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View Full Version : Contest D&D 5e Base Class Contest XX: I'm Not Supposed to Be Here (Submission Thread)



MoleMage
2022-06-21, 10:11 PM
Welcome to the twentieth 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?647051-D-amp-D-Base-Class-Context-XX-I-m-Not-Supposed-to-Be-Here-(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 new: I'm Not Supposed to Be Here. We're looking for classes that represent anyone except a typical adventurer. Do they work a mundane job as a shoemaker, or a seamstress? Maybe a lawyer, or an accountant. For that matter, civilians, the elderly, or even simple house pets or pack animals! They're probably not going to be great at combat (but who knows, maybe jesters deal psychic damage by telling bad jokes), but they found themselves in this situation and now they're going to be useful, at least.

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 August 7th. The voting thread will be posted the following day and will stay open for three weeks.

Damon_Tor
2022-06-22, 12:39 AM
The Brute
A stablehand with a gentile heart and uncommon size finds himself forced to defend his friends against peril, his sheer bulk shielding them from harm. A bastion of mythic might slaps around the forces of nature in ways that only make sense from her own epic vantage. A horned behemoth with a beastial soul is forced to leave his grove to protect the animals he cares for. These are brutes, those with fantastic strength and a will to make a difference in the world, but lacking the martial prowess of a fighter or the rage-fueled savagery of a barbarian.

A Brute's Calling
Distinct from fighters and barbarians, brutes are often depicted as peaceful, even gentile. Many brutes only want a simple life performing some of menial labor, but their uncommon strength marks them for adventure. They are often motivated by love, friendship, or other compassionate ideals. Some brutes, in typically mythic brutes, find great joy in adventure, but even then they're often slow to violence, preferring to use their great strength to protect rather than to harm.

Hit Points
Hit Dice: 1d12 per Brute level
Hit points at 1st level: 12 + your Constitution Modifier
Hit points at higher levels: 1d12 (or 7) + your Constitution modifier per Brute level after 1st.

Proficiencies
Armor: Light armor, Medium Armor
Weapons: Simple melee weapons
Saving throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Performance, and Survival

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

two simple melee weapons
hide armor
(a) a dungeoneer's pack or (b) an explorer's pack



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 brute as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a strength score of 13 to take a level in this class, or to take a level in another class if you are already a brute.
Proficiencies Gained. If brute isn't your initial class, here are the proficiencies you gain when you take your first level as a brute: light armor, medium armor, simple melee weapons.




The Brute



Level
Proficiency
BonusFeaturesMaximum
Strength



1
+2Brute Strength, Brutal Nature
20



2
+2Impressive Power
20



3
+2Beast of Burden
20



4
+2Ability Score Improvement
20



5
+3Brute Strike
20



6
+3Super Strength
22



7
+3Brutal Nature Feature
22



8
+3Ability Score Improvement
22



9
+4Extreme Effort
22



10
+4Super Strength Improvement
24



11
+4Smasher
24



12
+4Ability Score Improvement
24



13
+5Hold the Door
24



14
+5Super Strength Improvement
26



15
+5Brutal Nature Feature
26



16
+5Ability Score Improvement
26



17
+6Fastball Special
26



18
+6Death Grip
26



19
+6Ability Score Improvement
26



20
+6Godlike Strength
30



Brute Strength
Even at the start of your journey, your strength is exceptional. You gain a +1 bonus to your strength score at first level.

Brutal Nature
Each brute has some quality which explains their exceptional gift. When you choose this class at first level, you also select your brutal nature from the following options: Big, Mythic or Primal. Your brutal nature grants you bonus features at first level, and again at 7th and 15th level.
Big
You're simply unusually large for your species: your height can be up to 50% higher than the normal maximum for your race, and your weight can be up to double. Some big brutes claim to have giants in their bloodline, others were exposed to magic which may have contributed to their abnormal size. But most have no special explanation: they're just big.

Stand Tall
At first level, you already know how to use your size to your advantage. Whenever you complete your movement on your turn (or elect not to move) you can adopt a wide stance to take up more room. Choose one 5 foot square within 5 feet of you: you occupy that space in addition to the space you normally occupy until you move again. While in this stance you count as one size larger as regards shoving and grappling other creatures.

A Big Rock
Rocks are everywhere, and by 7th level you've gotten really good at hitting people with them. You are proficient with improvised weapons, and you can wield abnormally large objects as improvised weapons. You can wield an object which weighs between 50-100 pounds in one hand, and it deals 2d4 damage for you. An object which weighs between 100-200 pounds can be wielded in both hands and deals 3d4 damage.

Really Big
By 15th level you've lost any doubts or insecurities about your size. You might literally grow to 200% your race's usual maximum height or you might simply hold yourself differently, as you choose. Either way, you are now a large creature. (Any features which allow you to be treated as one size larger still function normally, with "large" being your new base size)
Mythic
A hero (or a villain) with mythic strength is often the illegitimate offspring of a God and a mortal, but this isn't always true, and sometimes there's no good explanation for the strange way their strength affects the world. Whatever the roots of your mythic strength, you can do things with physical force that would seem to defy all natural laws and common sense.

Godlike Grip
At first level, your legendary nature allows you to physically interact with objects and creatures that would normally be intangible (including those which are ethereal, liquid, gaseous, phase shifted, or otherwise unable to be touched). You can shove, grapple, and make weapon attacks against such creatures as if they were fully tangible, solid creatures. Creatures cannot escape your grapples by becoming intangible, and teleportation which would move a creature or object you are grappling or holding fails.

Mythic Might
Starting at seventh level, your mythic strength allows you to take hold of all manner of phenomena, both mundane and magical, and move them around as you see fit. As an action you can attempt to push or pull an effect that you can see or feel, even if that effect could not normally be moved by physical means. This includes the persistent effects of spells, weather effects such as fog clouds, and even things which make little sense being moved in this way, such as bodies of water (allowing for things like the temporary redirection of rivers).

To move a spell effect within your reach, use your action and a free hand to make a strength check against the caster's spellcasting DC plus the level of the spell which produced the effect. To move a natural effect, the DC is equal to 10 plus the number of 5-foot cubes of the effect you're attempting to move. Either way, your proficiency bonus applies, and you have advantage on the check if you use two hands instead of one. If you succeed on the check you can move that effect up to 5 feet in a direction of your choice into a new location (you move with it, using your normal movement speed). If you succeed by 2 points or more, you can move the effect an additional 5 feet for every point of success.

The new location of the effect must be legal. If the effect was created by a spell, check the spell's description: if the spell cannot be cast into an occupied space, you cannot move the spell into an occupied space using this ability. If the spell has some effect on creatures or objects standing in on near its space when the spell is cast, it has those effects when you move the effect close enough to that creature, but a given creature or object can only take damage from such an effect once during your turn.

If you concentrate on this ability (as if you were concentrating on a spell) you can attempt to hold the effect in place after you've successfully moved it. For example, you could push aside a portion of a river, then hold it there while you allow your allies to pass by. If the effect is a spell effect that could normally be moved willfully by its caster, the caster must pass a check using it's spellcasting ability score opposed by your own strength check in order to break your hold on the effect (proficiency applies to both checks)

Defy the Mundane
By 15th level, your feats of strength defy all logic. Once per day, you can cast a spell of your choice of 5th level or below from any spell list, using strength as your casting ability, without expending a spell slot. Regardless of the components the spell normally requires, a spell cast this way has a somatic component and no other. You should come up with an outlandish description of how you are using strength to create the magical effect in question. For example, to cast the spell Fireball you might grab the sun, tear off a piece of it, and throw it at your opponents. To cast Raise Dead you might physically grab hold of the diseased person's escaping soul and wrestle it back into that person's body.
Primal
You're part beast, or if your species is already a form of beast-kin, you are more deeply connected to your animal side than most of your people. Some primal brutes were cursed to become the way they are, while others see their beastly nature as a blessing. Others don't question it all: they are what they are.

Beastly Form
Choose a type of animal when you select this brutal nature at level one: your body resembles a beast of that type. If you have no other natural weapons, you gain a natural weapon appropriate to the type of animal you choose, such as hooves, horns, claws, or even large fists such as those of an ape. This natural weapon deals 1d8 damage, of your choice of bludgeoning, slashing or piercing damage. If you have natural weapons from another source, they are larger and more developed than usual, and deal 1d8 damage if their normal die size is smaller.

You also gain one of the following special senses of your choice as appropriate for the type of animal you choose:
Night Vision- You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Keen Hearing- Add your proficiency bonus to perception, initiative and insight checks that rely on hearing. If you already have proficiency with that check, add double your proficiency bonus instead.
Keen Smell- Add your proficiency bonus to perception, investigation, and survival checks that rely on smell. If you already have proficiency with that check, add double your proficiency bonus instead.
Echosense- Blindsight out to a range of 30 feet. This doesn't function while deafened.


Beast Speech
Also at first level, you are able to communicate with animals, speaking with them normally as if you were under the effect of the spell Speak with Animals. You also gain proficiency with Animal Handling. If you already have proficiency in Animal Handling, or would gain it later from another source, double your proficiency bonus instead.

Primal Mobility
By seventh level you've learned to move more like the beast you resemble. You gain one of the following movement options as appropriate for the type of animal you chose:
Runner- Your movement speed increases by 20 feet
Climber- You gain a climbing speed equal to your speed.
Aquatic- You gain a swim speed equal to your speed and can hold your breath for 10 minutes longer than usual.
Flight- You gain a flying speed equal to your speed You must concentrate to remain in the air (as if concentrating on a spell).
Burrower- You gain a burrowing speed of 5 feet through dirt, sand and gravel.
Jumper- Double the distance and height you can jump. Your jumping distance isn't reduced if you don't have a running start.


Embrace the Beast
By 15th level you've further advanced, though some may say degraded, into your animal nature. You can upgrade the special sense and movement option gained from your Beastly Form and Primal Mobility features as follows:
Night Vision- Your darkvision improves by another 30 feet, and you can see through magical darkness
Keen Hearing- If you roll below 10 on a hearing-based roll, you can treat the result as a 10
Keen Smell- If you roll below 10 on a smell-based roll, you can treat the result as 10
Echosense- Your blindsight improves by 30 feet.
Runner- Your movement speed increases by an additional 20 feet
Climber- You can use your climb speed on sheer surfaces and to climb upside-down on ceilings
Aquatic- Your swim speed is double your movement speed and you can breathe underwater
Flight- You no longer need to concentrate to fly
Burrower- Your burrowing speed is now half your movement speed.
Jumper- You can make a long jump or a high jump at up to your maximum jumping distance as a bonus action (this is not deducted from your normal movement for the turn).

Alternatively, you can select one additional special sense or movement mode in place of upgrading the option you chose.


Impressive Power
Starting at second level, you've learned that your strength makes others sit up and take notice. You can use strength in place of charisma on intimidation and performance checks.

Beast of Burden
By third level you've become used to using your strength to bear the burdens of others. You count as one size larger when determining the amount of weight you can lift, carry and drag.

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. You can't increase an ability score above your maximum using this feature.

Brute Strike
Starting at 5th level, when you take the Attack action using a simple, natural or improvised melee weapon, you can make one of your attacks a Brute Strike. If a Brute Strike hits, it deals double damage.

Super Strength
At 6th level your strength grows beyond the limits of most humanoids. You gain +2 to your strength score, and your maximum strength score increases by 2. You gain another +2 to both your strength score and to your maximum strength at 10th level and again at 14th level.

Extreme Effort
You plant your feet and give it your all. At 9th level and beyond, on a turn where you haven't moved, you can choose to focus all your attention and power when you make a strength check as a part of an action. If you do, your movement speed becomes zero, and you gain advantage on the strength check, and on all strength checks and strength saves until the start of your next turn.

Smasher
Starting at 11th level You have proficiency, and expertise, with strength checks made to damage or break objects. In addition, when you make a melee weapon attack against an object, the attack deals maximum damage, as if you rolled the highest possible result on the dice.

Hold the Door
By 13th level no pain can keep you from your task. Whenever you use the Extreme Effort ability, you gain a number of temporary hitpoints equal to your strength modifier that last until the start of your next turn. While you have these temporary hitpoints, whenever you make a strength check or a strength save, you can treat a d20 roll of 9 or lower as a 10.

Fastball Special
Starting at 17th level, you can throw your allies to devastating effect. As an action, you can make a strength check (proficiency applies) and attempt to throw another willing creature within your reach using a free hand. The thrown creature moves a number of feet equal to 30 plus the result of your check, moving in an arc (as if jumping). If the thrown creature is within 5 feet of another creature at any time during this movement, it can make a melee weapon attack against that creature as a reaction. The creature you throw can not be heavier than you can lift.

Death Grip
By 18th level even your own death cannot break your iron grasp. If you drop to zero hitpoints or otherwise become unconscious or dead while under the effects of Extreme Effort, your body freezes in place as your muscles become rigid. You do not fall prone, lose concentration, or lose your grip on any object, creature or effect as a result of being unconscious or dead. Creatures attempting to break your grip or escape your grapple do so against a DC of 10+your strength modifier+your proficiency modifier instead of an opposed check. Each hour your body remains in this state, make a new strength check against a DC which begins at 10 and grows by +1 each hour. If you fail this check your body finally collapses and the effect ends. If 24 hours pass and you have yet to fail one of these checks, rigor mortis finally sets in and locks your body in that position permanently.

Godlike Strength
At 20th level your strength can rival the Gods when you're pushed to your limit. At the end of any round in which you or allies you can see or hear face mortal danger (combat always qualifies, as well as non-combat situations where loss of life is likely) your strength temporarily increases by +2, to a maximum of 30. This bonus strength lasts until one full round passes where neither you nor allies you can see or hear are in danger. This bonus strength will stack with itself, so for example after three consecutive rounds of mortal danger, you would have a +6 bonus from this feature.

I'm going to be looking at something of a port of d20 modern's ability-score-based classes into 5e. Whether that's a single class with five (six?) subclasses or just submit a concept for a "strong hero" or "charismatic hero" and leave the others for another day, I'm not sure yet. And yes, I've been thinking about this since Sengmeng's Paragon was almost an entry in the last contest. We'll see where it takes me.

EDIT: I'm circling toward a "Strong Hero" port, altered significantly as it must be to close the gap between 3e and 5e. It might wind up absorbing some of the Tough Hero features as well. The name will probably be "The Brute" but we'll see how I feel about that as I go. No fighting skill to speak of, no "rage" equivalent (this archetype is frequently depicted as rather mellow, in fact), and no magic, but fantastic strength. Obviously there would be some combat applications to such a character, but emphasis would be put on applications of strength as it pertains to exploration.

A very basic strong hero (the "down to earth" subclass?) would be someone like Hodor in A Song if Ice and Fire, or Fezzik from Princess Bride. Guys who are very strong simply because they are freaking big.

Other Brutes might be the sorts of legendary figures who apply strength to problems in fantastical, improbable, epic ways. Heracles redirecting a river to clean out stables, or Pecos Bill wrestling a tornado. This subclass of brute would represent the over-the-top mythic applications of physical might.

The third subclass in mind are the brutes that are super strong because some part of them is beastial: either a member of a beast-kin race who is abnormally in tune with that aspect of their racial identity, or a member of another race who has been altered by magic in some way to have animal traits. These brutes can speak with animals, move like animals, and will either develop natural weapons unusual for their species or will have abnormally large and lethal variations of the natural weapons their species normally has.

BerzerkerUnit
2022-06-23, 08:35 PM
Alright, feeling refreshed after a hiatus, let's take another whack at this. (Class title is a link now)

The Add-a-Kid (https://drive.google.com/file/d/1xm4KWS2ADnDPBD_YhAhDwTUiv0Ur2qYm/view?usp=sharing)
Are you someone's child? An orphan that gets picked up? Maybe some non humanoid creature's pet?
Well here's a class for you!

Notafish
2022-07-24, 10:48 PM
https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/books/1467397027l/23546907.jpg
The Visitor from Another World
A researcher regains consciousness after a failed experiment to find themselves in an unfamiliar land. A neglected youth hides in a closet, only to discover a new plane of reality. A celebrity is transported to a distant world by mysterious powers. Visitors from other worlds tend to be resourceful and driven, but their careers drive them in unpredictable directions as they seek to find their way home or adapt to a world they weren’t born to inhabit.

Hit Dice: d10
Armor Proficiencies: Light Armor (but see the Starting Fresh feature below).
Weapon Proficiencies: All Simple Weapons (but see the Starting Fresh feature below).
Tool and Skill Proficiencies: Visitors gain no default proficiencies in Tools or Skills (but see the Starting Fresh feature below).
Saving Throw Proficiencies: Dexterity, Charisma
Starting Gold/Equipment: As a Warlock, but replace the spellcasting focus with "any one tool or weapon costing less than 100gp" if using default starting equipment.

Level Features
1 Starting Fresh, Memory Dice 4/LR, Unfamiliar Origin
2 Acting Out of Turn 2/SR
3 New Perspectives on Old Memories
4 Ability Score Improvement, Memory dice 6/LR
5 Extra Attack
6 Unfamiliar Origin feature
7 Acting Out of Turn 3/SR
8 Ability Score Improvement, Memory dice 8/LR
9 Unfamiliar Origin feature
10 Ability Score Improvement
11 Across the Multiverse, Swift Recollection.
12 Ability Score Improvement
13 Acting Out of Turn 4/SR
14 No Longer a Stranger
15 Unfamiliar Origin feature
16 Ability Score Improvement
17 Allies From Beyond
18 Acting Out of Turn 5/SR
19 Ability Score Improvement
20 There’s No Place Like Home... Or is there?

Class Features
Starting Fresh
While a Visitor retains the proficiencies associated with their race and background, their knowledge of local culture is limited when they first arrive and they will need to learn some things as they go. When taking the Visitor class at Level 1, a character gains proficiency in Common (if they don’t already speak it) as well as four weapons, armor types, languages, tools, or skills of their choice. Note that shields count as a separate armor proficiency. If the Visitor has an Intelligence bonus, they gain additional proficiencies equal to this bonus (and further proficiencies if this bonus is raised due to an ability score increase).
Discuss languages and social connections gained from the character's race and background with the DM before starting play. Did they gain their background features before or after their arrival? Languages in particular might vary between worlds: does the Visitor merely speak with an accent, or would (for example) a Visitor that spoke Draconic in their homeland be unable to speak or read Draconic in the game setting?
Memory Dice
Visitors draw on their memories of previous experiences for motivation, focus, and inspiration. They place particularly high value on the memories of their life before travelling to an unfamiliar world. At level 1, the Visitor receives four d8 Memory Dice, representing their recalled past experiences. A Memory Die can be spent individually to apply its value as a bonus an ability check, or saving throw made by the Visitor. Bonuses from Memory Dice must be applied before the result of the roll is known. Features granted by the New Perspectives feature and several Unfamiliar Origins features increase the variety of effects that may be granted by Memory dice. Memory dice are refreshed and rolled at the end of each long rest. Visitors receive an additional 2 Memory dice at Level 4 and 2 more at level 8.To represent that Visitors are drawing on specific recollections of their old life for inspiration, Memory Dice are rolled first, then applied as bonuses, (unless being used as Superiority dice, if they have the Castaway origin). This change differentiates the Memory mechanic from similar mechanics such as Bardic Inspiration, and may lead to different patterns in use. It might make sense to write down these bonuses upon the completion of a long rest on a piece of scrap paper or a notes document to avoid confusion as to the dice's rolled values.Unfamiliar Origin
At level 1, Visitors choose an Unfamiliar Origin. Their origin grants features at Level 1, 6, 9, and 15.
Acting Out of Turn
Visitors tend to shake up the customary order of things. At Level 2, Twice per short or long rest a Visitor may use their reaction to move up to their speed and Disengage, Dodge, Help, or Use an Object in response to another character moving or declaring an action. They gain additional uses of this feature at levels 7, 13, and 18.
New Perspectives on Old Memories
Visitors may now apply Memory bonuses to weapon damage rolls. During a long rest, Visitors may add unspent Memory Dice bonuses to the value of their hit die rolls when spending hit dice to regain hit points.
Ability Score Improvement
Visitors, like other classes, gain the Ability Score Improvement feature at levels 4, 8, 12, 16, and 19. They also gain an additional use of this feature at level 10, to reflect their increasing familiarity with their new environs.
Extra Attack
At Level 5, the Visitor gains the Extra Attack feature.
Across the Multiverse
At level 11, the Visitor learns or devises an improved form of the Sending spell. Casting this spell requires 25gp worth of polished quartz which is consumed by the casting process (in addition to the normal material components). However, the spell allows for up to five minutes of unbroken two-way communications between parties and has no chance of failure due to communication between planes. If using high-quality quartz with a value of at least 100gp when casting the spell, the caster and recipient of the spell can also see each other and anything they are holding as a semi-transparent illusion visible only to them. This spell may be written in a wizard's spellbook and cast using a 4th-level spell slot, but the Visitor may cast it once per long rest without using a spell slot.
Swift Recollection
Also starting at Level 11, if a visitor has no Memory Dice remaining when initiative is rolled, they immediately roll one Memory Die.
No Longer a Stranger
By Level 14, the Visitor has some talent with understanding unfamiliar landscapes. They may cast Commune with Nature as a ritual. The spell functions even in the presence of unnatural construction.
Allies From Beyond
Supernatural entities are drawn to the fantastic aspects of the Visitor’s situation. Minor fey, fiends, celestials, and elementals watch their exploits with interest. By Level 17, the Visitor may cast the Planar Ally spell without using a spell slot once per long rest.
There’s No Place Like Home... Or is there?
At level 20, the Visitor has finally discovered a way to reliably return home. Once per long rest, they may cast the 9th-level Gate spell without using a spell slot or spending material components.

Unfamiliar Origins

Castaway of their own Making
Some Visitors arrived through means of their own, although not usually on purpose. They are often intrepid explorers and resourceful innovators, just as adept at getting out of strange situations as they are at getting into them.
Masterwork Crafting
Bonus Proficiency: When choosing this origin at level 1, gain an additional weapon, tool, armor, or skill proficiency.
At the discretion of the DM, a Castaway's bonus proficiency may be a proficiency with firearms. If proficiency with firearms is chosen at character level 1, the Castaway may begin play with a breechloading flintlock gun in lieu of half their starting gp (or an equipment pack, if using default starting items). This gun has the same statistics (Ammunition, range 40/120, 10lbs., 1d12 piercing damage) as the musket in the DMG, but it does not have the loading property. The Castaway is capable of crafting up to 2d4 shots of ammunition for their gun during long rests. Crafted ammunition loses its potency after 24 hours, due to small incompatibilities between the physics of the game setting and chemistry as understood by the Castaway. The gun may be used as a greatclub in melee. The Castaway may not sell this gun for more than 50gp, and they may not sell the ammunition that they create for it.Enhanced Mending: Also, learn the Mending cantrip. You may spend a Memory Die while casting Mending on a non-magical weapon or tool to give it an enhancement bonus to attack rolls or ability checks. The bonus is equal to half the Castaway's Proficiency bonus at the time of casting (rounded down). Applying this enhancement takes at least an hour of intense, uninterrupted concentration following the initial casting. Although applied using magic, this enhancement does not turn a non-magical weapon into a magical weapon. While this enhancement is applied, the Castaway's Memory Dice pool is reduced by 1. Removing an enhancement and regaining the die requires an hour of uninterrupted work, but may be done as part of a Long Rest.
Some Tricks I Learned Back Home
At Level 6, The Castaway learns three Maneuvers (see the Combat Superiority feature from the Battle Master Fighter Archetype). They may spend Memory Dice as if they were Superiority Dice.
Let Me Teach You a Thing or Two
At level 9, Castaway Visitors may spend a reaction and a use of Acting Out of Turn to lend a Memory bonus to another character. The recipient of the bonus must be able to hear or see the Castaway. The bonus is applied to the recipient's next attack roll, ability check, or saving throw. The Castaway regains the use of the Memory die after the recipient uses the bonus (it remains unspent).
Groovy Infusions
At level 15, Castaways learn four infusions available to Artificers and the number of items they can infuse increases by two. Their effective Artificer level for these infusions is equal to their Visitor level. The DC for any saving throws provoked by these infusions is 8 + the Visitor's Proficiency bonus + their Intelligence modifier. The Castaway may apply their Masterwork Crafting feature to their infused items if the item can be used to make attack rolls or ability checks.

Chosen by Fate or Happenstance
Whether through luck or some other reason, some Visitors have a supernatural affinity for their new surroundings. They have an intuitive understanding of magic, and even seem to gain physical power by being under an unfamiliar sun.
Surprising Affinity
Physical Affinity: Chosen visitors draw power from the interaction between their otherworldly origins and their connection to their new environment. When choosing this origin at level 1, the Chosen Visitor's speed increases by 10 ft and their carrying capacity is doubled.
Supernatural Affinity: The Chosen Visitor also gains the Font of Magic feature from the Sorcerer class. They gain a number of Sorcery points equal to 2+their Visitor Level. They learn two cantrips and two first-level spells. These spells may be taken from the spell lists of any class other than Warlock. They will learn a new spell at each subsequent odd-numbered level. However, these spells must by drawn from either the Cleric or Druid spell lists and must be level 2 or less. At level 6, the level cap for spells increases to spell level 3. The casting statistic for all spells gained through this origin is the Visitor's highest of Wisdom or Charisma at Visitor Level 1, or their choice between Wisdom and Charisma if the statistics are identical. Due to their innate affinity with local magics, Chosen Visitors may forgo the use of a spellcasting focus for spells without costly material components.
Although the Visitor does not directly gain spell slots from this feature, it counts as the Spellcasting feature for the purposes of meeting prerequisites.
Gaining sorcery points rather than spell slots allows the character to potentially cast mid-tier spells at the same character level as a full caster, but at a greatly reduced volume. This should place the class somewhere between a 1/3 caster like the Arcane Trickster and a 1/2 caster like the Ranger in terms of spellcasting potential. Gaining the Font of Magic feature at level one may have unexamined consequences if multiclassing is allowed in the game. If you are concerned about multiclass exploits, consider moving the spellcasting aspects of this Origin to Visitor Level 2.Ascendant Affinity
Ascendant Physical Affinity: At Level 6, the positive physical effects of being from another world become more apparent. When not wearing heavy armor, Chosen Visitors may use a bonus action to gain a flight speed equal to their ground speed until the end of their turn, or to double their flight speed until the end of the turn if they already have a flight speed.
Ascendant Supernatural Affinity: Also at Level 6, the Chosen Visitor unlocks more of their magical potential: they add a new spell to their list of spells known. This and all subsequent spells learned must be drawn from the Cleric or Druid spell lists and spell level 3 or lower.
Letting Go
Permanent Choices: Beginning at Level 9, Chosen Visitors gain the option of further connecting with the powers offered by their new home, at the cost of distance from their past. Upon gaining this level or any further Visitor levels, The Visitor may choose to permanently exchange one Memory Die for additional sorcery points or an increase to their Strength and Constitution Ability Scores, provided they still have Memory Dice. When trading Memory dice for Sorcery Points, increase the character's pool of sorcery points by 2 for each Memory Die. When trading Memory Dice for ability score increases, increase the character's Strength and Constitution scores by one point each for each Memory Die. This feature may not be used to advance ability scores past 20.
Metamagic: Chosen Visitors also learn two metamagic options at this level, and gain the option to use an Acting Out of Turn reaction to create a spell slot with Sorcery Points or to convert an existing spell slot into Sorcery Points.
Third Eye Connection
Due to their supernatural connection with their adopted world, at Level 15 Chosen Visitors also gain the benefit of an Arcane Eye Spell when casting Commune with Nature (granted by the No Longer a Stranger class feature). The Arcane Eye appears immediately after the Commune with Nature spell is completed in a location within 30 feet of the Visitor. Maintaining the Eye effect requires concentration.

Unstuck in Space and Time
Some Visitors never seem to quite settle into their new reality. The magic or technology that brought them here never quite fit with their consciousness and has left them slightly adrift in space and time. However, this may work to the visitor’s advantage...
Blurred Timelines
When choosing this origin at level 1, the Unstuck Visitor gains additional effects when spending and rolling Memory Dice. When using Memory Dice, the Visitor gains effect similar to a Blur spell (most attacks against the Visitor have disadvantage) until the start of their next turn, as the act of recall causes them to briefly phase in and out of their current plane. The Visitor may also reroll results of 1 on their Memory Dice (taking the new result following the reroll).
Between Worlds
At Level 6 Unstuck Visitors gain some additional control over their shifting realities. When using Memory Dice, they may choose to to Blink into the Ethereal Plane rather than gaining a Blur effect. Following the resolution of the roll to which the Memory Die was applied, the Visitor vanishes from their current plane of existence into the Ethereal Plane, reappearing at the start of their next turn (or when they use an Acting Out of Turn reaction) in an unoccupied space of their choice within 10 feet of their last location. While in the Ethereal Plane, they can see and hear the plane they Blinked from up to a range of 60 feet. Creatures not in the Ethereal Plane can't perceive or interact with the Visitor unless they have the ability to do so. This feature is not available if the Visitor spends Memory Dice in the Ethereal Plane.
Time in a Bottle
At Level 9, Unstuck Visitors begin to better manipulate the flow of time in their immediate vicinity. This gives them the option when using an Acting Out of Turn to use a reaction to move up to their speed and make a single weapon attack. Additionally, a number of times per long rest equal to half their Proficiency bonus (rounded down) they may use a bonus action to gain the effect of a Haste spell. Maintaining the Haste effect requires concentration and may last up to one minute, as with the spell. While concentrating on this effect, the Unstuck Visitor may not gain Blink or Blur effects from Memory Dice. After the Haste effect ends, the Visitor must wait a full turn before taking actions, bonus actions, or reactions.
Unrestrained by Space and Time
By Level 15, Unstuck Visitors have gained such mastery over their abilities that they can share them with others. Once per short or long rest they may use an action or a reaction through the use of Acting out of Turn to move up to their speed and cast a Freedom of Movement spell on themselves as well as up to two other valid targets. These targets do not need to be touched at the same time to gain the benefit of the spell. If the Visitor has unspent Memory Dice, they may use them to add bonuses to the d20 rolls of other characters affected by the spell as long as the Freedom of Movement spell is in effect. Using Memory Dice in this way uses a reaction, but not a use of Acting Out of Turn.


Due to the nature of the class, taking levels in Visitor mid-campaign may pose problems for storytelling. If a player wants to take levels as a Visitor but the campaign is not likely to have an abrupt setting change, it may be the case that their character is now host to a visiting disembodied consciousness (think Quantum Leap). This does not necessarily imply that the earlier character has been overwritten, but the player should consider which consciousness and personality is dominant, and whether the newly Visited character is an amalgam or a split personality. Multiclass visitors with visiting consciousnesses do not gain a second Background, but they may exchange an existing background for a new one. If multiclassing into Visitor, characters gain no additional proficiencies from the class, and the Starting Fresh feature only grants new proficiencies from the character's Intelligence bonus.

Psyche
2022-08-15, 06:33 PM
The Candlemaker
Light to darkness, darkness to flame, fire in winter, and winter's own name. Four paths lie before, four places of might. Your task then child, is to bring it to light. You form your candles out of forces of old, of darkness and light, of flame and of cold. Make the candles, careful Mr. Cade, for take a misstep, and your life force will fade. Find what is hidden, know what is there, but do not stop, never stare. For if you do, if you wait, child, no force will their hunger sate. They will eat you up, bite by bite, feeling nothing, burned by the light. Be wary now, prudent till the end, and my own force, my life I will send. Watch and wait for what I will do, but trust me child, cross him and you'll rue. Find the Meeter, find him fast, I'll be waiting, at last.
The candler derives their power from the candles they make, which are imbued with every sort of power imaginable. How are your candles fueled? Perhaps the dark powers decided to shine a light. Perhaps the ethereal plane's energy imbues them. This is not your choice; it is the choice of the planes that embody your wicks, much as the chosen of a god cannot choose who they are chosen by. The candler isn't an adventurer through the skills they have, but what creates them, something which they have very little control over, something which forces them out of their homes to explore the depths of forests, the heights of mountains, and eventually, find death in the plane that has chosen them.

Hit Points
Hit Dice: 1d6 per Candler level
Hit points at 1st level: 6 + your Constitution Modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Brute level after 1st.

Proficiencies
Armor: None
Weapons: Daggers, sickles, and rapiers
Saving throws: Choose two from Wisdom, Charisma, or Intelligence
Skills: Choose 3 from Insight, Perception, Arcana, History, Investigation, Sleight-of-hand, animal handling, nature, medicine, acrobatics, persuasion, survival, or deception

Equipment
10 candles, 20 gp, candlemakers' tools, and 1 other tool of your choice
[/LIST]


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 Candlemaker as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 12 to take a level in this class, or to take a level in another class if you are already a Candlemaker.





The Candlemaker



Level
Proficiency
BonusCandlesFeaturesSpell SlotsSlot levelCantrips



1
+20Candles of mystery(1), Candler's Love21st3



2
+22Keeper of Candles, Candler's Love feature21st3



3
+22Shape of the Candle(CR 1)22nd3



4
+22Ability Score Improvement22nd3



5
+33Candler's love feature33rd3



6
+33Candles of Mystery(2)33rd3



7
+33Candler's love feature34th4



8
+33Ability Score Improvement34th4



9
+44Shape of the Candle(CR 3)45th4



10
+44Candler's Love Feature45th4



11
+44Extraplanar Wisps(6th), Candler's love feature45th4



12
+44Ability Score Improvement45th4



13
+55Extraplanar Wisps(7th),Shape of the Candle(CR 5)55th5



14
+55 Candler's love feature55th5



15
+55Extraplanar Wisps(8th)55th5



16
+54Ability Score Improvement55th5



17
+66Extraplanar Wisps(9th)65th5



18
+66Candler's love feature65th6



19
+66Ability score increase65th6

[/tr]


20
+66Candler's love feature65th6



Class Features
Spellcasting
A candlemaker has spell slots equal to their proficiency bonus, half of which they regain on a short rest, and all of which they regain on a long rest. The Candlemaker can cast rituals that they have prepared. Candlemakers can prepare a number of spells equal to their spellcasting mod + their level.
Spell list:
Cantrips: Guidance, sacred flame, toll the dead, ray of frost, chill touch, fire bolt, create bonfire, presdigitation, thaumaturgy, druidcraft, shillegalah, shocking grasp, eldritch blast
1st-9th level spells: Choose another classes spell list
Candles of Mystery
You may prepare 1 spell from any spell list. This number increases as you gain levels.
Keeper of Candles
You have candles, which give you abilities similar to warlock invocations, allowing you to use powerful magic without expending your spell slots. These candles are your most important feature, and in this world, preparation is key. When you finish a long rest, choose a number of candles, detailed at the end of the class description, equal to the amount shown on the candlemaker table.
Candler's Love
At level 1, you choose a Candler's love. This grants features at Level 1, 2, 5, 7, 11, 14, 18, and 20
Shape of the candle
Beginning at 3rd level, You gain the ability to shift into an appearance that is more appealing to you. As an action, you may become a celestial, fiend, fey, undead, or elemental (using the druid's wild shape rules) of CR 1 or less. You may do this once, and you regain all uses when you finish a long rest. The Maximum CR of this creature increases as you gain levels.
Ability Score Improvement
Candlemakers gain the Ability Score Improvement feature at levels 4, 8, 12, 16, and 19.
Extraplanar Wisps
(6th):Beginning at 11th level You may cast a spell of 6th level or lower as if you had cast it with a 6th level spell slot.
(7th): Beginning at 13th level You may cast a spell of 7th level or lower as if you had cast it with a 7th level spell slot, in addition, you may cast teleport, dream of the blue veil, or plane shift without any material components.
(8th): Beginning at 15th level You may cast a spell of 8th level or lower as if you had cast it with an 8th level spell slot, additionally, you may cast demiplane without using material components.
(9th) Beginning at 17th level, You may cast a spell of 9th level or lower as if you had cast it with an 9th level spell slot, additionally, you may cast gate without using material components.
Candles
Candle of Wounds: You may cast inflict or cure wounds once without expending a spell slot.
Candle of Frost and flame: You may cast Burning Hands or Frost Fingers once without expending a spell slot.
Candle of Weaver's sight: You may cast detect magic at will without expending a spell slot..
Candle of Mysteries solved: You may cast Identify at will without expending a spell slot.
Candle of Shielding: You may cast shield once without expending a spell slot.
Candle of Armor: You may cast armour of agathys once without expending a spell slot.
Candle of Protection: You get +2 AC
Prerequisite: 3rd level: Candle of Burn and Blasting: You may cast scorching ray once without expending a spell slot.
Prerequisite: 3rd level: Candle of Suggestion: You may cast suggestion once without expending a spell slot.
Prerequisite: 3rd level: Candle of Shifting Power: The maximum CR of the creature you can become with shape of the candle increases by half of your proficency bonus. You may take this candle multiple times.
Prerequisite: 3rd level: Candle of Shifting Might: You may use the legendary actions of a creature you have shifted into.
Prerequisite: 5th level: Candle of ice and fire: You may cast fireball once without expending a spell slot, when you do so, you may choose to deal fire or cold damage.
Prerequisite: 5th level: Candle of Scintillating colours: You may cast hypnotic pattern once without expending a spell slot.
Prerequisite: 9th level: Candle of char and crystal: You may cast cone of cold once without expending a spell slot, when you do so, you may choose to deal fire or cold damage.
Prerequisite: 9th level: Candle of human control: You may cast Dominate Person once without expending a spell slot, when you do, it has a duration in minutes equal to your level + your spell mod
Prerequisite: 9th level: Candle of one desire: You may cast Geas once at 9th level without expending a spell slot, however, this spell ends if you no longer have this candle active.
Prerequisite: 9th level: Candle of movement: You may cast misty step at will without expending a spell slot.
Prerequisite: 11th level: Candle of escaping: You may cast dimension door at will without expending a spell slot, while under half of your hit point maximum.
Prerequisite: 13th level: Candle of life draining: You may cast vampiric touch and false life at will without expending a spell slot.
Prerequisite: 17th level: Candle of many forms: You may cast alter self, disguise self, and polymorph at will, targeting only yourself, without expending a spell slot.
Prerequisite: 19th level: Candle of healing: You may cast Heal once without expending a spell slot.
Candler of Ideals
Yin and Yang, Push and Pull, whatever you call the outer planes, this class exmplefies them with their morals becoming either a paradox or a continuing pathe; are you willing to give up everything you hold dear? If the answer is yes, than the Lover of Ideals may be your best choice.
Aligning yourself
Beginning when you take this subclass at level one, you can choose one of the following options, gaining that feature until you finish a short or long rest. When you do, that becomes part of your alignment for the purposes of this subclass until you choose another option, though it should not change your character.
Chaos: Your magic is infused with chaotic energy. You may cast the sacred flame and thaumaturgy cantrips, If chaos is part of your alignment before gaining this feature, sacred flame requires an attack roll and deals 2d8 of a random damage type per d8 it would have done already. If chaos is not part of your alignment before gaining this feature, you may roll on the wild magic surge table whenever this cantrip deals damage.
Evil: Evil pervades you. You may cast the fire bolt and thaumaturgy cantrips, if evil is already part of your alignment when you take this, it deals 2d10 fire damage on a hit per d10 it would have done already; if evil is not already part of your alignment, you may force the creature to make a dexterity save when you hit it, causing it to take an extra 1d8 fire damage per d10 it would have done already.
Good: Good pervades you. If good is already part of your alignment, You may cast the sacred flame spell you add a d8 per damage dice of the spell. If good is not already part of your alignment, you may add a d4 to the next saving you or a creature of your choice within 60ft of you per damage dice of the spell
Law: You may cast the find familiar spell as a ritual, summoning a modron that can take any action on its turn. If law is part of your alignment already, this modron can cast the shillegelah cantrip, targeting its own sword. If law is not part of your alignment, it can cast the guidance cantrip.
Ally in death
At level 2, you can summon an ally from another plane when you are in grave danger. When you drop to 0 hit points, you may summon a Celestial(Good), Fiend(Evil), Construct(Law) Abberation(Chaos), lr undead(any) of CR 5 or less, that obeys your verbal commands and defends you disappearing after 1 hour or it drops to zero HP. This max CR increases to 10 at level 7, and 15 at level 14
Dual alignments
At level 5 Choose one of the following:
Lawful Good: You can use an action to make a melee or ranged spell attack against a creature within 90ft of you, dealing your spell modd6 + 1d6 x your proficiency bonus damage.
Neutral Good: As an action, you can grant temporary hit points to a creature within 60ft of you of your choice equal to your level + your spell mod. This effect lasts until you use it again, and the creature regains your proficiency bonus temporary hit points each hour it goes without taking more than your spell mod damage.
Chaotic good: You can teleport a number of feet up to your proficiency bonus x 5 in any direction as a bonus action.
Chaotic Neutral: You can cast an illusion or transmutation spell that requires your concentration without it requiring your concentration. You have a number of uses of this ability equal to your proficiency bonus, and you regain all uses on a short or long rest.
Lawful Neutral: You gain an additional modron and a duodron companion. You have new rules for summoning these creatures(including the original modron): You may summon these creatures as a bonus action once and then must finish a short or long rest to do so again. these creatures obey your commands and defend you, lasting until you die or use this ability again.
Lawful evil: You may use a bonus action to cause the next spell that you cast that deals fire, necrotic or poison damage to deal extra damage equal to your spell mod. This bonus lasts for 10 minutes or until you use this ability again.
Neutral evil: Whenever you reduce a creature to 0 hit points, you regain HP equal to your proficiency bonus x your level.
Chaotic evil: You gain proficiency in martial weapons and light armor and medium armor. You add your spell mod as well as your Dex to add to your AC. You may use your spell mod for melee weapon attacks.
Extraplanar Power
At level 11 choose 1:
Elysium: You always have Heal prepared, when you cast it, you may add your spell mod x 5 to the amount it heals.
Beastlands: You always have conjure animals prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Aborea: You always have conjure woodland beings prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Ysgard: You always have spiritual weapon prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus and deals 1d12 x your spell mod force damage. You cannot cast the spell again during its duration.
Limbo: You always have summon abberation prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Pandemonium: You always have intellect fortress prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Abyss: You always have summon fiend prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Carceri: You always have banishment prepared, when you cast it, it sends the target to carceri. At the end of the duration, the creature must succeed on a charisma save or the spell is permanent. You cannot cast the spell again during its duration.
Hades: You always have summon undead prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Ghenna: You always have enemies abound prepared , when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Baator: You always have suggestion prepared, when you cast it, it doesn't require concentration, targets a number of creatures equal to the spell's level-1 and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Ghenna: You always have spirit shroud prepared , when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.t
Mt. celestia: You always have summon celestial prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Arcadia: You always have spiritual weapon prepared, when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus and deals 1d12 x your spell mod force damage. You cannot cast the spell again during its duration
Bytopia: You always have conjure celestial prepared , when you cast it, it doesn't require concentration and has a duration of hours equal to your proficiency bonus x your spell mod. You cannot cast the spell again during its duration.
Origins
Beginning at 18th level, you can cast plane shift without any material components, targeting the plane that you chose for Extraplanar powers.
Form of the greats
You can expend all uses of shape of the candle and expend your 9th level extraplanar wisps as an action in order to transform into a celestial, abberation, construct, fiend, or undead of CR 25 or less

Candler of Ravenloft
You've wandered the mists, you've seen every sight, but one before you will give you a fright, you know what to do, you know what to feel, but you can't help but knowing: This isn't real.
The mists bless you
When you take this subclass, you choose one of the following options:
Markovia: You can cast the speak with beasts spell at will.
Bluetspur: You can cast dissonant whispers at will.
The Carnival: You gain proficiency in simple weapons and they now do 1d8 psychic damage on a hit, provide that you aren't dual wielding.
Powers of the darklords
At level 2: choose one of the following
Dementlieu: You always know when a creature is lying to you, this is a magical effect so it doesn't work in an antimagic field and cannot affect creatures protected from such things, such as a mastermind rouge.
Falkovnia: You are immune to charm and frightened effects.
Har'Akir: You can cast fog cloud at will, when you do it does 1d4 slashing damage to each creature in it's radius, as it takes the form of a sandstorm.
Magic of ravenloft
At level 5: choose 1 of the following
Hazlan: You know the dominate beast spell and can cast it once per day without expending a spell slot, targeting a beast, abberation, or monstrosity.
I'cath: You know the revivify spell and can cast it once per day without expending a spell slot or using material components.
Kalakeri: You know the enimies abound spell and can cast it once per day without expending a spell slot, no concentration required.
Dark powers' Blessing
At level 7, choose 1:
Darkon: You may cast the misty step spell at will, teleporting 50ft instead of 30.
Lamordia: You may cast flaming sphere at will and may concentrate on other spells while this is active, however, it deals cold damage.
Mordent: You may cast hold person at will (representing the chains of the ghosts) and may concentrate on other spells while this is active, however, once somthing suceeds on it's saving throw against this, it cannot be affected by your hold person spells cast in this way for 24 hours.
Blessing of lesser transformation
at level 11, choose one of the following:
Richelmulont: You may transform into a wererat once per short or long rest, using the druid's wild shape rules, except that you can cast spells in this form.
Tepest: You may transform into a Green hag once per short or long rest, using the druid's wild shape rules, except that you can cast spells in this form.
Valachan: You may transform into a saber toothed tiger and a tiger once per short or long rest, using the druid's wild shape rules, except that you can cast spells in this form.
Blessing of the minions
Choose 1:
Odiare: You have 4 carrionettes under your command which you can summon as a bonus action. You can communicate telepathically with them, and when they drop to zero hit points they disappear into a demiplane. You can summon them, bringing them back to full HP and summoning them into an unoccupied space you can see within 60ft of you as a bonus action. You cannot do this again until you finish a long rest unless you expend a spell slot of 4th level or higher.
G'henna: You have 4 tigers under your command which you can summon as a bonus action. You can communicate telepathically with them, and when they drop to zero hit points they disappear into a demiplane. You can summon them, bringing them back to full HP and summoning them into an unoccupied space you can see within 60ft of you as a bonus action. You cannot do this again until you finish a long rest unless you expend a spell slot of 4th level or higher.
Sourange: You have 8 vine blights under your command which you can summon as a bonus action. You can communicate telepathically with them, and when they drop to zero hit points they disappear into a demiplane. You can summon them, bringing them back to full HP and summoning them into an unoccupied space you can see within 60ft of you as a bonus action. You cannot do this again until you finish a long rest unless you expend a spell slot of 4th level or higher.
Blessing of great magic
At 18th level, Choose 1:
Cyre 1313: You may cast dimension door 3 times per day without expending a spell slot.
Forlorn: You may cast blight 3 times per day without expending a spell slot.
Markovia: You may cast polymorph 3 times per day without expending a spell slot.
Blessing of greater transformation
At level 20 choose 1:
Ravenloft: You can turn into strahd von zarovich as an action using your shape of the candle, while transformed in this way, you have access to his legendary actions and can cast spells.
Kartakass: You can turn into a loup garou as an action using your shape of the candle, while transformed in this way, you have access to his legendary actions and can cast spells.
The rider's bridge: You can turn into a dullahan as an action using your shape of the candle, while transformed in this way, you have access to his legendary and mythic actions and can cast spells.
It is done!
P.S. If that was breaking the rules I apologize.

animorte
2022-08-18, 11:45 AM
The Cleaner

Social Variety
An oddly pristine looking individual strolls by absentmindedly picking the lint from their clothes or fiddling with their nails. It’s obviously not any sort of noble as the quality of their attire doesn’t exceed the normal, just unnaturally spotless. You suddenly feel self-conscious about the possibility of any minor blemishes present on yourself.

Covered in dirt and grime from head to toe, clothes are nearly indiscernible from skin. They’ve clearly been hard at work with some low-income responsibility, yet you can’t help but think they might need some financial help. Even so, you keep the distance fearing that you will be incapable of escaping that smell should they make contact.

These are merely two extremes of The Cleaner that are commonly encountered. Some of them only take on reputable jobs that maintain a high standard. Others are just humble, or desperate, enough to submit themselves to certain grueling environments.

Everyone’s Responsibility
Whatever your profession, you have spent a great deal of your life cleaning up after others. During this time, you’ve begun to acquire skills that you suddenly need to utilize in many situations, familiar and unknown. Most others don’t understand the degree of appreciation you have for keeping things in order. You have dedicated your future to changing that perception.

Even though it’s something that always needs to be done, you’ve discovered that not a lot of others know how to pick up after themselves. Many don’t even seem to care. It can provide for more consistent work, and yet this has never sat well with you. Often finding yourself out on adventure at least gives you a break from their inefficiency. Of course, it can also leave you pondering on the purity of nature, or lack thereof.

Quick Build
You can make a cleaner quickly by following these suggestions. First, Charisma should be your highest score. Make Strength or Dexterity your next highest ability score, depending on whether you want to focus on your power in combat or you skills.

Class Features
As a cleaner, you gain the following class features.

Hit Points
Hit Dice: 1d8 per cleaner level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleaner level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Investigation, Insight, Perception, Persuasion, Sleight of Hand, Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Leather armor and a dagger

Supernatural Aid
You have encountered many different kinds of people, some of which have unlocked access to the arcane arts. You have observed closely or spoken with them in enough detail to obtain certain secrets, using them to make your job much easier.

At 1st level, you learn the prestidigitation cantrip. You also know the unseen servant spell and can cast it without a spell slot. You must finish a short or long rest before you can cast it in this way again.

Improvised Adaptability
You’ve seen many different faces come and go. From all of these faces, you have witnessed every skill imaginable, at least once. When something unexpected presents itself you can simulate the proper response, often using whatever resources are nearby to accomplish the task.

At 1st level, when you make a skill check that you are not proficient with, you can add your proficiency bonus to it anyway. Once you use this feature, you must finish a short or long rest before you can use it again.

In addition, as a bonus action you may become proficient with an improvised weapon for 1 minute. You can’t become proficient with an improvised weapon in this way again until you finish a long rest. You can never be proficient with more than one improvised weapon at a time.

Fighting Style
At 2nd level, you adopt a 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.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding in both hands, you can reroll the die and must us the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Break Time Cache
You look forward to every down time opportunity and therefore are always prepared to use it well. At 2nd level, you can use your action to summon a magical gaming set or musical instrument into your hand. You are proficient with it while you use it.

This tool disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the tool (no action required), or if you die.

You can create one new gaming set or musical instrument of your choice by performing a ritual over the course of 1 hour, which can be done during a short or long rest.

Walk of Sanitation
When you reach 3rd level, you lend your skills to a more specified profession. You have committed your entire being to neatness but have yet to choose a path in which to excel. Quite frankly, you are tired of odd jobs and have decided you’re prepared for a career. That retirement plan is already starting to look good!

Now you choose Walk of the Housekeeper, Walk of the Janitor, or Walk of the Waiter, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Burst of Productivity
At 3rd level, you gain a sudden boost to your productivity. You start with two such effects: Cleaning Rampage and an effect determined by your walk. Some walks grant you additional effects as you advance in levels, as noted in the walk description.

When you use your Burst of Productivity, you choose which effect to create. You must then finish a short or long rest to use your Burst of Productivity again.

Some Burst of Productivity effects require saving throws. When you use such an effect from this class, the DC = 8 + your proficiency bonus + your Charisma modifier.

Burst of Productivity: Cleaning Rampage
You invoke the wrath of all your talents to demand order on the battlefield, daring anything to get in the way. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Customer Service
You have grown accustomed to the irrational demands and aggressive behavior of the worst type of customer. At a moment’s notice you might need to defend yourself. Your proficiency with improvised weapons has dramatically increased in power and duration.

Starting at 5th level, this proficiency lasts for 1 hour. At 11th level, this proficiency lasts for 8 hours. At 17th level, you can maintain this proficiency for 24 hours.

Also, the damage of an improvised weapon you are proficient with increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Pest Control
At 7th level, you have learned to use anything to vanquish all manner of revolting creatures. Your improvised weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Closing Time
When the shift is over, it’s time to leave, whatever condition the place may be in. That is now somebody else’s problem. At 9th level, moving through nonmagical difficult terrain costs you no extra movement.

Gift of Benefits
Starting at 13th level, the commitment to the work force is finally starting to pay off. When you are reduced to 0 hit points, but not killed outright, you can use your reaction to drop to 1 hit point instead. Once you use this feature, you can’t do so again until you complete a long rest.

On Strike
At 15th level, you and your coworkers have fallen to the unreasonable demands of your boss one too many times. You have developed a resistance and learned to stand up for yourselves. You and friendly creatures within 30 feet have advantage on Charisma saving throws.

Insubordination
Beginning at 18th level, you have been in the business long enough to achieve some real authority. When you need something done, you know who to talk to and how to address them. If your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Reluctant Retirement
At 20th level, you’ve seen all there is to see but everybody still has a long way to go before they’re immaculate. There is still so much to be done. You have learned how to cleanse even the deepest afflictions. You can cast the mass heal spell once, and you regain the ability to do so again when you finish a long rest.


Walks of Sanitation
You have dedicated yourself to a serious profession, one that goes without recognition but is likely the most needed of all jobs. Everyone leaves a path of destruction in their wake and the least you could do is balance out the path for the next traveler. It’s not their fault after all.

Housekeeping
Sometimes you make house calls while other times you work for an inn. Either way, you don't deal with the customers too much, but when you do you always have a pretty good idea what they need. It doesn't change much around here, just the same messes that keep you wondering what kind of condition these people must leave their houses in.

Bonus Proficiencies
When you accept the Walk of Housekeeping at 3rd level, you need to know how to bypass some barriers unseen. You gain proficiency with Thieves’ tools and the Stealth skill.

Burst of Productivity: Procrastination
Also at 3rd level, you have experienced what it’s like to get behind when you aren’t organized. You know how to get everybody moving quickly at the last minute. Upon activating Burst of Productivity, for 1 minute you and all allies within 30 feet can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide.

Wake Up Call
Starting at 6th level, you are prepared to contact anybody at any time. You are able to cast the sending spell. Once you have used this feature, you must finish a short or long rest before you can use it again.

Do Not Disturb
At 10th level, you have unveiled the art of moving about unnoticed. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Special Guest
Starting at 14th level, you understand all manner of guests that come through and you can’t be fooled by their attempts at remaining incognito. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Janitor
You dodge around students constantly, dreading their inevitable lunch break. You know when that bell rings, catastrophe is soon to follow. But these kids will grow out of it and be responsible adults. Well, maybe you're a big company corporate Janitor and found out that they never really grow up after all.

Bonus Proficiencies
When you accept the Walk of the Janitor at 3rd level, you gain proficiency with medium armor and shields. You also gain proficiency with one type artisan’s tools of your choice.

Maintenance
Starting at 3rd level, you are the backup when something needs to be fixed. You should get paid more for this, but you have found ways to make it easier. You learn the mending cantrip.

Burst of Productivity: Wet Floor
Also at 3rd level, you mop up an area keeping it squeaky clean and dangerous for others that come too close. When you activate Burst of Productivity, the ground becomes slippery in a 10-foot square centered on you for 1 minute. Each creature, other than you, standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

Riding the Clock
Beginning at 14th level, everyone is out of your way and you can decide when the day is over. You gain proficiency in all saving throws.
Additionally, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a short or long rest.

Waiter
You can never tell what kind of people you're going to deal with in here. At least you don't have to cook the food... most of the time. Still, it's not too bad with your standard expectation, at least until it gets really busy.

Bonus Proficiency
When you accept the Walk of the Waiter at 3rd level, you gain proficiency with Cook’s utensils.

Check, Please!
At 3rd level, you know how to make a good tip, keep the customer’s glass full. You are able to cast the create or destroy water spell. Once you have used this feature, you must finish a short or long rest before you can use it again.

Burst of Productivity: Dinner Rush
Also at 3rd level, you understand the time of day when it gets hectic and have learned to adjust accordingly. When you activate Burst of Productivity, for 1 minute you gain advantage on Dexterity checks and Dexterity saving throws. During this time, you can also move through the space of any creature and treat it as normal terrain. You can’t end your movement sharing a space with another creature.

Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Boundless
At 10th level, in order to keep up you have gained an exceptional ability to seemingly be everywhere at once. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part the same reaction. This movement doesn’t provoke opportunity attacks.

Speak to the Manager
Starting at 14th level, you know how to settle disputes and deal with rowdy customers. Even though you may use alternative methods, it can still be very effective. When you hit a creature with a melee weapon attack, the attack deals 4d6 poison damage to the target and it must make a Constitution saving throw. On a failed save, it becomes poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned.

A creature poisoned by this attack makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Breccia
2022-08-22, 10:43 AM
Submissions are now closed! Voting thread will be posted in about eight hours. Same rules about points for first/second/third, of course.

Pre-emptive thanks to all our submission authors!