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View Full Version : Contest D&D 5e Base Class Contest XIX: Doesn't Meet Expectations II (Submission Thread)



MoleMage
2022-04-05, 08:24 PM
Welcome to the nineteenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

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

1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is a returning one: Doesn't Meet Expectations. We want to see classes that defy the default assumptions of the game. Maybe your class uses an unusual form of physical magic, or they have hit points based on their Wisdom, or they gain special benefits from having certain stats be low, instead of high. As long as your class does something unexpected, be that thematically, mechanically, or both, you're on the right track. Last time we had a wonderful grab bag, ranging from a fighter with a d6 hit dice and no martial weapons, to an intelligence class with no spells (and minimal magic at all), to Constitution-based spellcasters, or even a class that got to pick a feature almost every level instead of getting a package deal, like Invocations on growth potion. I'm sure there will be plenty of creative options this time around!

2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

Deadline for this contest will be May 22nd. The voting thread will be posted the following day and will stay open for three weeks.

Snowben Gaming
2022-04-06, 01:48 AM
Idea: the Undying (Temporary Name)

A necromancer who uses positive energies of life to animate his undead as opposed to negative energies.

Not sure how any of the mechanics are gonna work.

BerzerkerUnit
2022-04-06, 10:05 AM
The Party Deity
You create a small cast of npcs and have certain narrative powers, like treasures you can put in the path of the party or rerolls etc.

You might at times be running an NPC against the rest of the party.

If the party is Perseus and crew, you’re playing one of the olympians ******* around with them.

The how and why of gods is different on many worlds. Some are dreamed into being, others ascend to such lofty states by gathering the faith of followers or absorbing cosmic energies. However you have achieved this state is immaterial, as are you. You maintain a removed perspective from existence yet there exists an interdependence between you. Despite your nigh omnipotent aspect you yet have a role to play, responsibilities among a pantheon or insuring cosmic consonance by balancing the forces of order and chaos.

As part of that responsibility you will choose mortals that you may favor, test, even come to loathe. You may place treasures and allies in their path, boons they earn by overcoming the challenges you place before them, or you may choose to torment them with horrors, fickle entertainment you pay for by granting them such boons. From the mortal perspective, there is no difference, but you decide how the cosmic balance is maintained.

As they grow in power, you achieve greater latitude in how you influence the world around them. While the skein of fate will continue its interminable unraveling you can dance in the heavens, in the depths of realms beyond or before, or perhaps you cast your glance upward from the hells or abyss, working ever to tip the scales in the smallest ways, by guiding the actions of a few mortal heroes.



Hit die: See Servitors
Hit Points at 1st level: See Servitors
Saving Throw Proficiencies: See Servitors
Armor Proficiencies: See Servitors
Weapon Proficiencies: See Servitors


Divinity
At 1st level your Divinity renders you immaterial on all planes of existence other than your home plane. Your choice of home plane is limited to one of the Hells, a layer of the Abyss, Mount Celestia, or the Far Realm. This choice is typically determined by alignment though your character's history may justify a departure from the norm. At the DM's discretion your home plane may be some other plane (such as the deep Ethereal, Astral Planes, or Limbo), though your divine essence is eternally lost, hidden, or imprisoned there.
While you can cast your consciousness to the far ends of existence, your attention can be focused readily upon those you Mark for Destiny, presenting a view of their reality from on high. In this form you are immortal and cannot die by any means save those uniquely suited to the task of killing nigh omnipotent immortals. You do not need to eat, sleep, or breathe though you may choose to do so. You are immune to all damage, spells, effects, and conditions.
You cannot speak directly to or interact with mortal creatures on any plane other than your home plane unless they have a class feature or use a spell allowing them to do so. In such instances, you must format your responses as the spell describes.
As an action you can make your presence felt on the mortal plane with subtle, or potentially dramatic, but generally harmless effects such as stirring a sudden wind, startling an animal, creating a display of lightning and thunder in a storm, compelling insect swarms or natural phenomena into a holy symbol (this won't prevent such swarms from attacking or such phenomena from injuring or hampering a creature, but observers will recognize a greater power at work). You can make such displays help or hinder a creature granting advantage or disadvantage to the next Abilty check or attack roll (your choice) the creature makes. You can use the feature in this way a number of times per day equal to your proficiency bonus.

Mark of Destiny
At the end of a long rest you can mark a creature for some specific destiny. A creature bearing your Mark of Destiny needs to succeed on two death saves instead of 3 to become stable. You can have a number of creatures Marked for Destiny equal to your proficiency bonus. You may rescind your Mark as an action, such as when a creature displeases you or you find a more worthy candidate.

Tests
Beginning at 1st level you have the capacity to test creatures on the mortal planes in various ways. When a creature bearing your Mark of Destiny meets a triggering criteria, you can declare a Test has begun. You immediately tell the DM which Test you've chosen and wait for them to provide you the opportunity to read the exposition. You may only declare one test at a time and may not Test that creature again until they have completed the Test, pass or fail. You can use this feature to initiate a number of tests equal to your proficiency bonus and regain all uses after completing a long rest. The rules for Tests are described below.

Divine Servitors
Additionally, at 1st level, a creature that completes one of your tests may earn the service of one of your divine servitors. Your servitors may be unwitting pawns, faithful adherents of another god that owes you a favor, a sacred beast, or some other such being. Statistics for your divine servitors can be found below. Additional Divine Servitors become available at levels 6, 12, and 18. The Servitor shares your turn, it moves and acts as you direct. It cannot be granted advantage by your Divinity. You can employ only one Servitor at a time. The Servitor departs the service of the Marked creature when you rescind the creature's mark, award a different Servitor for successful completion of another Test, use an action to dismiss it, or it dies. Servitors are considered significant enough to make death saving throws and may be considered a Test of their own since the chosen one's treatment of them will likely inform the Affinity you develop for them.



Affinity
By 2nd level you have witnessed enough of the actions and behavior of creature's you've Marked for Destiny to determine whether they are aligned with your interests and deserving of your favor, are interesting enough to be entertaining despite their alignment, or objectionable and deserving of cruel correction. You choose your Affinity from the following: Favor, Interested, Curse. You gain additional Affinity features at levels 6, 10, and 14.


Treasures
Beginning at 3rd level you are no longer limited to granting boon companions as reward for passing your Tests. You choose a Treasure Table depending on what manner of divinity you are and as such, Treasure Tables thematically correspond to Divine Domains.
Now you can place treasures in the path of your chosen ones, whether it be to reward them for passing a Test or to justify terrorizing them with one. Your Treasure Die starts as a d4 and increases to a d6 at 5th level, a d8 at 9th level, a d10 at 13th level and a d12 at 17th level.
You can award one Treasure per Test instead of the normal Boon and a creature can carry no more than one of your treasures at a time. A creature bearing your Mark of Destiny does not need to meet the prerequisites to attune to an item earned in this way. A creature can rid themselves of a Treasure by exhausting its uses, losing it, or gifting it to another or donating it to a temple.


Ability Score Increase. Ability Score increases apply to all Servitors. Once assigned to a score, it is reassigned with that score whenever applicable.


Minor Treasures
When you determine treasures you can roll 1d6 or choose freely from the 1st, 2nd, or 3rd on the list.


Affinity Feature


Minor Miracles
Choose 2 cantrips and any 1st level spell that does not have an expensive material component. When your chosen one uses their action to pray for your aid, you may cast one of these spells targeting them or as if you were in their space.


ASI


Noteworthy Treasures
When you determine Treasures you can roll 1d8 or choose freely from the 1st through 4th on the list.


Affinity Feature


Lesser Miracles
Choose a 2nd level spell from the Cleric or Warlock list that does not have an expensive material component. When a Chosen One uses their action to pray for your aid you can cast this spell on them or as if you were in their space.


ASI


Potent Treasures
When you determine Treasures you can roll 1d10 or choose freely from the 1st through 5th on the list.


Affinity Feature


Greater Miracles
Choose a 3rd level spell from the Cleric or Warlock list that does not have an expensive material component. When a Chosen One uses their action to pray for your aid you can cast this spell on them or as if you were in their space.



ASI


Legendary Treasures
When you determine Treasures you can roll 1d12 or choose freely from the 1st through 7th on the list.


Avatar Servitor


ASI


Divine Will
When one of your Chosen fails an attack, check, or save, you can use your reaction to make them succeed instead. You can use this reaction a number of times equal to your proficiency bonus.



Tests
When you declare a Test you wait for the DM to provide an opportunity to read the provided exposition to the party and DM. The exposition is intended to make the successful completion criteria obvious but can otherwise be tailored to your chosen one’s specific circumstances.

Test of Lost Love
This test places an NPC of great importance to the Chosen one in harm's way. It can be resolved in a single encounter or used by the DM to drive the Players from one end of the world to another.
Trigger: The Chosen One ends a long rest.
Exposition: As you awaken from your rest the vision of your love, hidden away and trapped in darkness haunts you. They are one you have loved as much as yourself. You are sure that if you do not act fast, they will face a dark fate!
Fail: No effort is made to find out what has befallen this love.
Pass: Progress is made seeking out the lost love. As long as earnest effort is made to find or rescue the love interest, the chosen one receives a Dream every 1d4 long rests where they are reunited with their love. The love interest will communicate clear directions and images to guide them. Note: This Test does not have to end with the Love interest's rescue. Finding a token, clue, a hidden message, etc. may be all that's required to Pass this test.
Reward: Success rewards the Chosen One with the ability to use their reaction to gain advantage on Saving throws to resist spells or effects that inflict the Charmed or Incapacitated Conditions as they summon up the memory of the one they fight for. They can use this reaction a number of times equal to your Proficiency bonus.

Test of Arms
This test is a simple combat. It is an ideal means by which to introduce a Divine Servitor and a gracious divinity may even use it as a means to reduce some of the threat to a chosen one since this warrior wants a duel and will readily attack any creature that might interfere, be they the chosen one's allies or enemies.
Trigger: The Chosen One rolls initiative.
Exposition: A potent warrior stands before you, their gaze sizing you up. "I have waited long and traveled far to face one that might challenge me, I will not be denied!"
Use the statistics for either your Guide or your Guardian.
Fail: The chosen one is defeated by the warrior.
Pass: The chosen one defeats the warrior or is not defeated within 3 rounds.
Reward: You may reward a Chosen One's success with the service of a Divine Servitor. Alternatively you may grant them a reputation as a mighty or canny warrior. This mimics the Background Feature for the Folk Hero or Entertainer Backgrounds. The Chosen One can invoke this benefit a number of times equal to your proficiency bonus.
Note: the Divine Servitor granted could be the challenging warrior themselves whose respect they have earned or a prisoner rescued from the fallen villain.

Test of Sacrifice
When a chosen one's choices are all bad, this Test can be a bit of a silver lining. It presents an opportunity to highlight the stakes for all present and reward them for doing the right thing.
Trigger: The Chosen One is presented with a significant choice.
Exposition: This is one of those moments in which what you want and what needs to be done are at odds. What will you do?
Fail: The chosen one prioritizes their personal desire.
Pass: The chosen one makes a personal sacrifice for a greater cause.
Reward: Success rewards the Chosen One with Inspiration when they complete a Long Rest. They can benefit from this feature a number of times equal to your proficiency bonus.

Test of Overwhelming Odds
When the Chosen One's power is at its zenith, you put their feet to the fire to forge a deadlier weapon, challenging those that might challenge the gods. A number of additional creatures equal to 2x your proficiency bonus are added to a combat encounter. The DM decides their placement or can leave it to you. These creatures have the statistics of Kobolds without sunlight sensitivity and can have any size or appearance the DM desires.
Trigger: The Chosen One rolls initiative.
Exposition: Where you thought there to be little danger, a sudden cacophony announces the presence of a large force taking the field.
Fail: the Chosen is defeated by the any of these additional creatures.
Pass: All of the additional creatures are defeated or flee from the encounter.
Reward: Success rewards the Chosen one with

Test of Will
The Chosen must do something most think impossible.
Special: This Test can be triggered whenever the chosen one's player is about to roll a check, attack, or saving throw with a DC of 20 or higher. If they succeed and roll 18, 19, or 20, they gain a point of Inspiration.
Fail: they fail the roll
Pass: They succeed on the roll

Test of Wits
When faced with a challenge

Test of Compassion
When faced with a foe that has filled one's heart with wroth, sparing them can be a challenge, but the gods smile on the even-tempered.
Exposition: Though the foe you face would take your life in a moment, you cannot ignore the virtue of survival and that in this moment they fight for their life as you do. Are they any less deserving of mercy?
Special: This test can only be triggered when initiative or an attack roll is made.
Fail: the chosen one kills the foe in question
Pass: the chosen one spares the foe in question




Divine Servitors can be anything from a sacred beast that protects a favored soul to a commoner blessed with folksy wisdom. As those you've marked for Destiny grow in power you can grant them more powerful boon companions. All of your Divine Servitors share your Ability Scores, however you can reassign them as desired, such as swapping your great Intelligence and Dexterity for less impressive Strength and Constitution to make a more powerful Guardian. This is intended to reflect how you have spent a lifetime cultivating them into the person they are just to fulfill this role.

You are not limited to one servitor of each type. As an immortal pulling and weaving the threads of Fate you have doubtless cultivated innumerable mortals. You may choose to grant a different Guardian if the previous one dies before your chosen has the means to have them resurrected. Perhaps one of your Sages is bound to the lands of their birth and cannot accompany your chosen to a far shore, Servitors are intended to serve some grand design, not be a full replacement character, though if you enjoy playing one so much, or you create a deep story you'd rather explore, ask the DM if they can be rebuilt into a full character that matches their archetype and assume your Divinity is occupied elsewhere or achieved all it needed by bringing this creature into the party's ranks.

Note for stats:
the 3 basic Servitors have an Enhanced Help for specific skills, this is basically a combination of Help and Guidance. It's a huge boost, but it's granted to another player.

The Rival Trait is a little like pack tactics for a chosen one

The Nemesis Trait allows the Servitor to do extra damage to creatures that damage the chosen one. Classic "he's mine!!!" schtick.
Guardian Nemesis example: the Arya Stark and the guy with the burned face
Sage Nemesis example: Skeletor?
Guide Nemesis example: every bad guy forced to lead the good guys somewhere before betraying them.

Guardian- much weaker shield guardian with an AoE AC buff and the ability to share damage.
Sage- has a 1d4 no roll magic missile "cantrip." gets a few 1/day spells. At level 10 it can cast Legend Lore
Guide- basically a scout, ranged/melee damage
Level 6 Patron- A Patron is an NPC that functionally serves as favors and "the money." They can grant the whole party the benefit of a Background features like Noble or Guild Artisan or Sailor and any party member suddenly bereft of equipment (such as those waylaid by bandits or whose gear is confiscated by guards) can get a full set of starting equipment within 1d4 long rests. Each of these benefits costs money.
Level 12 Angel- pretty much "Summon Celestial" the Angel can be sent during any short or long rest as a guardian or to deliver a treasure. The treasure has to be returned before the Angel can be sent again.
Level 18 Avatar- One of the Chosen Ones you have uses an action and the rest use their reactions to captain planet you into existence for 10 minutes. There are 3 possible forms, one is fighty, one is magicky, one is a giant version of some creature to GTFO.



Treasures
So now, whenever you Test a creature, you can grant them a Treasure if they successfully complete the Test.
This is going to be an obnoxiously long list of tables. Every table has 12 entries, #1 is always "Tier Appropriate Healing Potion or 10 x level GP in gold or gems" except for the Cursed one. 2-3 are other consumables in line with the Domain, so war might be Potion of Growth, Nature: potion of speak with animals, etc.
Then a selection of magic items as you go up with a Legendary at 12.
[spoiler=Life]
1. Tier appropriate Healing Potion or 10 gp for each level you have in this class.
2. Potion of Protection from Poison
3. Potion of Lesser Restoration
4.
5. Amulet of Health
6. Scroll of Revivify
7. Ring of Protection
8.
9. Scroll of Heroes’ Feast
10. Necklace of Adaptation
11. Staff of Healing
12. Rod of Resurrection



Favor
2 When you use Divine Presence to grant a chosen one advantage you grant them temporary hit points equal to your level in this class + your charisma modifier.
6 Using a Treasure on a Divine Servitor does not consume a use or charge.
10
14

Interest
2 Your Divine Servitors gain the Rival Trait
6 When a Chosen one rolls a one you can use your reaction to treat it as a 20 but the next 20 must be treated as a 1
10
14

Curse
2 Your Divine Servitors gain the Nemesis Trait
6 You may roll on the Cursed Treasures table
10 Foul is Fair- When you Test a creature you can choose to swap the Pass and Fail criteria.
14

Damon_Tor
2022-04-07, 04:45 PM
The Band
A loyal corps of guardsmen accompany our heroes, putting themselves between them and the dangers they face. A band of mercenaries has signed on to provide the adventurers with extra muscle, firing arrows from the treeline. Members of a strange cult come together to cast spells beyond their singular means. These are bands, unexceptional individuals who come together to form a team with powers greater than the sum of its parts.

All for One, One for All
The identities of the individuals which make up a band are secondary to the characteristics of the band itself. While each of your band members may have names, personalities and backstories, often these are of reduced importance compared to the traits and circumstances which bring them together to form their band. In some cases a band is literally a family, siblings with a strong bond and an unusual ability to coordinate. Other bands are found families, fraternal orders with bonds as thick as any blood. Others might simply be such close childhood friends there was no singular official moment where the band was formed, yet you maintain an inseparable bond.

Bands in Literature
Many stories include a multitude of unnamed persons who accompany the protagonists on their journey. Robin Hood's Merry Men, King Arthur's Knights of the Round Table and the Musketeers of the Guard can all be considered bands. In all three of those examples, the reader is introduced to several characters within those organizations who have names and backstories and have a unique and distinct role within the story, but many anonymous members of the organizations in question accompany those named protagonists on their adventures. In the archtypical adventuring party, the Fellowship of the Ring, the hobbits Merry and Pippin can be thought of as a two-person band. Similarly, the twins Fred and George Weasly from the Harry Potter series are another example of a band of two. Two-person bands are quite common in literature: if you wish to play as a such a band consider using the optional multi-classing rules to gain levels in another class instead of advancing to 5th level as a band. In the above examples, the hobbits might have selected levels in rogue, while the Weasleys would have been wizards or sorcerers.

Creating a Band
Work in Progress

Hit Points
Hit Dice: 1d10 per Band level
Hit points at 1st level: 10 + your Constitution Modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Band level after 1st.

Proficiencies
Armor: Light armor, Medium Armor
Weapons: Simple weapons, Shortswords, Shortbows
Saving throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Intimidation, Perception, Performance, Religion, Slight of Hand and Stealth.

Equipment
Each of your units begins with the following equipment, in addition to the equipment granted by your background:

(a) a shortsword or (b) a simple melee weapon
(a) 10 darts or (b) 5 javelins
(a) chain mail or (b) leather, shortbow, and 20 arrows
Whenever a new unit joins your band (normally at levels 5, 10, 15, and 20) that unit starts with this equipment, as well as the equipment granted by your background.


If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the band as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a strength score of 13 or a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a band.
Proficiencies Gained. If band isn't your initial class, here are the proficiencies you gain when you take your first level as a band: light armor, medium armor, simple weapons, shortswords, shortbows.
Pact Magic If your Cadre is the Coven and another of your classes also has the Pact Magic feature, add 1/3 of your Band level to the levels of your other Pact Magic classes to determine your spell slot level and the number of spell slots you possess.




The Band



Level
Proficiency
BonusFeatures



1
+2Soulbond, Extra Attack, Shared Destiny



2
+2Interchangeable



3
+2Cadre



4
+2Ability Score Improvement



5
+3Improved Soulbond



6
+3Cadre Feature



7
+3Unity



8
+3Ability Score Improvement



9
+4Group Effort



10
+4Greater Soulbond



11
+4Cadre Feature



12
+4Ability Score Improvement



13
+5Evasion



14
+5Advanced Tactics



15
+5Legendary Soulbond



16
+5Ability Score Improvement



17
+6Cadre Feature



18
+6Fellowship



19
+6Ability Score Improvement



20
+6Epic Soulbond



Soulbond
Instead of a single creature, your character is represented by several individual creatures bound together by the strings of fate and destiny, hereafter referred to as your "units". At first level you have two units, two creatures which share a single character sheet. Their attributes, backgrounds, races and most other aspects of their characters should be identical: the units of a band are meant to be interchangeable. All class features, including feats and other abilities, apply to all units in your band, with a few limitations:

All units in your band share a single action, bonus action, and reaction. For example, if one of your units uses a reaction, your other units cannot use a reaction this round.
All your units act on the same initiative, and can take their turns at the same time, moving and taking actions in whatever order they choose.
When you move, each unit can move its own speed independently.
All resources you may gain from multiclassing, feats, and other sources are shared between all of your units. For example, if you have the ability to cast spells and one of your units casts a spell using a spell slot, that slot cannot be used by any of your other unit
If you have an ability that can be used a limited number of times, that limit applies to your entire band. For example, if one of your units uses Sneak Attack, your other units cannot use Sneak Attack this turn.
Only one of your units can concentrate on a spell at a time.
Your limit of attuned magic items (usually three) is shared amongst all your units.
If one of your units uses an action or bonus action to reload a weapon, each of your units can also reload a weapon.
The dodge, dash, disengage, hide, and escape actions apply to all your units when taken by any one of them.


Extra Attack
When you take the attack action and one of your units makes an attack using a simple weapon, a shortbow, or a shortsword, your other unit can also make an attack with a simple weapon, a shortbow or a shortsword. If they do, they don’t add their ability modifier to the damage of the extra Attack, unless that modifier is negative.

Shared Destiny
All of your units share your single pool of hitpoints, hit dice and temporary hitpoints. Whenever one of your units takes damage, the damage is deducted from this single pool of hitpoints.

Whenever one of your units takes damage and your hitpoints would drop to zero, your hitpoints remain at one instead: however, the unit which took the damage becomes unconscious and begins dying. A dying unit must make death saves as if it were below zero hitpoints unless stabilized or healed. Only when all your units are dying do your hitpoints become 0. A dying unit must be healed directly to become conscious again and end the dying condition.

Replacing Fallen Comrades

With most characters, death is a clean and obvious end to an adventuring career, especially at low levels before magic can casually resurrect individuals. But for a band, the death of one of your units can leave your character in an state of semi-functionality.

Depending on the nature of your band, you should be able to recruit new band members between adventures. Often the background of your character will help determine how your band would go about replacing a fallen unit: if your background is "soldier" then you are likely to meet up with another veteran who fought alongside you. If your background is "criminal" then perhaps the local thieves guild is the place to recruit new talent. Other characters may have a closer bond between the units of their band: a pair of twins cannot simply discover another brother! In this case the remaining units may wish to resurrect the fallen member, seeking out temple services: a unit in a band can be resurrected like any other creature, though at low levels the cost of this service may be prohibitive.

If none of these options seem viable you may wish to end the character's career. Speak with your DM about retiring this character and creating a new one, just as you would upon the death of a single character.

Interchangeable
People don't tend to think of you as individuals, and can't easily tell you apart unless you want them to. Often members of a band look very similar, wearing similar or perhaps identical clothing, or they might just be inherently forgettable people, fading into the background easily. Face-concealing helmets are fairly common among bands, as are specifically tailored uniforms and similar hair styles. Some bands are made up of siblings, and so look very similar for that reason as well. Starting at second level, you have advantage on any checks for one of your units pretending to be a different unit. In addition, whenever one of your units would be the target of a spell or attack that targets only that unit, another one of your units in range can change the target of that spell or attack to themselves. Your band can use this ability a number of times equal to your proficiency modifier. You regain all uses of this ability when you complete a short or long rest.

Cadre
By third level your band has developed more advanced specializations and expanded your tactics to fulfill a needed role on the battlefield. Choose Sagittarii, Phalanx, Acrobat Troupe, or Coven, all detailed below. The cadre you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.


Sagittarii
Your band has chosen to become ranged-weapon specialists, dealing damage and supporting your allies from afar.


https://i1.wp.com/www.tor.com/wp-content/uploads/2014/12/lucas-graciano.jpg?fit=720%2C%209999&crop=0%2C0%2C100%2C533px&quality=100
Art by Lucas Graciano

Bonus Proficiency
When you form this cadre at third level, you gain proficiency with all military ranged weapons. You can use any ranged weapon with your Extra Attack class feature.

Cover Fire
Also at third level, the quantity of arrows your band fires can interfere with your enemies' attacks. Whenever a unit of yours makes an attack with a ranged weapon and does not have disadvantage, you can choose to make the attack with disadvantage. If you do, the target of the attack makes all attacks at disadvantage until the end of your next turn.

Shoulder to Shoulder
Your band has become especially good at firing their weapons at extremely close quarters without interfering with each other's attacks, allowing you to take advantage of beneficial terrain as a team. Starting at 6th level, up to four of your units can end their turns in the same 5-foot by 5-foot space without squeezing. In addition, any of your units which share the same space can access each other's worn items, including but not limited to quivers, as if they were their own.

Arrow Storm
Starting at 11th level your band can unleash wave after wave of arrows upon a targeted location. As an action, each of your units focuses their fire on a point which is in range of all their weapons, expending 6 pieces of ammunition each. Each creature within 15 feet of that point must make a dexterity save with a DC equal to 8+your dexterity modifier+your proficiency bonus. On a failed save that creature takes 1d6 piercing damage from each unit that performed this action. On a successful save it takes half as much.

Focus Fire
Starting at 17th level your band's ability to work together to bring down a single target becomes legendary. After one of your units hits a creature with a ranged weapon attack, all your units gain a +2 bonus to damage rolls against that creature until one of your units makes an attack against a different creature or until one of your units misses an attack. This bonus is cumulative: for example, if three of your units hit a target, the fourth to attack that creature would have a +6 bonus to its damage.Phalanx
Your band has adopted the phalanx formation to protect each other and your allies with a wall of steel and will.


https://i.pinimg.com/originals/95/a1/43/95a143fafb2cae29898e8d58dc82ed4d.jpg
Art by Steve Prescott

Bonus Proficiency
When you form this cadre at third level, you gain proficiency in Heavy Armor and with Shields.

Shield Wall
Also at third level, you can form a shield wall: any of your units using a shield and standing within 5 feet of another unit with a shield has half cover (+2 to AC and Dexterity Saving Throws). Your units in this formation provide 3/4 cover (+5 to AC and Dexterity Saving Throws) while standing between an allied creature and the source of an attack or effect.

Hold the Line
Starting at 6th level your units benefiting from the Shield Wall make any strength saves or checks to avoid being moved against their will with advantage. In addition, they can make a special shove attack: as a part of an attack action, any of your units benefiting from the Shield Wall can make a single unified shove attack against the same creature instead of making a weapon attack as normal. If this attack is performed by two or three of your units, you count as a large creature for the purposes of the shove. If four or five units perform the shove, you count as huge. If six units perform the shove, you count as gargantuan. (Once you have the Group Effort feature, its bonuses will apply to the check associated with this attack)

Counterstrike
Starting at 11th level, your phalanx can make a swift shield strike to punish attacking enemies. Once per turn when a creature within 5 feet of any of your units benefiting from the Shield Wall makes an attack, you may deal that creature smashing damage equal to your strength modifier.

Esprit de Corps
At 17th level and beyond your band draws inner strength from your shared bond. At the start of each of your turns where all of your units have the benefit of the Shield Wall, you gain a number of temporary hitpoints equal to your constitution modifier.Acrobat Troupe
Your band is focused on movement and agility, using each other as springboards and handholds to streak across the battlefield and dazzle your foes.


https://i.pinimg.com/originals/55/af/59/55af593a11a88bacfb8c58b6e8c1fbe5.png
Art by Jesper Eising

Bonus Proficiency
When you form this cadre at third level, you gain proficiency in Acrobatics. If you already have proficiency in Acrobatics, you gain proficiency in another skill of your choice instead. In addition, you can treat Quarterstaves as 1d10 finesse weapons when wielded in two hands, and daggers and darts as 1d6 weapons with a thrown range of 30/80.

Synchronized Gymnastics
Also starting at third level, when your units move, they do not treat the spaces occupied by your other units as difficult terrain. Any of your units which passes through at least one of your other unit's spaces during their movement gains 10 feet to their movement speed and to the maximum height and length of any jumps they attempt this turn. Your units do not trigger opportunity attacks when they leave the reach of a hostile creature if that movement also enters the space of one of your other units.

Adagio
Starting at 6th level, your units can stand on each other's shoulders, link hands, or otherwise join with one another to form complex shapes with their bodies in apparent defiance of gravity. As long as your units are within 5 feet of each other, and as long as one of your units is standing on, climbing on, or is otherwise supported by a surface that can support the weight of the other units in this formation, your other units effectively have a flying speed equal to their movement speed.

Improvised Agility
Starting at 11th level the connection between your troupe is strong enough that you can anticipate each other's movements, allowing you to turn one member's failure to the collective advantage. Whenever one of your units misses a weapon attack against a creature, until the end of your next turn your next unit to attack that creature has advantage on the attack roll.

Confounding Spectacle
Starting at 17th level, the confusing movements of your troupe makes it difficult for enemies to remain focused on combat. A hostile creature within 5 feet of two or more of your units cannot make opportunity attacks, and makes all attacks with disadvantage.Coven
Ancient fey techniques allow for collective spellcasting, drawing on the power of your combined will to form a coven.


https://i.pinimg.com/originals/64/bd/b9/64bdb9f8fea6e1460e816b4bf4cdec8c.jpg
Art by Nolan Nasser

Bonus Proficiency
When you form this cadre at third level, you gain proficiency in Arcana. If you already have proficiency in Arcana, you gain proficiency in another skill of your choice instead.




Coven Spellcasting



Band Level
Cantrips Known
Spells Known
Spell Slots
Slot Level


3rd
2
2
1
1st


4th
2
3
2
1st


5th
2
3
2
1st


6th
2
3
2
1st


7th
2
4
2
2nd


8th
2
4
2
2nd


9th
2
4
2
2nd


10th
3
5
2
2nd


11th
3
5
2
2nd


12th
3
5
2
2nd


13th
3
6
2
3rd


14th
3
6
2
3rd


15th
3
6
2
3rd


16th
3
7
2
3rd


17th
3
7
2
3rd


18th
3
7
2
3rd


19th
3
8
2
4th


20th
3
8
2
4th



Pact Magic
When you discover this talent at third level, you gain the ability to cast spells drawing from your collective will.


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

Spell Slots
The Coven Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 15th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Coven Spellcasting table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd, level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Spellbond
Starting at 6th level, your coven forms a magical bond that allows you to share the benefits of certain spells. Whenever one of your units casts a spell which only targets itself, your other units may also choose to become targets of that spell as long as they are within 10 feet of the casting unit.

Independent Spellcasting
Starting at 11th level, each member of your coven has channeled enough of your shared magical energies to become capable of casting the simplest spells on their own. When you take the attack action, any unit which would attack without penalty may instead cast a cantrip you know. A cantrip cast this way is treated as if cast by a first level spellcaster.

Convocation
By 17th level, the collective spellcasting power of your coven reaches maturity. Whenever one of your units casts a spell of first level or higher, your other units within 10 feet of that unit may join in the casting, performing the same verbal, somatic and material components of the spell in unison. When you cast a spell this way, increase the level of the spell being cast by 1 for each additional unit casting the spell, as if the spell were cast using a higher level slot.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Improved Soulbond
Starting at 5th level you add a third unit to your band. Your extra attack feature now allows all three of your units to make an attack with a simple weapon, shortbow, or shortsword: two of those attacks are made without penalty, but don’t add their ability modifier to the damage of the third Attack unless that modifier is negative.

Unity
Starting at 7th level, the intuitive understanding between the members of your band borders on the supernatural. Any of your units which can see another of your units within 50 feet of them can flawlessly intuit that unit's intentions, in effect giving them a form of unspoken telepathy which allows them communicate tactics and broad ideas without speaking. All your units can see any creature which can be seen by another unit linked to them in this way, and a creature cannot be hidden from any of your units if it isn't hidden from another of your units linked in this way.

In addition, whenever more than one of your units make a weapon attack against the same creature using the same action, those attacks are considered magical for the purposes of overcoming resistance and immunity.

Group Effort
Starting at 9th level, whenever you make a skill or ability check and use more than one of your units to perform the action, each unit beyond the first adds +1 to the roll as long as the other units are within 5 feet. Any check taken by all your units at the same time benefit from the feature. In other situations you may elect to have more than one of your units attempt a check normally made by a single creature: for example, if three of your units are collectively making an intimidation check against a captive, the check would be made with a +2 bonus. The DM has the final say as to which skill checks can reasonably be made by multiple units at once: for example, all of you crowded around a single lockpick isn't likely to improve your odds of picking the lock.

Greater Soulbond
Starting at 10th level you add a fourth unit to your band. Your extra attack feature now allows all four of your units to make an attack with a simple weapon, shortbow, or shortsword: two of those attacks are made without penalty, but don’t add their ability modifier to the damage of the third or fourth Attacks unless that modifier is negative.

Evasion
Beginning at 13th level, you can work together to avoid certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When one of your units is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail, as long as at least one other unit is within 10 feet.

Advanced Tactics
Starting at 14th level, each of your units can take a reaction during a round, but not on the same turn as another of your units.

Legendary Soulbond
Starting at 15th level you add a fifth unit to your band. Your extra attack feature now allows all five of your units to make an attack with a simple weapon, shortbow, or shortsword: two of those attacks are made without penalty, but don’t add their ability modifier to the damage of the third, fourth or fifth Attacks unless that modifier is negative.

Fellowship
At 18th level and beyond, when one or more of your units makes a save against the same spell or effect, each of those units gains a bonus to their roll equal to the number of your units who are attempting a save against the same effect. For example, if three of your units are caught in a dragon's breath weapon, each unit has +3 to the save.

Epic Soulbond
At 20th level you add a sixth unit to your band. Your extra attack feature now allows all six of your units to make an attack with a simple weapon, shortbow, or shortsword: three of those attacks are made without penalty, but don’t add their ability modifier to the damage of the fourth, fifth or sixth Attacks unless that modifier is negative.

Instead of playing one standout character, you portray several relatively interchangeable characters who are members of a team. You could be the Storm Troopers, the Town Guards, or the Legionnaires. You could be a pair of twin brothers who get up to crazy shenanigans and simply multiclass into another class rather than gaining extra members by gaining more band levels.

Mechanics will in some ways treat you as a single creature that occupies several spaces at once, with a mostly-shared resource pool. An "Extra Attack" ability gives each of your "units" an attack when you take the attack action. Weak secondary attacks akin to "Dual Wielding" helps balance this at low levels. (Balance concern: the effects of Sharpshooter on damage dealing ability)

Tracks HP as a single creature, but when you would hit 0, instead you drop to 1 and just the damaged unit actually starts dying.

The class is designed as a martial area control/damage class.

Class has limited proficiency to start. Subclasses focus on a given fighting style/combat role and expands proficiencies accordingly.
-Archery Squad gives better ranged weapon proficiency and allows for "arrow storm" AoE damage tactics and things like cover fire.
-Phalanx Squad gives better armor/shield proficiency and specializes in protecting the backline.
-Attack Squad focuses on single-target mobbing attacks and mobility.
-Spell Squad is a 1/3 caster class that focuses on interesting group casting concepts.

Multiclass dip to portray a pair of characters who are an inseparable duo is an explicit goal. Fred and George Weasly could have a level or two in this class in addition their wizard levels, for example.

Two units at level 1, 3 at level 5, 4 at level 10, 5 at level 15, 6 at level 20.

sengmeng
2022-04-10, 12:42 PM
THE SHIELDMAIDEN


https://i.ibb.co/8MF107Q/a1066.gif (https://imgbb.com/)

A defense based class that has historically been mainly pursued by female adventurers

Hitpoints

Hit Dice: 1d12 per Shieldmaiden level

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

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

Proficiencies

Armor: All Armor and Shields

Weapons: Simple weapons and Martial weapons

Saving Throws: Constitution, Strength

Skills: Two of the following: Acrobatics, Animal Handling, Athletics, History, Insight, Perception, Survival

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

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



Level
Prof
Features


1
+2
Armor Master, Shield Bash


2
+2
Fighting Style


3
+2
Protective Archetype


4
+2
Ability Score Improvement


5
+3
Extra Attack


6
+3
Archetype Feature


7
+3
Extra Reaction


8
+3
Ability Score Improvement


9
+4
Defensiv


10
+4
Archetype Feature


11
+4
Shield Other


12
+4
Ability Score Improvement


13
+5
Expertise


14
+5
Defensive Trick


15
+5
Archetype Feature


16
+5
Ability Score Improvement


17
+6
Retribution


18
+6
Defensive Trick


19
+6
Ability Score Improvement


20
+6
Archetype Feature



Armor Master
You learn to make the most of your armor, subtracting from incoming damage and adding a bonus to shield bash and unarmed strike damage, and to saves according to the type of armor you are wearing detailed in the table below, but no higher than your proficiency bonus.

Armor Type
Armor Master Bonus


Light Armor
1


Hide
1


Chain Shirt, Scale Mail, Breast Plate
2


Half Plate
3


Ring Mail
2


Chain Mail
3


Splint
4


Plate
5


Shield Bash
If you are wielding a shield, you have your proficiency bonus when using it as an improvised weapon, and it deals 1d6 + your strength + your armor master bonus. You do not lose it's AC bonus when you use it to bash, and if it has an enhancement bonus, you add that bonus to attack and damage rolls. It counts as a light weapon with a thrown range of 20/60.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting
You have Blindsight with a range of ten feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Brawler
You gain +1 to attack and damage rolls with improvised weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique
You learn one maneuver of your choice from among those available to the Battlemaster archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw is DC equals 8 + your proficiency bonus + your strength or dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuver. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with that weapon. Additionally, when you hit with a ranged attack using a ranged weapon, you gain a +2 bonus to the damage roll.

Unarmed
Your unarmed strikes can deal 1d6 + your strength modifier on a hit. If you aren't wielding any weapons or shield when you make the attack, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Protective Archetype
The Shieldmaiden choose a specific form of protective archetype at third level.
The Crusader is a Shieldmaiden who always stands for what is right, granting her divine blessings, and focuses on her shield as a defensive and offensive tool

Shield Ricochet/B]
Beginning when you take this archetype at 3d level, the crusader uses her strength modifier on attack and damage rolls when throwing her shield, and whether it hits or misses, it returns to her at the end of her turn.

[B]Sacrifice Play
Also beginning at 3rd level, the Crusader gains Sacrifice play. After rolling a successful attack roll, you can take up to twice your proficiency bonus in damage to add 1d4 radiant damage to an attack per 2 hitpoints dealt to yourself, rounded down.

Expert Shield Fighter
Beginning at 6th level, your shield gains the Versatile property, dealing 1d8 damage if you use it in two hands.

Leadership
Also at 6th level, the Crusader gains Leadership. You may use the Help action as a bonus action to aid any creature who can see or hear you.

Extra Fighting Style
At 10th level, the Crusader gains another fighting style. As usual, you cannot pick the same fighting style twice.

Divine Strike
Beginning at 15th, the Crusader gains Divine Strike. Every weapon attack or unarmed strike you make deals an extra 1d8 radiant damage.

I Can Do This All Day
Beginning at 20th level, the crusader is immune to exhaustion and regains hitpoints equal to her constitution modifier at the beginning of every turn in which she is below half her maximum hitpoints, unless she is at zero hitpoints.The Valkyrie focuses on mobility, rushing to the aid of their allies who need it- whether to help, or usher them into the afterlife.
Spare the Unworthy
Beginning when you take this archetype at 3rd level, you gain the Spare the Dying Cantrip, and can move up to your base movement speed as part of the action used to cast it. This movement does not provoke attacks of opportunity.

Honor the Fallen
Also Beginning at 3rd level, the Valkyrie gains Honor the Fallen. When a creature you can see makes a death save, you gain advantage on all attacks that round.

Skirmish
Beginning at 6th level, whenever the Valkyrie moves 15 feet or more in their turn, she gains +2 to her Armor Class and +1d6 damage to all attacks until the beginning of her next turn.

By Your Side
Also at 6th level, the Valkyrie gains By Your Side. As a reaction to a creature within five feet of you moving, you can move to any square adjacent to that creature at the end of their movement. This movement does not provoke attacks of opportunity.

Greater Skirmish
Beginning at 10th level, the Valkyrie's Skirmish bonuses increase. Whenever you move thirty or more feet in a round, you gain +4 to your Armor Class and +3d6 to all attacks until the beginning of your next turn.

Eyes of the Raven
Beginning at 15th level, the Valkyrie gains Eyes of the Raven. You are under the effects of the Deathwatch spell at all times.

Wings of the Raven
Beginning at 20th level, the Valkyrie gains Wings of the Raven. As a bonus action, you can sprout feathery wings from your back for 20 rounds, which do not have to be consecutive. You can dismiss them as a free action at any time on your turn. While you have your wings, you have a fly speed of 60 feet. As an action, you can dash and make one melee attack against all creatures who come into your reach during this movement. Doing so uses up 5 rounds of your wings' duration instead of one. Once you complete a long rest, your Wings of the Raven duration is reset to 20 rounds.The Sister of Mercy focuses on healing and protecting.
Martyr
Beginning when you take this archetype at 3rd level, you gain the Martyr ability. You can cast cure wounds on another creature as a 1st level spell without using components by dealing 4 damage to yourself. Your spell-casting ability is constitution for this ability. You may up cast it to a slot level no higher than your proficiency modifier, dealing an additional 4 points of damage per slot level above first.

Transfusion
Also at 3rd level, the Sister of Mercy gains the Transfusion ability. You learn the Chill Touch cantrip, and gain temporary hitpoints equal to half the necrotic damage dealt when you use it.

Medic
Beginning at 6th level, the Sister of Mercy gains the Medic ability. Whenever you use your Martyr ability on a creature, the target also benefits from a lesser restoration spell.

Surgical Strike
Also at 6th level, the Sister of Mercy gains the Surgical Strike ability. When you use your action to cast Chill Touch, you may make a shield bash as a bonus action.

Healing Beam
Beginning at 10th level, the Sister of Mercy gains Healing Beam. Her Martyr ability has a range of 60 feet.

Superb Medic
Beginning at 15th level, the Sister of Mercy gains Superb Medic. The target of her Martyr ability now also gains the benefits of a Greater Restoration spell.

Wings of the Angel
Beginning at 20th level, the Sister of Mercy gains Wings of the Angel. As a bonus action, you can sprout feathery wings from your back for 20 rounds, which do not have to be consecutive. You can dismiss them as a free action at any time on your turn. While you have your wings, you have a fly speed of 60 feet. While you have your wings, you can use your Martyr ability by spending rounds of their duration in place of damaging yourself. Each round of duration lost is equivalent to 8 hitpoints. Once you complete a long rest, your Wings of the Angel duration is reset to 20 rounds.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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

Defensive Trick
At 7th level, 9th level, 14th and 18th level, you learn one of a variety of defensive tricks, from the list below.Brutal Reaction
You may attack twice, instead of once, when an enemy provokes an attack of opportunity.

Enchanted Armor Master
You add your armor's enhancement bonus, if any, to your armor master bonus.

Extra Reaction
You gain a second reaction per round, but each enemy action can only trigger one of them.

Intervention
As a reaction to a creature other than you being attacked who is close enough to reach with your base walking speed, you can spend your reaction to move into their square and grant them the ability to move up to their speed using their own reaction. You become the target of the triggering attack, which gains disadvantage, and neither movement provokes attacks of opportunity. If they cannot or do not use their reaction to move, this ability fails and your reaction is not used up.

Smother
When you make a successful save against a spell or effect that would affect more creatures than you, you may spend your reaction to completely negate that effect for all creatures other than you. For simplicity, you should roll your save first in all such situations.

Spellsplinter
As a reaction to a creature you can see casting a spell, you can move up to your speed and attack that creature. If you damage them, they must make a constitution save as if they are concentrating on a spell, with disadvantage. When you damage a creature that is concentrating on a spell, they also have disadvantage on their constitution save to maintain concentration.Shield Other
Beginning 11th level, any creature of your choice who is subject to an attack while within 5 feet of you adds your shield bonus to their armor class.

Aggression
Beginning at 13th level, you can move up to your speed as a bonus action as long as you end closer to an enemy than you started. This movement does not provoke attacks of opportunity.

Retribution
Beginning at 17th level, whenever you take damage, your next attack gains +1d4 damage for each 5 hitpoints you are below your maximum.

MoleMage
2022-04-15, 02:51 PM
The Phantasm (https://www.gmbinder.com/share/-N-ieM_H0WHnCNQLDE4Z)

When a lucid dreamer dives too deeply into their unique talent, they sometimes come to learn that the difference between dream and reality is rather...arbitrary. Phantasms manifest the power of dreams to appear as more powerful versions of themselves or the shape the minds and perceptions of others, or even the very physical world around them. With practice, they can even replicate the effects of spells and other magic.

Old Harry MTX
2022-05-07, 10:10 AM
Hello everyone!
I don't know if my idea can be considered sufficiently as a "class" to be a valid entry for the contest, but surely this is the right contest for trying.

I've been developing this idea for a while, trying to create a method that gives enough development space to make races with very unusual traits, without limiting them or making them too OP. I took inspiration from 3.5, where almost each monster could be used as a race considering its hit dice and adjustment levels as class levels.

At the moment I also have a hag-inspired racial class in the works, but I think this one is more refined. However, I would like to expand it a bit, maybe adding some sort of subclasses, a barbarian/fighter one and a ranger/druid one.

I think the idea can be expanded a lot, creating more levels when necessary (but always multiples of 4 due to ASIs), or placing them to higher levels, thus allowing to create more powerful and typical racial features.

Racial Classes

Some races give access to a number of racial levels (ideally 4, or multiple of 4) that provide typical proficiencies and features.
The character gains those levels following the general rules for multiclassing, with the following differences:
You must take all the racial levels.
Each racial level must be taken when the character reaches a certain level, or between a narrow range of levels, specified for each.
The first time you gain a level in a non-racial class you gain all its proficiencies. If you get levels in other non-racial classes at higher levels, you follow the multiclass rule as normal.
Here an example of a Centaur Race:

Racial Class: The Centaur

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.

https://www.aidedd.org/dnd/images/centaur.jpg

Centaur Traits (These are heavily inspired by the traits of the official centaur)

The following traits are shared by player characters who are centaurs.


Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Centaurs mature and age at about the same rate as humans.
Alignment. Centaurs are inclined toward neutrality.
Size. Your size is Medium, yet you tower over most other humanoids.
Speed. Your base walking speed is 40 feet.
Hooves. Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d8 + your Strength modifier.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages. You can speak, read, and write Common and Sylvan.

Creating a Centaur

As a centaur, you are naturally tied to a mythological destiny. What led you to embark on a life of adventure? Were you captured and enslaved when you were still a cub, or did you always ride freely across the steppes with the wind on your skin? Have you been exiled from your tribe, or are you the supposed last of your kind?


Quick Build

You can make a centaur quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the background of the mythical wanderer.


Centaur Features

As a centaur, you gain the following class features.

Centaur Table

LevelFeatures
1st - 2ndCharge, Quadruped Shape
4thAbility Score Improvement, Sylvan Speech
5th - 6thRabid Attack
7thNatural Jouster


Barbarian Centaur Example

LevelProficiency BonusFeaturesRagesRage Damage
1st2Rage, Unarmored Defense22
2nd2Charge, Quadruped Shape
3rd2Reckless Attack, Danger Sense22
4th2Ability Score Improvement, Sylvan Speech
5th3Rabid Attack
6th3Primal Path32
7th3Natural Jouster
8th3Ability Score Improvement32
9th4Extra Attack, Fast Movement32
10th4Path Feature42
11th4Feral Instinct42
12th4Ability Score Improvement42
13th5Brutal Critical (1 die)43
...............

Hit Points

Hit Dice: 1d10 per centaur level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per centaur level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Investigation, Nature, Perception, and Survival

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

(a) a longsword, (b) a lance, or (c) any simple weapon
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

Charge

Beginning at 1st or 2nd level, if you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together.

Quadruped Shape

Also from 1st or 2nd level you can choose to be treated as mounted or as a mount in order to meet the prerequisites for using any weapons, items, feats, or features that require it.

Ability Score Improvement

When you reach 4th Level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Sylvan Speech

Also at 4th level, you gain the ability to cast the spells speak with animals and find familiar, but only as rituals.

Rabid Attack

Beginning at 5th or 6th level, you can attack with your hooves in addition to the normal attack, whenever you take the Attack action on your turn. In addition, your hooves attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Natural Jouster

Finally at 7th level, whenever you use your Charge ability while wielding a lance, you can roll the weapon’s damage dice three times instead of two and add them together.

Nicomo Cosca
2022-05-12, 08:22 AM
The Unlikely Hero

Sometimes the most unexpected of individuals find themselves swept up and sent upon the unlikeliest of hero's journeys. They may not be the strongest, the wisest or the most skilful, but deep within their heart the spark of heroism surely burns bright and true. They are the everyday person, doubted by all and yet somehow thrust into the great wheel of onrushing events. They are propelled ever forward, by the inconceivable forces of good fortune and the irresistible call to adventure.


And who knows?

Perhaps at the journey's end,
they may just find,
that they had what it took...

https://cdn.mos.cms.futurecdn.net/YvzbWQnmqEudRJKvCxSrMf-970-80.jpg.webp

(Image credit: Riot Games)

...all along.


Hitpoints

Hit Dice: 1d10 per Unlikely Hero level.

Hit Points at 1st Level: 10 + your Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unlikely Hero level after 1st.

Proficiencies

Armour: Light Armour.

Weapons: Simple weapons and Improvised Weapons.

Saving Throws: Dexterity, Charisma.

Tools: Choose any one.

Skills: Choose any three.

Equipment

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


Any simple melee weapon.
(a) a Light Crossbow and 20 bolts or (b) A sling, 20 bullets and a shield.
(a) An Entertainer's Pack (b) An Explorer's Pack.
(a) Chain Mail or (b) Leather Armor and any one artisan's tool kit.




Level
Proficiency Bonus
Improvised Damage
Fortune
Features


1st
+2
1d6
1
Inexplicable Good Fortune (1), Lucky Reversal, Surprising Effective, The Unlikely Hero's Journey Feature


2nd
+2
1d6
2
Falling with Style, Infuriatingly Resilient, Stumbling to Success.


3rd
+2
1d6
3
Scramble to Safety, Touched by Magic.


4th
+2
1d6
4
Ability Score Improvement


5th
+3
1d8
5
Extra Attack, The Unlikely Hero's Journey Feature


6th
+3
1d8
6
Empowered Improvisation, Inexplicable Good Fortune (2)


7th
+3
1d8
7
Evasion


8th
+3
1d8
8
Ability Score Improvement


9th
+4
1d8
9
The Unlikely Hero's Journey Feature


10th
+4
1d8
10
Master of the McGuffin


11th
+4
1d10
11
Inexplicable Good Fortune (3), The Unlikely Hero's Journey Feature


12th
+4
1d10
12
Ability Score Improvement


13th
+5
1d10
13
The Unlikely Hero's Journey Feature


14th
+5
1d10
14
Fortunes Favour


15th
+5
1d10
15
Heart of a Hero


16th
+5
1d10
16
Ability Score Improvement, Inexplicable Good Fortune (4)


17th
+6
1d10
17
The Unlikely Hero's Journey Feature


18th
+6
1d10
18
Somehow Someway


19th
+6
1d10
19
Ability Score Improvement


20th
+6
1d10
20
Journeys End




Fortune

Starting at level 1 a you gain the ability to tap into the powers of good fortune. Access to this ability is represented by a number of 'Fortune' points. Your Unlikely Hero level determines the number of points you have access to, as shown in the 'Fortune' column of the Unlikely Hero table.

Fortune is a resource that the you may spend in a number of ways as you progress thought-out the class.

When you spend a fortune point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended fortune points. You must spend at least 30 minutes of the rest performing minor non-productive tasks to regain your fortune points.

Some of your fortune features may require a target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Fortune save DC = 8 + your Proficiency Bonus + your Charisma modifier


Inexplicable Good Fortune

Starting at level 1 a you have an uncanny knack of just doing things, often with no right or reason to do so other than dumb luck or happenstance. You may, before rolling an ability check, choose to temporarily gain both proficiency and expertise in the corresponding skill. This boon to the relevant skill persists for the next hour. At 1st level you may only use this feature once and must complete a short or long rest before you can do so again.

Upon reaching 6th level you may use this ability twice before resting, three times at 11th level and four times at 16th level. However, you may not activate this ability upon any skill you have already used it upon until you complete a short or long rest.


Lucky Reversal

Starting at level 1 a you have a miraculous ability to (seemingly by accident or serendipity) evade attacks and often find unexpected or incidental ways of catching them off guard afterward. You may, as a reaction either:

a) Gain advantage on a saving throw you are required to make in response to another creatures spell or ability.
or b) Require a creature that succeeds on an attack roll against you to reroll the d20 and use the lower roll.

Using this feature automatically grants you advantage on the next attack roll you make this round against the creature who triggered this ability (either by requiring you to make a saving throw or by making an attack roll against you).


Surprising Effective

Starting at level 1 your use of improvised weaponry catches your foes off guard, striking them with often surprising force. The minimum possible damage characteristic of an improvised weapon you are wielding is 1d6, with the damage type of this weapon still determined by its physical form (as set by the DM). At 5th level this minimum possible damage characteristic of any improvised weapon you are wielding increases to 1d8 and at 11th level it increases again to 1d10. This information is shown in the 'Improvised Damage' column of the Unlikely Hero table.


The Unlikely Hero's Journey

Starting at level 1 your bond with the forces of luck commits you (often unwittingly) to an unlikely journey of heroic endeavours. You must select the nature of this unlikely journey, which grants you features at 1st level and again at 5th, 9th, 13th and 17th level.

The possible Unlikely Journeys available to choose from are:


The Apprentice: A unassuming student of magic thrust into a quest that may unlock their untapped potential.
The Blessed: An unexpected chosen one tasked with great purpose by divine forces beyond their understanding.
The Shepard: A tender of nature who stumbles across a force of nature that drives them on to greatness.
The Squire: A novice martial practitioner whose plucky nature, good heart or utterly inexplicable good fortune makes them a thorn in their foes sides.

Each of these can be found as subclasses in the Unlikely Journeys section.


Falling with Style

Starting at 2nd level, you may spend 1 fortune to cast Feather Fall upon yourself, doing so does not expend your reaction and requires no verbal or material components.


Infuriatingly Resilient

Starting at 2nd level, you may spend 1 fortune to re-roll a failed saving throw. You may apply your proficiency bonus to this saving throw re-roll, even if you are not ordinarily proficient in this saving throw. You must use the result of this re-roll, even if the result was worse than your original roll.


Stumbling to Success

Starting at 2nd level, you may spend 1 fortune to cast Shield upon yourself, doing so does not expend your reaction and requires no verbal or somatic components.


Scramble to Safety

Starting at 3rd level, you no longer drawls opportunity attacks if you are crawling. Additionally, attack rolls made against you while you are prone no longer gain advantage as a result of your having the prone condition.


Touched by Magic

Starting at 3rd level, you gain the ability to cast Prestidigitation as a cantrip. You can cast this cantrip without the need for any verbal or somatic components.


Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Empowered Improvisation

Starting at 6th level, any attacks you make using an improvised weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Evasion

Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Master of the McGuffin

Starting at 10th level, you can spend 2 fortune as a bonus action to immediately attune to a magical item. Additionally, you can spend 2 fortune as an action to cast Remove Curse on a magic item you are currently attuned to.


Fortunes Favour

Starting at 14th level, you can spend 2 fortune to re-roll a death saving throw. You must use the result of this re-roll, even if the result was worse than your original roll.


Heart of a Hero

Starting at 15th level, you are immune to the frightened condition.


Somehow Someway

Starting at 18th level, attack rolls made against you while you have the blinded, restrained or stunned conditions no longer have advantage as a result of those conditions.


Journeys End

Upon reaching 20th level you may expend 20 fortune to cast the Wish spell. If you do so your maximum fortune is permanently reduced to 19 and can never be increased again by any means.


Unlikely Journeys

The following subclasses represent the various unlikely journeys an Unlikely Hero may choose to follow.

The Squire


Faking It

Starting at level 1 a Squire gains proficiency with all armour, shields and two martial weapons of their choice.

The Squire may treat any weapons they are proficient with as if they were improvised weapons for the purpose of using any Unlikely Hero class features.

Stroke of Luck

Starting at level 1 a Squire may spend 1 fortune to gain advantage on an attack roll using an improvised weapon.

Fluke

Upon reaching level 5 a Squire may spend 1 fortune when rolling damage with an improvised weapon. If they do so, do not roll the weapons damage dice and instead treat the roll as though it scored the maximum possible amount (6 for example if the weapons damage dice was 1d6). A Squire may not use this feature more than once per round.

Wild Flurry

Upon reaching level 9 a Squire may spend 1 fortune immediately after they take the Attack action. If they do they can make one additional melee attack.

Utterly Unpredictable

Upon reaching level 13 a Squire may choose to spend 1 fortune whenever an opportunity attack is made against them. If they do the opportunity attack automatically fails.

Making It

If a Squire of 17th level or higher ever rolls a 1 on an ability check or saving throw they may spend 3 fortune to treat that result as though they rolled a 20.



The Apprentice


Spellcasting

Starting at level 1 an apprentice gains the ability to spend their fortune to cast a limited number of spells. To do so they must spend an amount of fortune equal to the spells level. For example, 1 fortune to cast a 1st level spell, 2 fortune to cast a 2nd level spell, 3 fortune to cast a 3rd level spell and so on...

An apprentice may spend additional fortune to cast their spells at a higher level, for example by spending 2 additional fortune (for a total of 3) when casting a first level spell to cast it at 3rd level. However, an apprentice may not spend additional fortune to cast a spell at a level greater than the highest level apprentice spell they know (1st and 1st level, 2nd at 5th level, 3rd at 9th level, 4th at 13th level and 5th at 17th level).

Spells learned through means beyond the apprentice subclass, such as having levels in another spellcasting class, may not be cast using fortune points.

For additional information see Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level an apprentice knows two cantrips, which they can select from the following list:

Acid Splash, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Frostbite, Gust, Infestation, Light, Mage Hand, Magic Stone, Mending, Minor Illusion, Mould Earth, Poison Spray, Prestidigitation, Ray of Frost, Shape Water, Shocking Grasp, Thunderclap, True Strike.

Additionally at 5th and 13th level they may add one additional cantrip to their list of known cantrips.

Spells Known

At 1st level an apprentice knows all the 1st level spells on the apprentice spell list. At 5th, 9th, 13th and 17th level they unlock access to spells of higher levels, knowing all the spells of the relivant level as shown on the apprentice spell list.

Spellcasting Ability

Charisma is the apprentice spellcasting ability. An apprentice uses their Charisma whenever a spell refers to their spellcasting ability. In addition, an apprentice uses their Charisma modifier both when setting the saving throw DC for an apprentice spell they wish to cast and when making an attack roll with one.

Spell save DC = 8 + apprentice's proficiency bonus + apprentice's Charisma modifier

Spell attack modifier = apprentice's proficiency bonus + apprentice's Charisma modifier

Spellcasting Focus
An apprentice can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for apprentice spells.


Apprentice 1st level spells

Starting at level 1 an apprentice knows the following 1st level spells:

Burning Hands, Catapult, Chaos Bolt, Chromatic Orb, Color Spray, Expeditious Retreat, Feather Fall, Find Familiar, Fog Cloud, Grease, Jump, Magic Missile, Silvery Barbs, Thunderwave.

Apprentice 2nd level spells

Upon reaching level 5 an apprentice knows the following 2nd level spells:

Acid Arrow, Blur, Darkness, Dragon's Breath, Dust Devil, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Kinetic Jaunt, Knock, Levitate, Magic Weapon, Mirror Image, Misty Step, Pyrotechnics, Scorching Ray, Shatter, Vortex Warp, Warding Wind.

Apprentice 3rd level spells

Upon reaching level 9 an apprentice knows the following 3rd level spells:

Blink, Counterspell, Dispel Magic, Erupting Earth, Fireball, Fly, Haste, Lightning Bolt, Major Image, Melf's Minute Meteors, Sending, Sleet Storm, Slow, Stinking Cloud, Thunder Step, Tidal Wave, Wall of Sand, Wall of Water.

Untapped Potential

Upon reaching level 9 an apprentice can learn a single 1st or 2nd level spell selected from the Wizard's spell list. Once chosen this spell is permanently added to the apprentice selection of spells known and may be cast using fortune points like any other apprentice spell. At 17th level the apprentice may learn an additional spell from the Wizard's Spell list, but this time the spell may be of 1st, 2nd or 3rd level.

Apprentice 4th level spells

Upon reaching level 13 an apprentice knows the following 4th level spells:

Confusion, Control Water, Dimension Door, Fabricate, Fire Shield, Greater Invisibility, Ice Storm, Resilient Sphere, Sickening Radiance, Stone Shape, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere

Apprentice 5th level spells

Upon reaching level 17 an apprentice knows the following 5th level spells:

Animate Objects, Arcane Hand, Cloudkill, Cone of Cold, Dawn, Far Step, Hold Monster, Immolation, Telekinesis, Wall of Force, Wall of Light, Wall of Stone.



The Blessed


Destined for (eventual) Greatness

Starting at level 1 the blessed gains proficiency with all armour and shields.

Spellcasting

Starting at level 1 a blessed gains the ability to spend their fortune to cast a limited number of spells. To do so they must spend an amount of fortune equal to the spells level. For example, 1 fortune to cast a 1st level spell, 2 fortune to cast a 2nd level spell, 3 fortune to cast a 3rd level spell and so on...

A blessed may spend additional fortune to cast their spells at a higher level, for example by spending 2 additional fortune (for a total of 3) when casting a first level spell to cast it at 3rd level. However, an blessed may not spend additional fortune to cast a spell at a level greater than the highest level blessed spell they know (1st and 1st level, 2nd at 5th level, 3rd at 9th level, 4th at 13th level and 5th at 17th level).

Spells learned through means beyond the apprentice subclass, such as having levels in another spellcasting class, may not be cast using fortune points.

For additional information see Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level an blessed knows two cantrips, which they can select from the following list:

Guidance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, Word of Radiance

Additionally at 5th and 13th level they may add one additional cantrip to their list of known cantrips.

Spells Known

At 1st level a blessed knows all the 1st level spells on the blessed spell list. At 5th, 9th, 13th and 17th level they unlock access to spells of higher levels, knowing all the spells of the relevant level as shown on the blessed spell list.

Spellcasting Ability

Charisma is the spellcasting ability of the blessed. A blessed uses their Charisma whenever a spell refers to their spellcasting ability. In addition, a blessed uses their Charisma modifier both when setting the saving throw DC for an blessed spell they wish to cast and when making an attack roll with one.

Spell save DC = 8 + blessed proficiency bonus + blessed Charisma modifier

Spell attack modifier = blessed proficiency bonus + blessed Charisma modifier

Spellcasting Focus
An blessed can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for apprentice spells.


Blessed 1st level spells

Starting at level 1 a blessed knows the following 1st level spells:

Bane, Bless, Command, Create or Destroy Water, Divine Favor, Guiding Bolt, Heroism, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite.

Blessed 2nd level spells

Upon reaching level 5 a blessed knows the following 2nd level spells:

Blindness/Deafness, Branding Smite, Calm Emotions, Find Steed, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Magic Weapon, Silence, Spiritual Weapon.

Blessed 3rd level spells

Upon reaching level 9 a blessed knows the following 3rd level spells:

Beacon of Hope, Bestow Curse, Blinding Smite, Create Food and Water, Elemental Weapon, Remove Curse, Spirit Guardians, Water Walk.

Divine Intivention

Upon reaching level 9 a blessed may, after rolling damage upon a target, pay one fortune to change the damage type of all the damage they inflict to either radiant or necrotic.

Blessed 4th level spells

Upon reaching level 13 a blessed knows the following 4th level spells:

Aura Of Life, Aura of Purity, Banishment, Control Water, Find Greater Steed, Freedom of Movement, Staggering Smite, Stone Shape

Blessed 5th level spells

Upon reaching level 17 a blessed knows the following 5th level spells:

Banishing Smite, Circle of Power, Dawn, Destructive Wave, Greater Restoration, Insect Plague, Raise Dead



The Shepard


Hardy Folk

Starting at level 1 a Shepard gains proficiency with medium armour, shields and two martial weapons of their choice.

The Shepard may treat any weapons they are proficient with as if they were improvised weapons for the purpose of using any Unlikely Hero class features.

Better With Animals

Starting at level 1 a Shepard may spend 1 fortune to cast Animal Friendship or Speak With Animals. Additionally, the Shepard may add their charisma modifier to any Animal Handling ability checks they roll.

Found Friends

Starting at level 1 a Shepard may spend 1 fortune to cast Summon Lesser Beast. A Shepard casting this spell does not require any material components to do so and does not need to concentrate in order to maintain this spell. A Shepard may never have more than one casting of Summon Lesser Beast active at any time. A new casting of Summon Lesser Beast or Summon Beast instantly ends any existing Summon Lesser Beast spell the Shapard has active.


Summon Lesser Beast

1 conjuration
Casting Time: 1 action
Range: 30 feet
Target: —
Components: V, S, M (a feather, tuft of fur, and fish tail wrapped in a nest of silver wire worth at least 50 gp)
Duration: Concentraion, up to 1 hour
Classes: Druid, Ranger

You call forth the essence of a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Lesser Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell's level appears in the stat block.



Lesser Bestial Spirit

Small beast, —
Armor Class: 12 + the level of the spell

Hit Points: 10 (Air only) or 15 (Land and Water only) + 5 for each spell level above 1st

Speed: 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR: 12 (1)
DEX: 14 (2)
CON: 12 (1)
INT: 4 (-3)
WIS: 12 (1)
CHA: 6 (-2)

Senses: darkvision 60 ft., passive Perception 11

Languages: understands the languages you speak

Flyby (Air Only): The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only): The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only): The beast can breathe only underwater.

Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).

Maul: Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8+2) piercing damage + the spell's level.

Beast Buddy

Upon reaching level 5 a Shepard may spend 2 fortune to cast Summon Beast. A Shepard casting this spell does not require any material components to do so and does not need to concentrate in order to maintain this spell. A Shepard may never have more than one casting of Summon Beast active at any one time. A new casting of Summon Beast or Summon Lesser Beast instantly ends any existing Summon Beast spell the Shapard has active.

The Shepard may spend more fortune when casting this spell to cast it at a higher spell level, doing so costs 1 fortune per additional spell level. The maximum spell level a Shepard may cast this spell at is dependant on their level in this class as shown on the following table:



Unliely Hero Level
Maximum Summon Beast Spell Level


5th
3


7th
4


9th
5


11th
6


13th
7


15th
8


17th
9



Beast Bond

Upon reaching level 9 a Shepard casting Summon Beast may choose to spend 1 fortune (no action) to have the spirit appear already under the effect of the Enlarge/Reduce spell. No concentration is required in order to maintain this spell upon the bestial spirit and its duration increases to match the period in which the bestial spirit exists.

Additionally, a bestial spirit summoned by the Shepard is considered to have the correct anatomy to be used as a mount, provided that the rider is at least one size category smaller than the bestial spirit. The Shepard's bestial spirit is always considered to have the correct saddle to match whatever form it currently has.

On the Fly

Upon reaching level 13 a Shepard may, as a bonus action, spend 1 fortune to instantly change the form (land, air or sea) of a bestial spirit they have summoned. The bestial spirit is considered to be the same creature, maintaining the spell level it was originally cast at. If the bestial spirit's hit points exceed the maximum number of hitpoints its new form provides, its hit points will automatically decrease to match the maximum hit points of its new form.

Additionally, a bestial spirit summoned by the Shepard gains a breath weapon, which it may use as an action. This weapon's form must be chosen at the time the bestial spirit is summoned.

The Shepard must choose the damage type (acid, cold, fire, lightning, or poison) of the bestial spirit's breath weapon and if the shape of their breath weapon is either a) a 30 foot cone or b) a 60 foot line. When used each creature in the area of the breath weapon must make a Dexterity saving throw (DC = the Shepards spell save DC) taking an amount of damage determined by the level of the Summon Beast spell used (see the table below) to summon the bestial spirit on a failed save, or half as much damage on a successful one.

Once used the bestial spirit may not use their breath weapon again for 1d6 rounds.



Summon Beast Spell Level
Damage


2nd
3d6


3rd
4d6


4th
5d6


5th
6d6


6th
7d6


7th
8d6


8th
9d6


9th
10d6



Friends to the End

Upon reaching level 17 the Shepard may choose each round if either they or the bestial spirit they have summoned acts first in the initiative order.

Breccia
2022-05-12, 01:58 PM
The Fatemaster (https://homebrewery.naturalcrit.com/share/ewyWl6Z1dlbk)

It's basically a weighted risk/reward system, where the player decides how much they're willing to handicap their abilities to improve their chances of the ones they have left.

MoleMage
2022-05-23, 05:10 PM
Time for voting is upon us!


https://forums.giantitp.com/showthread.php?646094-D-amp-D-5e-Base-Class-Contest-XIX-Voting-Thread-(Open-to-All)

MoleMage
2022-06-21, 10:15 PM
Alright our voting time is now up! Let's take a look see...

In 3rd place, it looks like we have a tie between MoleMage with the Phantasm and Nicomo Cosca with the Unlikely Hero! Both earned 6 points with the same voting spread, and as of my vote an hour ago, both parties have voted, so the tie stands!

In 2nd place, we have Breccia's Fatemaster! It may be multiclass only, but that's on brand for this contest, and nobody manipulates luck like this class does.

And our grand winner for contest 19 is Damon_Tor with The Band! For when you really need to be 2-6 guys instead of one.

Good work everyone! This is a challenging theme and we had a lot of competitive entries.

Theme votes were all over the place this time. I may need to start using the restricted vote pool like I do in the subclass contest. But for today, I'm going to combine Don't Give Up the Day Job as suggested by Nicomo Cosca with Less About Combat suggested by Damon_Tor (the other new suggestions are going in the box, don't you worry about that). Look for Contest 20: I'm Not Supposed to Be Here soon!

And here's the chat thread! https://forums.giantitp.com/showthread.php?647051-D-amp-D-Base-Class-Context-XX-I-m-Not-Supposed-to-Be-Here-(Open-to-All)&p=25497823#post25497823


Voting has been called, and the new contest threads are open for business! Get in there and start brewing!

Chat Thread (https://forums.giantitp.com/showthread.php?647051-D-amp-D-Base-Class-Context-XX-I-m-Not-Supposed-to-Be-Here-(Open-to-All))

Submission Thread (https://forums.giantitp.com/showthread.php?647052-D-amp-D-5e-Base-Class-Contest-XX-I-m-Not-Supposed-to-Be-Here-(Submission-Thread))