clash
2022-05-17, 03:32 PM
Ive been mulling over ideas for a branching class system where classes are each 5 levels long and each qualifies you for 2 or more classes at the next stage that you can choose from. This runs parallel to a job system built in the same fashion but for out of combat utility. Let me know what you think of the base classes. Ability descriptions incoming.:
Base Classes
Solider(strength)
Level
Features
Maneuvers Known
Mana
1
Weapons Training, Fighting Style
-
0
2
Combat Maneuvers
2
3
3
Second Wind, Resilient
3
4
4
ASI
4
6
5
Extra Attack
4
8
Weapons Training
You have proficiency with All simple and martial weapons.
Fighting Style
As Written.
Combat Maneuvers
You gain two combat knowledge of two combat maneuvers. You gain additional maneuvers as you level up. You can replace any attack in the attack action with a single combat maneuver by expending mana equal to it's level. (Or spell slot if you play with spell slots, solider gains spell slots as a half caster)
Second Wind
Once per long rest, as a minor action, you can regain hp equal to your character level.
Resilient
You have advantage on any death saving throws you make
Extra Attack
When you take the attack action you may attack one additional time as part of the same action. This stacks with itself.
Archer(dexterity)
Level
Features
Precise Attack Dice
1
Precise Attack, Improved Critical
1d6
2
Steady Aim
1d6
3
Keep Your Distance
2d6
4
ASI
2d6
5
Precise Attack, Point Blank Shot
3d6
Precise Attack
When you make an attack with a ranged or finesse weapon and have advantage you deal an extra 1d6 damage. This increases as you gain levels.
Improved Critical
When you make an attack roll you score a critical hit on a 19 or 20.
Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Keep Your Distance
When a creature misses you with a melee attack you may immediately move half your movement speed as a reaction. This movement does not provoke opportunity attacks.
Point Blank Shot
You no longer have disadvantage for firing a range weapon at a target withing 5 ft of you.
Tactician(intelligence)
Level
Features
Orders Known
1
Combat Tactics, First Strike
2
2
Know Your Enemy
2
3
Stillness of Mind
3
4
ASI
3
5
Intermediate Order
5
Combat Tactics
You gain knowledge of two orders. As an action you can use one of your known orders. you gain more orders as you gain levels in this class.
First Strike
You have advantage on dexterity checks to determine initiative.
Know Your Enemy
As an action you can determine a creatures resistances, vulnerabilities, and immunities.
Stillness of Mind
You have advantage on any saving throws made to resist charm or fear.
Intermediate Orders
You can learn intermediate orders.
Mage(wisdom)
Level
Features
Spells Known
Mana
1
Spellcasting
4
3
2
Mana Recovery
5
6
3
Magic Shielding
6
9
4
ASI
7
12
5
Potent Spellcasting
8
15
Spellcasting
Spell known and spell slots as full caster if not using mana
Mana Recovery
Once per day you can spend 10 minutes to regain mana equal to half your level.
Magic Shielding
When you are hit with a spell attack roll, you can add +5 to your ac as a reaction potentially causing it to miss.
Potent Spellcasting
Whenever you deal damage with a spell you deal an additional damage dice matching the dice of the spell. (If playing with spell slots this only effects cantrips and replaces the normal cantrip progression)
Hedgewitch(charisma)
Level
Features
Disasters Known
Magical Talents
1
Nature Magic(Disasters), Familiar
2
-
2
Magical Talents, Damage Resistance
2
2
3
Focused Caster
2
2
4
ASI
2
3
5
Improved Disasters
3
3
Nature Magic
You learn how to use subtle manipulations to invoke the wrath of nature. You learn two disasters and may progress them to level 3. You can invoke a disaster at its lowest level as an action. You must concentrate on it as if concentrating on a spell. Once invoked you can maintain it at its current level on subsequent turns as a bonus action or intensify it as an action. You can intensify it to a maximum of level 3.
Familar
See find familiar spell
Magical Talents
You gain two magical talents. See warlock invocations.
Damage Resistance
You gain resistance to one of Fire, Air, Lightning, Thunder, or Poison damage.
Focused Caster
You have advantage on checks to maintain concentration.
Improved Disasters
You deal an additional die of damage at each of your disaster levels. If it deals more than one type of damage just choose one to increase.
Example of a disaster:
Storm
Level
Effects
1
Rain and wind permeate a cylindrical area of 5ft radius and 40ft high at a point you choose within 60ft. Creatures caught within have vulnerability to lightning damage until the start of your next turn and must succeed on a Strength Saving throw or get shoved 5ft in a direction you choose, taking 1d8 air damage. On subsequent turns after invoking this Disaster, you may move the point of origin up to 30ft as a part of the minor action used to maintain the Disaster.
2
The area spreads to a 10ft radius cylinder and the Storm gets stronger and cooler, producing hail. The Storm obscures vision and each creature caught within is Blinded while in the area. Additionally, each creature within has vulnerability to lightning damage and must succeed on a Dexterity Saving throw or take 2d8 cold damage from the pelting hail. On success, they take half as much damage, but still receive the blindness and vulnerability. On subsequent turns, you may move the point of origin up to 30ft as a part of the minor action used to maintain the Disaster.
3
Your Storm intensifies, growing to a radius of 15ft and allowing you to call lightning. In addition to the effects of Intensity Level 2, you may choose one creature within the area to be struck by lightning simultaneously with the hail. If the creature fails their Saving throw against the hail, they take an additional 2d8 lightning damage. If they succeed, they still take half as much lightning damage.
4
Your Storm culminates into a tornado of destruction, increasing to a radius of 20ft. The Storm obscures vision and hearing. Creatures within are Blinded and Deafened while in the area. The area is treated as difficult terrain for any creature that is flying. Each creature caught within the Storm must succeed on a Strength Saving throw or be lifted to the height of the Storm. Up there, they take 3d8 air damage and 3d8 lighting damage and, if they do not possess a flight speed, become Grappled by the Storm. Creatures that are lifted fall at the start of your next turn.
Intermediate Classes
All features awarded in intermediate classes are additive with features gained from the base classes. For example the stormbows disasters known are in addition to any known from the hedgewitch.
Stormbow(Archer, Hedgewitch)
Level
Features
Disasters Known
1
Nature Magic(Disasters), Storm Arrows
2
2
Wind Piercing Shot
2
3
Storm Soul
2
4
ASI
2
5
Improved Disasters
3
Marksman(Archer)
Level
Features
Precise Attack Dice
1
Improved Accuracy, Precise Attack
-
2
Quickdraw
1d6
3
Elevated Shooting
1d6
4
ASI
2d6
5
Sharpshooter
2d6
Fencer(Archer, Solider)
Level
Features
Flourishes Known
Mana
1
Flourishes, Unarmored Defense
2
2
2
Narrow Profile
3
4
3
Uncanny Dodge
3
6
4
ASI
4
8
5
Extra Attack
4
10
Warrior(Solider)
Level
Features
Maneuvers Known
Mana
1
Super Heavy Weapons, Combat Maneuvers
2
2
2
Improved Fighting Style, Reckless Attack
3
4
3
Goad
3
6
4
ASI
4
8
5
Extra Attack
4
10
Base Classes
Solider(strength)
Level
Features
Maneuvers Known
Mana
1
Weapons Training, Fighting Style
-
0
2
Combat Maneuvers
2
3
3
Second Wind, Resilient
3
4
4
ASI
4
6
5
Extra Attack
4
8
Weapons Training
You have proficiency with All simple and martial weapons.
Fighting Style
As Written.
Combat Maneuvers
You gain two combat knowledge of two combat maneuvers. You gain additional maneuvers as you level up. You can replace any attack in the attack action with a single combat maneuver by expending mana equal to it's level. (Or spell slot if you play with spell slots, solider gains spell slots as a half caster)
Second Wind
Once per long rest, as a minor action, you can regain hp equal to your character level.
Resilient
You have advantage on any death saving throws you make
Extra Attack
When you take the attack action you may attack one additional time as part of the same action. This stacks with itself.
Archer(dexterity)
Level
Features
Precise Attack Dice
1
Precise Attack, Improved Critical
1d6
2
Steady Aim
1d6
3
Keep Your Distance
2d6
4
ASI
2d6
5
Precise Attack, Point Blank Shot
3d6
Precise Attack
When you make an attack with a ranged or finesse weapon and have advantage you deal an extra 1d6 damage. This increases as you gain levels.
Improved Critical
When you make an attack roll you score a critical hit on a 19 or 20.
Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Keep Your Distance
When a creature misses you with a melee attack you may immediately move half your movement speed as a reaction. This movement does not provoke opportunity attacks.
Point Blank Shot
You no longer have disadvantage for firing a range weapon at a target withing 5 ft of you.
Tactician(intelligence)
Level
Features
Orders Known
1
Combat Tactics, First Strike
2
2
Know Your Enemy
2
3
Stillness of Mind
3
4
ASI
3
5
Intermediate Order
5
Combat Tactics
You gain knowledge of two orders. As an action you can use one of your known orders. you gain more orders as you gain levels in this class.
First Strike
You have advantage on dexterity checks to determine initiative.
Know Your Enemy
As an action you can determine a creatures resistances, vulnerabilities, and immunities.
Stillness of Mind
You have advantage on any saving throws made to resist charm or fear.
Intermediate Orders
You can learn intermediate orders.
Mage(wisdom)
Level
Features
Spells Known
Mana
1
Spellcasting
4
3
2
Mana Recovery
5
6
3
Magic Shielding
6
9
4
ASI
7
12
5
Potent Spellcasting
8
15
Spellcasting
Spell known and spell slots as full caster if not using mana
Mana Recovery
Once per day you can spend 10 minutes to regain mana equal to half your level.
Magic Shielding
When you are hit with a spell attack roll, you can add +5 to your ac as a reaction potentially causing it to miss.
Potent Spellcasting
Whenever you deal damage with a spell you deal an additional damage dice matching the dice of the spell. (If playing with spell slots this only effects cantrips and replaces the normal cantrip progression)
Hedgewitch(charisma)
Level
Features
Disasters Known
Magical Talents
1
Nature Magic(Disasters), Familiar
2
-
2
Magical Talents, Damage Resistance
2
2
3
Focused Caster
2
2
4
ASI
2
3
5
Improved Disasters
3
3
Nature Magic
You learn how to use subtle manipulations to invoke the wrath of nature. You learn two disasters and may progress them to level 3. You can invoke a disaster at its lowest level as an action. You must concentrate on it as if concentrating on a spell. Once invoked you can maintain it at its current level on subsequent turns as a bonus action or intensify it as an action. You can intensify it to a maximum of level 3.
Familar
See find familiar spell
Magical Talents
You gain two magical talents. See warlock invocations.
Damage Resistance
You gain resistance to one of Fire, Air, Lightning, Thunder, or Poison damage.
Focused Caster
You have advantage on checks to maintain concentration.
Improved Disasters
You deal an additional die of damage at each of your disaster levels. If it deals more than one type of damage just choose one to increase.
Example of a disaster:
Storm
Level
Effects
1
Rain and wind permeate a cylindrical area of 5ft radius and 40ft high at a point you choose within 60ft. Creatures caught within have vulnerability to lightning damage until the start of your next turn and must succeed on a Strength Saving throw or get shoved 5ft in a direction you choose, taking 1d8 air damage. On subsequent turns after invoking this Disaster, you may move the point of origin up to 30ft as a part of the minor action used to maintain the Disaster.
2
The area spreads to a 10ft radius cylinder and the Storm gets stronger and cooler, producing hail. The Storm obscures vision and each creature caught within is Blinded while in the area. Additionally, each creature within has vulnerability to lightning damage and must succeed on a Dexterity Saving throw or take 2d8 cold damage from the pelting hail. On success, they take half as much damage, but still receive the blindness and vulnerability. On subsequent turns, you may move the point of origin up to 30ft as a part of the minor action used to maintain the Disaster.
3
Your Storm intensifies, growing to a radius of 15ft and allowing you to call lightning. In addition to the effects of Intensity Level 2, you may choose one creature within the area to be struck by lightning simultaneously with the hail. If the creature fails their Saving throw against the hail, they take an additional 2d8 lightning damage. If they succeed, they still take half as much lightning damage.
4
Your Storm culminates into a tornado of destruction, increasing to a radius of 20ft. The Storm obscures vision and hearing. Creatures within are Blinded and Deafened while in the area. The area is treated as difficult terrain for any creature that is flying. Each creature caught within the Storm must succeed on a Strength Saving throw or be lifted to the height of the Storm. Up there, they take 3d8 air damage and 3d8 lighting damage and, if they do not possess a flight speed, become Grappled by the Storm. Creatures that are lifted fall at the start of your next turn.
Intermediate Classes
All features awarded in intermediate classes are additive with features gained from the base classes. For example the stormbows disasters known are in addition to any known from the hedgewitch.
Stormbow(Archer, Hedgewitch)
Level
Features
Disasters Known
1
Nature Magic(Disasters), Storm Arrows
2
2
Wind Piercing Shot
2
3
Storm Soul
2
4
ASI
2
5
Improved Disasters
3
Marksman(Archer)
Level
Features
Precise Attack Dice
1
Improved Accuracy, Precise Attack
-
2
Quickdraw
1d6
3
Elevated Shooting
1d6
4
ASI
2d6
5
Sharpshooter
2d6
Fencer(Archer, Solider)
Level
Features
Flourishes Known
Mana
1
Flourishes, Unarmored Defense
2
2
2
Narrow Profile
3
4
3
Uncanny Dodge
3
6
4
ASI
4
8
5
Extra Attack
4
10
Warrior(Solider)
Level
Features
Maneuvers Known
Mana
1
Super Heavy Weapons, Combat Maneuvers
2
2
2
Improved Fighting Style, Reckless Attack
3
4
3
Goad
3
6
4
ASI
4
8
5
Extra Attack
4
10