moderate wind or a spell. When you reach level 15, any creature ending its turn inside the smoke at 2d6 necrotic damage.

Level 9:
Poisonous Gas - A poisonous gas escapes from the vial as these reagents combine. All creatures in a 20 foot radius must make a constitution saving throw against your spell DC. One failure, they are considered poisoned for the next minute. They may repeat the saving throw at the end of each of their turns. When you reach level 15, any creature entering the gas or starting its turn there takes 2d8 poison damage.

Sneezing Powder - You throw an abrasive white powder at a creature, causing it to burst around them, filling their lungs. The creature must make a constitution saving throw against your spell DC. If they fail, for the next minute after you hit the creature spends its action sneezing and coughing. At the end of each of its turns, the creature makes a constitution saving throw against your spell DC. On success, the effect ends. When you reach level 15, the target also has their movement speed set to 0 and cannot take bonus actions.

Liquid Luck - You create and throw this golden elixir into a space where it bursts into magic vapor. All creatures within 10 feet of the target space get an additional 2d4 added to their next saving throw within the next minute. When you reach level 15, all targets gain the bonus to the next 2 saving throws.

Level 15:
Bottled Tar - When this vial impacts a space within 60 feet of it, it explodes into an area of sticky tar. All spaces within a 10 foot radius are covered in tar. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Additionally, any creature that starts its turn in the tar must make a strength save against your spell DC or be restrained until the start of their next turn.

Liquid Fear - You have bottled the essence of fear into a vial. All creatures within a 5 feet radius of the target space must make a wisdom saving throw or be frightened of you for the next minute. They may repeat the saving throw at the end of each of their turns. While they are frightened, if they can see you they take 3d6 psychic damage at the start of each turn.

Weakening Draft - The essence of this item leaks into the creature you hit, weakening its resolve and nature fortitude. The creature must make a constitution saving throw, on failure it has all its immunities and resistance removed until the start of your next turn.



Create Potions
At level 5, you can use your alchemist's tools to brew magical potions during a long rest. If there is a costly component consumed to cast the spell it is consumed during the creation of the potion, and if there is a costly component to cast the spell, but is not consumed, you must have the component available when making the potion.

You may only have alchemical potions created where the combined spell levels of the spells equals your proficiency modifier (for a +3 mod, you may have 3 level 1 spells, 1 level 1 and 1 level 2, or 1 level 3 spell).

Eligible spells that can be imbued into potions have the following characteristics

Alchemist spells you know
Spells that require an action or a bonus action to cast (i.e. not reaction or casting time of over 1 round).
Spells where the target is Self (without range) or Spells where the target is touch on a single creature.

The duration of the effect of the potion is the same as the spell, but it doesn’t require concentration to keep the effect active. The creature that drinks the potion is the target of the effect of the spell. If there is a save DC from the spell imbued into the potion, it uses your Artificer DC.


Quick Alchemy
At level 9, your use of Alchemical Mixes now recharges on a short rest as well as a long rest.
Additionally you gain the replicate item (Alchemy Jug) infusion and may use it for free. The infusions known and infusions used do not count against your available or used infusions.


Alchemy Mastery
At level 15, you gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
Additionally you gain the replicate magic item (potion) infusion and may use it for free. The infusions known and infusions used do not count against your available or used infusions.



When you infusion a potion, you may choose to infuse any of the potions on this list.


Bottled Breath
Oil of Slipperiness
Animal Friendship
Clairvoyance
Fire Breath
Gaseous Form
Frost/Stone Giant Strength
Growth
Heroism
Longevity
Mind Reading
Watchful Rest
Water Breathing

Old Harry MTX
2022-04-01, 11:31 AM
Hi guys! Here is my refined Eldritch Knight. I shamelessly recycled the mechanics of one of my favorite base classes, the spellblade, which I made just as an alternative to the original EK. The 7th level is an exception, where to make up for the lack of spellslots, I added a feature (Eldritch Flurry) that basically transforms each cantrip with a single spell attack roll into a sort of Eldritch Blast, making great combo with this version of Weapon Bond.

I have highlighted in blue the changes I made to the original subclass.

Overall, the goal is to give spells the feeling of a warblade's/battlemaster's maneuvers.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Martial Magic

You gain access to the same magical techniques practiced by wizards, except that all your spells and cantrips have range reduced to touch the moment you cast them. Spells or features that normally increase the range of a spell have no effect. Also, effects or benefits applicable to spells with range of touch, such as the Find Familiar spell, can only be applied to those spells that normally have range of touch.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells, or it must have at least one spell attack roll, on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, or have spell attack rolls, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, or have spell attack rolls, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level, that can be any wizard spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use any weapon you are proficient with as a spellcasting focus for your spells. Also, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.


A Different Kind of Magic

The DM may choose to make minor changes to certain spells to make them easier for the Eldritch Knight to use. For example, it could swap the range and area of effect of the Dimension Door spell, reducing the former to Self, and increasing the latter to 500 feet. However, these changes should be limited and never misrepresent the spell or the martial nature of the subclass.


Weapon Bond

You learn a ritual that creates a magical bond between yourself and one melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

While wielding a bonded weapon, each time you have to make a spell attack roll, you can instead make a melee weapon attack roll.

Additionally, when you use your action to cast a spell, you can choose a number of those spell attack rolls before resolving them, up to the number of attacks you can perform during an Attack Action. For each successful hit, add the damage of your weapon to that hit as well. Treat them as normal weapon attacks.

You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

I add this section with the most frequently asked questions relating to Martial Magic, Weapon Bond and the subclass in general, in order to clarify any doubts even to those who give a quick reading.


Q - Does reducing the spells range to Touch mean that spells effects cannot extend beyond the distance that can be reached by the character's hands (usually 5 feet)?

R - No, spells clearly spell out the difference between their range and their area of effect, and Martial Magic affects only the range. For example, the fireball spell can only be cast within 5 feet of the caster, but its effect affects any creature within a 20-foot radius sphere as usual. Likewise, many spells with a range of Self that have a large area of effect (such as blink, detect magic, detect thoughts, fear, green flame blade, gust of wind, locate object, misty step, ...), are in no way altered by Martial Magic.

Q - Does this mean that the character suffers the area effects of spells that it itself casts in its vicinity?

R - Yes, this will then be fixed for it and its allies once it gains the Battle Surge feature at 7th level.

Q - How does Martial Magic work with spells that don't affect creatures, like dancing lights or wall of force?

R- In the case of spells like dancing lights or wall of force, you cast them targeting one of the squares you can reach within Touch range, and then you can extend the spell's effects as you wish within the limits set by the spell's text. For example in the case of wall of force, the limit is only to create the panels contiguous to each other, while with dancing lights you can move the lights up to 60 feet within the original spell's range using your bonus action as normal.

Q - Can i apply the benefit of Weapon Bond on a spell that requires you to make a weapon attack, such as booming blade or green flame blade?

R - No, because Weapon Bond can only be applied on spell attack rolls, and not on complete weapon attacks or other forms of attack rolls.

Q - How does Weapon Bond behave on attack rolls made by summoned entities (such as summon undead, summon fey, ...)?

R - You can apply the effects of Weapon Bond only on spell attack rolls made by you.

Battle Surge

Beginning at 7th level, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. You and the chosen creatures automatically succeed on your saving throws against the spell, and you take no damage if you would normally take half damage on a successful save.

To do so the spell's origin must be centered on yourself, or, if the spell has any attack rolls, they can only be made with a melee bonded weapon.

War Magic

Also from 7th level, whenever you take the Attack action on your turn, you can replace one of the attacks with a magical maneuver. If you do, choose a cantrip you know and cast it as if you were a 1st level character.

You can apply the benefit of Weapon Bond to that cantrip as normal.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. Before you use your action to cast a spell, you can make a melee attack roll with a bonded weapon as part of the same action. On a hit, the target has disadvantage on its first saving throw made against the spell.
You can use this feature a number of times equal to your proficiency bonus. You regain one spent use when you finish a short rest, and all of them at the end of a long one.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Arcane Riposte (Optional)

This 15th-level feature replaces the Arcane Charge feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

At 15th level, once per round, if you successfully counter a spell or deflect an attack using a spell with a casting time of a reaction, you can make a weapon attack against the creature that cast the spell or made the attack.

Improved Eldritch Strike

Starting at 18th level, the attack roll of your Eldritch Strike feature becomes eligible to be chosen as a spell attack roll for the purpose of converting it into a weapon attack using your Weapon Bond feature.

Twelvetrees
2022-04-02, 09:38 AM
Assassin, Revised

A rogue subclass


Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate
Beginning at 3rd level, you have learned how to make a decisive strike while your foes are still finding their bearings. You have advantage on attack rolls on your first turn in combat and the first hit you score against a creature during that turn is a critical hit.

Infiltration Expertise
Starting at 9th level, you can create impeccable disguises for yourself and your companions. Over the course of 10 minutes, with a disguise kit in hand, you can change your appearance and that of up to five friendly creatures within 5 feet of you.

You can modify a creature's apparent hair, weight, height, facial features, and clothing. These disguises can account for characteristics like beaks, scales, leathery hides, and snouts. You can't go so far as to change a creature’s apparent size, although an exception can be made if one Small creature sits on the shoulders of another Small creature to give the appearance of a Medium creature. These disguises last for 8 hours or until a disguised creature sheds their disguise as an action.

In addition, your changes to your own appearance allow you to expertly imitate a specific creature you've interacted with for at least 1 minute. When you use this feature to disguise yourself as that creature, you can mimic their voice, mannerisms, and writing. You also appear to be that creature with regards to magic like locate creature or sending.

Your disguises are indiscernible to the casual observer. If a wary creature suspects something is amiss, disguised creatures have advantage on any Charisma (Deception) checks made to avoid detection.

Exfiltration Expertise
At 13th level, friendly creatures within 60 feet of you can Disengage as a bonus action as long as you are conscious.

Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature during your first turn in a combat, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

1.2
Added the phrase "as long as you are conscious" to the end of Exfiltration Expertise to bring it in line with paladin auras, which were the inspiration for this feature.

1.1
Assassinate's automatic critical now only applies to the first attack you hit with, instead of any attack. The flavor text has been changed from the official text to make it clear that the feature does not rely on a surprise round.

Amechra
2022-04-06, 09:36 AM
The Way Of The Sun Soul

3 :- Ring the Golden Bell
Whenever you take the Attack action on your turn, you may spend 1 ki to briefly cause your aura to flare brightly. If you do, until the beginning of your next turn, you shed light like a torch and your reach with your unarmed strikes increases by 10 feet. A hit with such an attack deals radiant damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals additional radiant damage equal to a roll of your martial arts die.

3 :- Brushing Aside Sunbeams
You may use Deflect Missiles against ranged spell attacks. If you do, you cannot spend ki to throw the spell attack back at your attacker.

6 :- Searing Arc Sweep
Whenever you take the Attack action or use Flurry of Blows, you may make three attacks instead of two. If you do, each of those attacks must target a different creature.

11 - Step Of The Sun
Whenever you use Step of the Wind, you gain a flying speed equal to your walking speed. While using this flying speed, you cannot move through areas of darkness, and you treat areas of dim light as difficult terrain.

17 - Crackling Solar Aura
You now permanently shed light like a torch. While you are shining this way, you gain the following benefits:

You may activate Ring The Golden Bell without spending a ki point.
Creatures within your radius of bright light treat it as if it were natural sunlight.
Creatures that hit you with melee attacks suffer radiant damage equal to a roll of your martial arts die + your Wisdom modifier.

You may extinguish or reignite your brilliant aura as a bonus action.

ShiningStarling
2022-04-10, 09:56 PM
Subclass alteration:

Wild Sorcerer



Sorcerer Level
Wild Subclass Feature


1
Wild Magic Surge


6
Roll with the Tides


14
Controlled Mayhem


18
Unleashed




Wild Magic Surge
This ability functions as in the Player's Handbook, save that instead of the Tides of Chaos ability that normally follows it, you gain the following spell, added to your list of spells known with no penalty to you:

Wild Surge
1st-level Evocation
Casting time: 1 bonus action
Range: Varies
Components: None
Duration: varies

You trigger a wild magic surge, as if from the Wild Magic Surge ability of the Wild Sorcerer Subclass

At Higher Levels: You may roll on the table once per level of spell slot used to cast the spell. You may choose which roll to use for the spell's outcome.


Roll with the Tides
At 6th level, while casting a spell, you may use a sorcery point per level of spell you are casting to not roll the d20 that could trigger a Wild Magic Surge

Additionally, you may willingly accept a Wild Magic Surge on a spell you are casting to use any one Metamagic you have on that spell without expending sorcery points.


Controlled Mayhem
At 14th level, whenever you trigger a Wild Magic Surge, after rolling on the table, you may spend a sorcery point to roll again. You may continue to do this until you run out of sorcery points, or choose to stop, but whatever result you last rolled is the result that occurs.


Unleashed
At 18th level, you gain a pool of Wild sorcery points. This pool is the same size as your normal sorcery points pool, but they may only be used for other abilities from this subclass that use sorcery points, not for Metamagic or spell slots.

In addition, you may spend a sorcery point whenever you trigger a Wild Magic Surge to trigger another Wild Magic Surge immediately, subject to all your abilities as normal. You may only do this once per triggering Surge.

If you have the 20th level feature Sorcerous Restoration, you also regain 4 Wild sorcery points on a short rest.

BerzerkerUnit
2022-04-11, 08:16 PM
Way of the Sun Soul


Doing the Sun Soul thing with your Monk Self.

Illuminating Wisdom
At 3rd level after choosing this archetype you learn the Light and Dancing Lights Cantrips. Wisdom is your spellcasting ability for these spells.

Radiant Bolts
Additionally at 3rd level, you learn to channel the power of your soul into blasts of Radiant energy. When you take the attack action on your turn you may replace any unarmed strike you would make that turn with a Wisdom based Ranged Spell Attack. This attack has a range of 60/120 and deals damage equal to your Martial Arts die + your Wisdom modifier. On a hit you can spend a number of Ki up to your proficiency bonus to fire a barrage of bolts with unerring accuracy that each deal additional radiant damage. This additional damage is equal to 1 roll of your Martial Arts die per Ki point spent in this way.

Sky-Crossing Step
Beginning at 6th level you can use a bonus action to grant yourself a fly speed for 10 minutes. While using this fly speed you treat areas of dim illumination as difficult terrain and this flight is suppressed in areas of darkness. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

Sunset Soul Explosion
At 11th level, like the sunset scorches the sky from horizon to horizon, so to can you stoke the light of your soul to scourge your enemies on the field of battle. As an action you can create and eruption of radiant energy from a point you can see within 100 ft. The energy fills a 20 ft sphere and creatures in that area suffer Radiant damage equal to two rolls of your martial arts die or half on a successful dexterity save. You may spend Ki to increase the base damage of this effect by 1 roll of your Martial Arts die per point of Ki to a limit of 3.

Glorious Heliocentric Countenance
At 17th level you use a bonus action to shed bright light in a radius of 30 feet and dim light for an additional 30 by igniting your soul in a dazzling display for 1 minute, reaching the center of yourself as the sun sits at the center of the near heavens. You also gain the following of benefits:
- Your Unarmed Strikes do radiant damage. Once per turn you deal additional radiant damage on a hit equal to a roll of your Martial Arts die.
- You add your Martial Arts die to Death Saves. If this bonus pushes your total to 20 or higher, you regain 1 hit point as if you'd rolled a natural 20.
- You recover 1 Ki at the beginning of each of your turns.
- Creatures within 10 feet of you that hit you must succeed on a Constitution save vs your Ki DC or suffer 1 roll of your Martial Arts die in radiant damage and be blinded until the end of their next turn.
When this state ends, you lose any remaining Ki Points you have to a minimum of your Wisdom Modifier.
You can use this feature once and must complete a long rest or spend 15 Ki points to use it again.

Arkanist
2022-04-26, 05:33 PM
This one may be a little out there, but I put a fair bit of effort into it, and I'm quite proud of the results. So without further ado, I give you...


Arcane Tradition: School of Onomancy (https://docs.google.com/document/d/1R6I5QvF1l1k64Kxs0-XVXOygXBP-6YNoKq-J1bcZZy0/edit?usp=sharing)
(Re-Take on the Unearthed Arcana Onomancer; click the name for the Google Drive link)

Ilerien
2022-04-28, 09:31 AM
Martial Archetype: Banneret (Purple Dragon Knight) Revised

Bannerets are warriors who pledged themselves to protect the crown. They take the fight against enemies of the throne beyond the borders of the kingdom they serve. They are often tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of such a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a Banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A Banneret prefers to lead through deeds, not words, and as they spearhead an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.



Fighter level
Feature


3rd
Heroic Stand, Royal Envoy


7th
Puissant Cry


10th
Call to Action, Oath of Wrath


15th
Bulwark


18th
Final Stand



Heroic Stand
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. Your Second Wind class feature affects up to your proficiency bonus additional creatures of your choice within 60 ft who can see or hear you and restores additional hit points equal to your Charisma modifier (minimum 1). Unconscious creatures that would be able to hear you are eligible as well.
You can use your Second Wind class feature a number of times equal to half your proficiency bonus between rests.

Royal Envoy
Also at 3rd level, you gain proficiency in the Persuasion skill. If you're already proficient in Persuasion, choose any of the following skills: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability checks that use Persuasion.

Puissant Cry
Starting at 7th level, you gain the ability to utter a powerful shout as a bonus action either to rally your allies or to instill dread in your enemies. Choose one of the following options:
Rally. You and all allies within 60 ft who can see or hear you gain 10 ft increase to movement speed and deal additional damage with their weapon attacks equal to your Charisma modifier (minimum 1).
Affright. Every hostile creature within 60 ft than can see or hear you must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or become frightened of you.
Either effect lasts until the beginning of your next turn. Once you use this feature, you can't do so again until you finish a short or a long rest.

Call to Action
Starting at 10th level, you learn how to inspire others to act there and then. As an action, you can choose a creature other than you within 60 ft of you that is able to see or hear you. It can use its reaction to take any action it's able to take normally.
Once you use this feature, you can't do so again until you finish a short or a long rest unless you expend a use of your Action Surge feature.

Oath of Wrath
Also at 10th level you gain the ability to swear to defeat a single creature. As a bonus action, you can designate a creature within 60 ft and gain advantage on all attack rolls against it for 1 minute. The effect ends early if you make an attack against different creature or target it specifically with a spell that deals damage or harms it in any other way, or if it drops to 0 hit points or falls unconscious.
You can use this feature once. You regain the ability to use it when you finish a short or a long rest.

Bulwark
Starting at 15th level, when any number of creatures within 60 ft that can see or hear you failing their saving throw against a single effect (for example, several creatures caught in the area of a single fireball) you can use your reaction to allow them to reroll the saving throw, though they must accept the new rolls. You can include yourself, but if you do, you cannot use this feature in conjunction with Indomitable to reroll the saving throw again.
Once you use this feature, you can't do so again until you finish a long rest unless you expend a use of your Indomitable feature.

Final Stand
Starting at 18th level, when your Heroic Stand feature affects a creature with 0 hit points, it restores twice as much hit points as normal.

01.05.2022
Heroic Stand can now affect downed allies;
Call to Action uses up the target's reaction;
improved wording for Bulwark (thanks, Twelvetrees);
Affright option of Puissant Cry doesn't cause affected creatures to flee anymore.

MoleMage
2022-05-06, 04:12 PM
https://forums.giantitp.com/showthread.php?645557-D-amp-D-Subclass-Contest-XXIX-Voting-Thread-(Open-to-All)

It. Is. Time. TO VOTE!

So go do that.

MoleMage
2022-05-23, 05:01 PM
Alright voting tally comes out as follows!

In 3rd place it is sengmeng with the Soulknife multi-subclass! Get the most of your multiclassing while also capturing the essence of PSYCHIC BLADES.

In 2nd place we have nickl_2000's Alchemist Artificer! Because seriously, who wrote the original alchemist?

In 1st place it is TwelveTrees's Assassin Rogue! Now you're a team player! Also, your mechanics are unambiguous and clear.


We did have a tie for 1st place, which was decided by the second tie-breaker (most 1st-place votes). I think we had a good contest all around, everyone!

And on the theme side of things, our winner was I Read This in a Book, Once, becoming our first three-time theme! My Way is Different came in a close second and will automatically be in next month's voting pool.

And our new thread is up! See it here! https://forums.giantitp.com/showthread.php?646093-D-amp-D-Subclass-Contest-XXX-I-Read-This-in-a-Book-Once-III&p=25468080#post25468080