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animorte
2023-05-02, 09:44 AM
Welcome to the 5e Subclass Contest XXXVII (37)!

Congratulations to our victor of So You Don't Have To - BetweenComments with the Warlock Patron: Upper Management (https://forums.giantitp.com/showsinglepost.php?p=25733019&postcount=5)

Our voted theme for this next contest is...


Make a Choice: Multiple choice? This is not the pop quiz you feared. We offer options here! Think of the Totem Warrior Barbarian or the Hunter Ranger. Even look at the Artificer's Infusions and the Four Elements Monk. It's like making a subclass within a subclass! Maybe you want to focus on different types of weapons, maneuvers, gadgets, or study. Don't feel restricted by the limits of just one choice. Let's see some variety!


The subclass 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.
You may only create one subclass. If you create more than one subclass 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.
When you submit your subclass 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.
You may use other homebrew content (such as feats, spells, magical items, monsters, and base class) or even features to supplement your subclass, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
Your subclass must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
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 subclass 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.
Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.

Subclass Contest Discussion Thread (https://forums.giantitp.com/showthread.php?622798-D-amp-D-Subclass-Contest-Chat-Thread-2-Joke-Entries-Win-with-Alarming-Frequency)

Deadline: June 27th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

Old Harry MTX
2023-05-02, 11:53 AM
Ok, I would have preferred the theme of the contest to be "It's technical", but I think I can recycle the same idea here too, so... Here a placeholder for the Gadgeteer!

Itsfrank
2023-05-05, 08:08 AM
Focus Fighter

A true fighter understands that their power comes from their stance. While some are more aggressive and others more passive, they know how to use their chosen stance to its ultimate effectiveness. Some people may never know what to expect or how to read the stance. It is so well practiced that a Focus Fighter can switch between methods approaching combat with different effects.

When you choose this subclass at level 3, you can add your Wisdom bonus to your initiative.

Also, when you choose this option, you decide which stance you specialize in and how to use it. Choose either the Patient or the Aggressive. Each one provides different options as you level up in this class. After you complete a short or long rest, you can choose to focus for 10 minutes and alter your stance until you change it again.

Patient
Create an opening.

At level 3, you gain proficiency in the Investigation skill and can add your Wisdom modifier to any rolls you make with that skill.

Counter: When you are hit by an attack, you can use your reaction to add your proficiency bonus to AC until the start of your next turn. Then you can make one attack against the attacking creature.

At level 7, you gain two more abilities in your Patient stance:

Dismay: When you Counter an enemy, they have to make a Wisdom save or make their next attack at disadvantage.

Lure: When you Counter an enemy, they have to make a Wisdom save or they must target you with their next attack.

At level 10, each ability gets an improvement.

Distract (dismay): The target of your attack also has disadvantage on their saves until the start of their next turn.

Entice (Lure): You can instead force your target to make one of your enemies the target for their next attack.

At level 15, you can take two reactions instead of just one.

Aggressive
Offense is the best defense

At level 3, you gain proficiency in the Intimidation skill and can add your Wisdom modifier to any rolls you make with that skill.

Charge: When you move 20 feet before an attack, the hit deals an additional 1d8 damage. At level 13, this increases to 2d8 damage. You can move through the space of the creature you are attacking, if it is the same size or smaller, without any extra movement penalties.

At level 7, you gain two more abilities in your Aggressive stance.

Trample: When you Charge an enemy, they have to make a Strength save or be knocked prone.

Throw: When you Charge an enemy, they have to make a Strength save or be pushed straight back 10 feet.

At level 10, each ability gets an improvement.

Overrun (Trample): For each attack roll you make, you can affect a different enemy, or the same enemy multiple times.

Slam (Throw): You can choose the direction of your enemy. If they move through the space of another creature, that creature has to make a Dexterity save or take the extra damage as well.

At level 15, you gain the benefits of Charge without moving.

Finally at level 18, you can now switch between the two stances as a bonus action.

BetweenComments
2023-05-05, 02:13 PM
Warlock Patron: The Elements

A shaman travels to the springs that birth the river his people depend on, begging for the end of the drought that plagues them to the great spirit of the river. Miners tunnel though the earth towards a vein of marble, their foreman having been promised it so long as he made a statue of the elemental who told him of it. A young girl is invited to dance in the air with the sprites, never to touch the ground again. Many make contracts with the elements that make up our world, their powers varied and unquestioned.

Mind of [Element]
Choose one Element to align your mind to. You learn all spells of that element, as shown on the table below, that you have Pact Spell Slots of equal or higher level to. These spells do not count against your spells known, you may also waive the material components requirements for all of these spells.


lvl
Air
Earth
Fire
Water


1st
Zephyr Strike
Magnify Gravity
Searing Smite
Color Spray


2nd
Invisibility
Spike growth
Scorching Ray
Misty Step


3rd
Fly
Erupting Earth
Fireball
Water Breathing


4th
Summon Elemental
Summon Elemental
Summon Elemental
Summon Elemental


5th
Control Winds
Wall of Stone
Immolation
Cone of Cold



Nexus of the Elements
You are a shaman of the various elemental spirits that make up the world and help mediate disputes between them. You have advantage on all Charisma rolls against elementals and unless they are magically compelled or you take specific hostile action against them, they shall treat you as a respected diplomat and mediator.

Additionally you may concentrate for 24 hours to realign your [Element] abilities, reducing this by a number of hours equal to a persuasion throw to negotiate with the elemental spirits of the world, minimum 1 hour. Doing so causes you to lose the benefits of the previous [Element] and gain the benefits of the new [Element].

Fury of [Element]
You learn the [Element] Blast cantrip which does not count against your known cantrips. [Element] Blast is identical to Eldritch Blast (including benefiting from invocations that benefit Eldritch Blast) with the following modifications:

Air: Air Blast deals magical Thunder damage. Additionally if you hit it kicks up debris, giving disadvantage on attacks made against you by the target until the start of your next turn.
Earth: Earth Blast deals magical Piercing damage. Additionally a 15ft by 15ft square around each target is turned into difficult terrain until your next turn, regardless of if you hit or miss.
Fire: Fire Blast deals Fire damage. Additionally, if you hit and should your target fail to move before the end of their next turn they take 1d8 fire damage per time they were hit by Fire Blast.
Water: Water Blast deals magical Bludgeoning damage. Additionally all targets hit by Water Blast must make one Strength save per hit or fall prone.


Body of [Element]
At 6th level, your body has been infused by the power of [Element] granting the following benefits:

Air: The air jealousy holds you, allowing you to ‘walk’ up to 10ft above the ground. Additionally you may use (10 + Charisma) for calculating jump distances instead of Strength.
Earth: Reduce incoming Bludgeoning, Piercing, and Slashing damage by 3 (minimum 0). Additionally you are in tune with subtle shifts in the ground around you and have 10ft of blindsight (so long as you and what you see are touching the ground).
Fire: You are immune to fire damage. As a bonus action you may choose to superheat yourself or cool yourself off. While superheated, once per turn touching you deals 1d8 fire damage.
Water: A number of times per day equal to your Charisma modifier per long rest, you can meld into water or a water based liquid (Coffee, Soup, Tea, Wine, etc) and reappear outside another one up to 60ft away, given that they are both at least 3in wide.


Elemental Harmony
Starting at 10th level, you may choose an [Element] you picked for Ally of the Element, Mind of the [Element], or Body of the [Element]. You also gain access to a [Demielement] Blast based on your chosen [Element] and Fury of [Element]. Changing the [Element] of your Ally/Mind/Body with Nexus of the Elements changes this feature accordingly, though you may swap the feature Elemental Harmony is tied to via negotiations.

Lightning(Air+Fire): Lightning Blast deals Lightning damage. Additionally, should you hit and your target make an attack or uses magic before the start of your next turn, they take 1d8 Lightning damage per hit by Lightning Blast.
Magma(Fire+Earth): Magma Blast deals Fire damage. Additionally, a 15ft by 15ft square around each target is turned into difficult terrain until your next turn, regardless of if you hit or miss. Upon the start of your next turn, all of these areas erupt dealing 1d8 Fire damage. Overlapping areas deal stacking damage.
Mist(Air+Water): Mist Blast deals Cold damage. Additionally all targets hit by Mist Blast must make one Dexterity save per attack they make or fall prone. They only need to make a number of dexterity saves equal to the number of times you hit them, and the effect ends on the start of your next turn.
Mud(Earth+Water): Mud Blast deals Bludgeoning damage. Additionally, a 15ft by 15ft square around each target is turned into difficult terrain until your next turn, regardless of if you hit or miss. Moving on this terrain provokes a dexterity saving throw to not fall prone.
Sand(Air+Earth): Sand Blast deals magical Slashing damage. Additionally, a 15ft by 15ft by 15ft cube around each target is filled with airborne sand until your next turn, regardless of if you hit or miss. Creatures in said sand are blinded and heavily obscured unless one has a form of blindsight to bypass the sand.
Steam(Fire+Water): Steam Blast deals Fire damage. Additionally, should you hit and your target fails to move before the end of their next turn they provoke an opportunity attack from all creatures within range of them.


Ally of [Element]
Finally at 14th level, you can ally yourself more strongly with [Element]. You may use any of your Mystic Arcanum to cast Summon Elemental of [Element] instead of their normal spell.

Invocations

Elemental Weapon
Prerequisites: Pact of the Blade, The Elements Patron

When you use your Pact Weapon, you may grant it the additional bonuses of one of your [Element] Blasts including damage type replacement. While doing so you replace your Strength and Dexterity score with Charisma for calculating hit and damage modifiers. This is not compatible with ‘Extra Attack’ features besides Thirsting Blade nor is compatible with Booming Blade and Green Flame Blade.

Familiar of [Element]
Prerequisites: Pact of the Chain, Upper Management Patron

You infuse your familiar with [Element], granting the effects of Body of [Element] to them.

Lesser Elements
Prerequisites: Pact of the Tome, The Elements Patron

You learn the following cantrips as long as you have this invocation: Control Flames, Gust, Mold Earth, Shape Water. None of these count against your cantrips known.

Just to Browse
2023-05-10, 11:14 PM
The Zettel Artisan

Zettel is the high art of combat. Any brute can swing a sword, but to become truly great, you must study the craft of war, appreciating every precise swing of the blade and every clash of steel. A Zettel artisan focuses their training on melee combat, so that they may appreciate the nuances of its expression to the fullest extent.

Zettel Stances
This Zettel art is composed of a series of interlocking stances: Tail, Sky, Ox, Fool, and Plow. These stances are rooted in martial practice, but their most skilled practitioners learn to use them in ways that take on properties that border on the supernatural. As an action, you may enter any stance, and you remain in that stance until you begin a rest or use another action to change stances.

Each Zettel feature give you a benefit based on your current stance, but you can't simply stick around in one stance to reap its rewards. Each time you use a Zettel feature, you must to shift stances. When you shift stances, choose one of 2 other stances that follow your current stance. If you don't choose, you exit your current Zettel stance (and then later use an action to enter a stance again).



Stance
Shifts to...
Description


Tail
Sky or Ox
With your weapon near the ground, you can make wide sweeping attacks.


Sky
Ox or Fool
With your weapon held high in the air, you can use leverage to deliver telling blows.


Ox
Fool or Plow
With your weapon held up and turned forward, you can deliver blows from safety.


Fool
Plow or Tail
With your weapon seemingly resting in front of you, you can entice enemies into making mistakes, and move quickly to parry incoming blows.


Plow
Tail or Sky
With your weapon pointed directly forward, you can strike with precision.





https://i.imgur.com/bxTkCIu.png

The images here (and the fencing guards that this subclass is loosely based on (https://wiktenauer.com/wiki/Johannes_Liechtenauer)) center on fighting with a longsword, but practitioners of the Zettel art in D&D can use any weapons. Consider how your character would modify the fencing guards here to fit their particular brand of combat. A fighter wielding 2 weapons may hold both of their weapons aloft in Sky stance, but in Plow stance they might keep 1 weapon close to their chest and another at distance.



Zettel Strikes
At 3rd level when you gain this subclass, you learn the strikes of the Zettel art. When you make a melee weapon attack as part of an attack action, you can apply the effect of your current stance. After you use a zettel strike, you must shift stances (even if you miss).


Tail. You can choose a second target that is within your melee weapon's reach. If the original attack can hit, you deal the same damage of the original attack to the second target.

Sky. You can choose to take a -2 penalty to the attack roll for this attack. If the attack hits, you add +4 to the attack's damage.

Ox. Your reach for this attack is 5 feet greater than normal.

Fool. After your attack, increase your Armor Class by 2 against melee attacks until the start of your next turn.

Plow. Add 1d4 to your attack roll.

If you make multiple attacks as part of an attack action, you may end up moving between multiple stances in a single turn.

Zettel Guard
At 7th level, you learn to use your art outside of your turn. You may use your Zettel strike when you make an opportunity attack.

In addition, your current stance grants you a reaction that you can use in response to an attack. After you use this reaction, you must shift stances.


Tail. You pivot easily out of Tail stance to defend against close strikes. As a reaction, you deflect a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity modifier + your fighter level.

Sky. You slice through rays with ease in Sky stance. As a reaction, you deflect a melee or ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity modifier + your fighter level, if that effect deals damage.

Ox. You bat aside projectiles quickly in Ox stance. As a reaction, you deflect a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity modifier + your fighter level.

Fool. The false weakness of Fool stance reduces your Armor Class by 2 against melee attacks. After you are attacked, as a reaction, you can make an opportunity attack against the creature that attacked you.

Plow. The Plow stance is most effective at parrying multiple blows at once. After a creature attacks you for at least the second time and hits you, you may use your reaction to add +4 to your AC for that attack, potentially causing it to miss.

Strike with Purpose
At 10th level, your Zettel strikes improve, becoming the following.


Tail. You may make a melee attack against any number of creatures within 5 feet of you. Roll a single attack and compare it against each target's AC.

Sky. You can choose to take a -2 penalty to the attack roll for this attack. If the attack hits, you add +6 to the attack's damage and the target loses its concentration and leaves any stance it is in, if any. This attack is particularly useful for breaking the focus of other Zettel practitioners.

Ox. Your reach for this attack increases is 5 feet greater than normal. When you make this attack, you don't provoke opportunity attacks for the rest of the turn, whether you hit or not.

Fool. After your attack, increase your Armor Class by 3 against all attacks until the start of your next turn.

Plow. Add 1d4 to your attack roll. The next time you roll an attack before the end of your next turn, add 1d4 to that attack roll.

A Blur of Steel
At 15th level, you gain an additional reaction on each of your turns. This action can be used only to make opportunity attacks or use your Zettel Guard feature.

The Epitome
At 18th level, you are a master of the Zettel art. Whenever you deal damage with a Zettel strike, increase that damage by 1d8 if you have shifted stances at least two times since the end of your last turn.

A player may find themselves in an awkward situation where they want to switch stances, but they do not have a chance to make an attack or use their Zettel Guard feature. In these circumstances, you should allow your player to simply use their attack or reaction to shift stances. This represents their PC making a flourish, or taking a brief moment to readjust in the midst of a fight.

The stance-shifting mechanic is meant to force PCs into a flow of choices each time they act. In order to benefit from a single stance twice, a player must first pass through 2 other stances. This restriction will lead to players sitting in unfavorable stances in the middle of combat regularly, so default to being generous with your player's initial stance. If you dislike having a PC walk around in a Zettel stance during overland travel, consider allowing them to pick a stance whenever they roll initiative instead.

animorte
2023-06-13, 12:36 AM
Artificer, I Choose You! (Pokemon Trainer)

A Pokemon Trainer is an Artificer that has taken an interest in the beasts of nature. They use their tinkering to create small dimensional pockets and enhancements for those monsters. Some trainers choose to specialize in one specific type while others like to have just a little bit of everything. Many train for the joy of battle or companionship. A few just want to catch them all while others... Well, they want to be the very best.

Extra Proficiency:
When you adopt this specialization at 3rd level, you gain proficiency with the Animal Handling skill and you can use your Intelligence modifier for it instead.

PokeBall:
At 3rd level, you know how to make a pocket dimension for your monsters. You can use this as your spell focus and can only have a number of them equal to your proficiency bonus. Each pokeball can hold only one monster. When you encounter a beast of CR 1/8 or less, you may use an Animal Handling check to befriend it and capture it in one of your pokeballs. At level 6, the CR increases to 1/2 and at level 10, the CR increases to 1. Alternatively, you can capture one without a skill check if it is incapacitated by any means or reduced to zero hit points.

As an action you can summon (or withdraw) one of your monsters within 30 feet at an unoccupied space you can see. As your bonus action, your monster responds to your verbal commands and takes its move and action. When it attacks, it uses your spell attack modifier. If it is reduced to zero hp, it faints and you can use your reaction to withdraw it back to its pokeball. When it is withdrawn, it regains a number hit points equal to your artificer level. You can heal your pokemon in this way a number of times equal to your proficiency bonus and regain uses after a long rest. You can only have one monster summoned at a time in this way and must withdraw it before summoning another.

You can choose to release one of your monsters back to the wild as an action. If you do, it retains its basic type and ability, but can use no other features. The pokeball used for it can't be used for another monster, but you can make another one with any tools you are proficient with over the course of an hour. This can be accomplished during a short or long rest.

"I choose you!"
When you have captured a monster for the first time (and each monster thereafter) in a Pokeball, it gains an ability and type of your choosing. It also has resistance to that damage type. The beast maintains its qualities except that its health equals 5 x your Artificer level. Choose one of the following starters:
Fire: Your monster learns Ember. This has a range of 30 feet and deals 1d6 (+ your intelligence modifier) Fire damage in a 10x10 foot square. You also learn the Control Flames cantrip.
Grass: Your monster learns Razor Leaf. This has a range of 60 feet and deals 1d8 (+ your intelligence modifier) Poison damage to two adjacent targets. You also learn the Mold Earth cantrip.
Water: Your monster learns Aqua Jet. This has a range of 120 feet and deals 1d10 (+ your intelligence modifier) Cold damage to one target. You also learn the Shape Water cantrip.
Once you have chosen a starter and gained its cantrip, you can't learn one of the other cantrips in this way, though can still have any combination of monster types. Additional types that you can learn after having chosen your starter:
Electric: Your monster learns Spark. This deals 1d8 (+ your intelligence modifier) Lightning damage to all targets within a 10 foot radius.
Ghost: Your monster learns Shadow Ball. This has a range of 60 feet and deals 1d6 (+ your intelligence modifier) Necrotic damage to all targets in a line.
Psychic: Your monster learns Psybeam. This has a range of 30 feet and deals 1d6 (+ your intelligence modifier) Psychic damage to a number of targets equal to your proficiency bonus.

Held Item
Each of your monsters has a held item that you can imbue with one of the following infusions:

Focus Sash - When this monster is knocked to 0 hit points, it is left at 1 hit point instead, once per short rest.
Eject Button - Upon taking damage, you can use your reaction to withdraw this monster, reducing its damage taken by half.
Safety Goggles - This monster has resistance to magic damage.
Leftovers - At the start of your turn, this monster gains a number of hit points equal to your proficiency bonus.
Quick Claw - You can immediately summon this monster as you roll initative, regardless the result of your roll.
Wide Lens - This monster gains +2 on all attack rolls.
Air Balloon - This monster has a fly speed of 10 feet and can hover.
Scope Lens - This monster scores a critical hit on a roll of 19-20.
Eviolite - This monster gains +2 AC.
Rocky Helmet - When this monster is hit by a melee attack, the attacker takes damage equal to your proficiency bonus.

In addition, you learn the Ring Target and Baton Pass spells. They are always prepared and do not count against the number of spells you have prepared.

1st-level abjuration

Casting Time: 1 action
Range: 60 feet.
Components: S, M (a small ring of metal or a coin, which is consumed by the spell)
Duration: 1 minute or until dispelled

When you cast this spell, the ring expands to encircle a target within range. Choose the damage type of one of your monsters. The target must make an Intelligence saving throw or lose its resistance and immunity to that damage type for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

1st-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, M (a stick wrapped in twine)
Duration: Instantaneous

Your monster on the battlefield is withdrawn back into its pokeball. You may choose and summon another one of your monsters to an unoccupied space that you can see within 30 feet.

Effort Values
At 5th level, you have trained hard with your monsters to start developing specific capabilities. Each monster gains one of the following benefits.
Attack: This monster can attack twice instead of once, including with its ability.
Defense: This monster has resistance to bludgeoning, piercing, and slashing damage.
Speed: This monster can dash or disengage during it's normal movement.

In addition, your monster adheres only to your demands in the heat of battle. It has advantage on saving throws vs all charm and fear effects while within 30 feet of you.

Evolution
At 9th level, your monsters learn additional effects for their primary abilities. These use your spell save DC. Each ability deals and an additional damage die as well (1d6 is now 2d6, 1d8 is now 2d8, etc.). Every target with a status effect here can repeat it's saving throw at the start of each of its turns. Each monster can only use this effect once per turn and up to a number of times equal to your intelligence bonus. These are all recovered after completing a long rest.
Burn (fire): Each target hit by Ember must make a Dexterity saving throw or be burned for 1 minute. At the start of its turn, it takes 2d6 fire damage.
Poison (grass): Each target hit by Razor Leaf must make a Constitution saving throw or be poisoned for 1 minute.
Freeze (water): A target hit by Aqua Jet must make a Strength saving throw or be restrained for 1 minute.
Static (electric): Each target hit by Spark must make a Wisdom saving throw or be paralyzed for 1 minute.
Terror (ghost): Each target hit by Shadow Ball must make an Intelligence saving throw or be frightened for 1 minute.
Calming (psychic): Each target hit by Psybeam must make a Charisma saving throw or be charmed for 1 minute.

Also at 9th level, you have resistance to the damage type of whichever of your monsters is currently in battle, as long as it is within 30 feet of you.

Master Ball
At 15th level, you have become like no one ever was. Your monsters are stronger than ever and you have practiced how to make the best of your gadgets and trinkets. You gain the following benefits:
When you withdraw a monster to it's PokeBall, all of its conditions are removed.
While they are in the PokeBall, your monsters recover to full health during a short rest.
A monster's held item can now contain two separate infusions.

Notafish
2023-06-13, 11:47 PM
Roguish Archetype: The Ringer

ringer (noun, slang)
A person who enters a competition or group under false pretenses in order to cheat or otherwise gain an unfair advantage.

The Ringer, despite not technically being a spellcaster, is a member of closed societies often associated with other, more "magical" classes: Ranger Conclaves, religious orders, Bardic Colleges, etc. While some infiltrate magical orders under false pretenses, others are invited in to offer… expertise… otherwise unavailable to the in-group. Over the course of their careers, Ringers become intimately familiar with the mysteries of their chosen group - and may even rise to positions of wealth and power. However, their talents are more closely aligned with skullduggery than spellcraft.

Level 3

Mystic Associate
Choose a spellcasting class other than Sorcerer or Warlock. You may use magic items intended for members of this class as if you were a 1st-level member of that class. Your spellcasting ability and save DC are the same as your associated class. Work with your DM to determine the nature of the specific magical society with which you are associated. This choice may not be changed.

Sticky Fingers
Ringers do not usually have magical talents of their own, but they do have a knack for obtaining magical secrets. At level 3, Ringers gain 5 Spell Scrolls containing their choice of cantrips or leveled spells available to their chosen magical class. At level 4, and all subsequent Rogue levels, Ringers gain an additional scroll. These scrolls may not contain spells of a level higher than the Ringer’s Proficiency bonus minus 1 (2nd level spells can be obtained starting at Level 6; 3rd level spells are obtained at level 10; 4th at 14; 5th at 18). The Ringer may use these scrolls without making a spellcasting ability check. The spell scrolls are otherwise identical to those described on DMG p. 200. A spell scroll obtained by the Ringer is also automatically entered into their portfolio - a private index of notes on spellcasting, from which they may produce minor magic items that replicate spell effects (described below).
If you gain the ability to cast ritual spells through a feat or levels in another class, you may also cast ritual spells in your portfolio, even if they come from another class' spell list.

Spell Portfolios, Facsimiles, and Magic Trinkets
A Ringer may use spells in their portfolio to create Facsimiles and Magic Trinkets - minor magic items that replicate spell effects. A Ringer may have a number of these items equal to their Proficiency bonus +3 active at any time.
A facsimile is, essentially, a temporary scroll - it may be made from any mark-able material, including paper, parchment, clay, wood, or even embroidered cloth. Creating a facsimile is a fairly simple process; any number (up to the Ringer's item limit) can be created as part of a long rest. When creating a facsimile, the Ringer must provide all costly material components. The facsimiles (unlike the original scrolls) are not permanent magical items; their magic fades quickly. The copies only last until the end of the Ringer’s next long rest and may not be copied into spellbooks or used by characters other than the Ringer.
Magic Trinkets are lightweight curios that can allow anyone to cast cantrips contained in a Ringer's portfolio. Shaped like a mundane object such as a bell or a pendant, they are infused with magic and will produce the effect of the cantrip when activated using a command word or somatic motion set by the Ringer. The casting time is the same as the cantrip's casting time, and the power of the cantrip, as well as ant associated saves or attacks is determined based on the user's abilities and character level. Magic Trinkets take one week of downtime and 25gp to craft. They have unlimited uses, but must be tuned daily (at the end of a long rest) by the Ringer who created them to remain in working order. Inactive Magic Trinkets can be held in reserve - they do not need to be recreated and do not count against item limits.

Level 9


Roguish Counterspell
By Level 9, your familiarity with magical practices allows you to better counter antagonistic spellcasting. If you notice a creature within 30 feet attempting to cast a spell, you may use your reaction to make a weapon attack against the creature. You notice any spell with somatic components being cast by creatures you can see, and any spell with verbal components being cast by creatures you can hear. A creature hit by your attack must make a Constitution save against the damage in order to cast the spell, as if they were concentrating on it. If the Ringer has the Mage Slayer feat, the Constitution save to finish casting the spell is made with disadvantage.

Additional Language
At Level 9, you also learn an additional language. If an associate of a Druid Circle or other society with a secret language, you may learn to speak that language.


Level 13


Mystic Informant
By Level 13, you have developed strong connections within your associated magical society. You gain a one half of pair of Sending Stones. The other stone is held by an informant within your associated society. This informant will not join you on adventures or follow you into danger but has a great deal of knowledge that you may draw upon. Choose any 3 Intelligence or Wisdom skills other than Perception. Once per day, you may use the sending stones to contact your informant to ask them a question related to one of these skills. They will answer as if they had scored a 25 on the relevant knowledge check(s). If an informant is on the same plane as you, they can travel to meet you, but the journey will take 2d12 days and cost 10gp for each day spent travelling or with the party.

If your informant dies for any reason, their role will be replaced by another, similarly knowledgeable informant within 7 days. If necessary, the DM will have your informant’s statistics ;) Most informants are 3HD spellcasters with high Intelligence and Wisdom, but low Constitution.


Level 17


Treasures of the Inner Sanctum
High-level Ringers have access to great stores of wealth, knowledge, and magical power. At level 17, you gain an annual income of 25,000 gp/year in precious gems, beginning with the first long rest on a material plane after obtaining Level 17. These gems are held in a Bag of Holding (DMG p.153). Additionally, you must make a choice to either Support or Betray your associated magical organization's status quo.

If you Support the status quo, add an additional 7 spell scrolls from your associated class' spell list to your inventory and Portfolio. These spells may be of any level that you can cast. Every year, you can choose to add an additional scroll to your portfolio, in addition to receiving your annual income.

If you choose to Betray the status quo, gain a windfall of an additional 25,000gp. Your limit on active facsimiles and magic trinkets increases to equal your Ringer level. Additionally, add a single additional spell scroll from your associated class's spell list to your inventory and Portfolio. This scroll may be of ANY level, and it can be cast (by you) without making a spellcasting ability check.

SyntheticHuman
2023-06-14, 10:56 PM
This subclass is inspired by the magic system in The Dragon Prince. Hope you enjoy!

Sorcerous Origin: Primal Magic
The primal forces of nature harbor wellsprings of power just beyond the reach of most. However, some creatures are born with innate connection to these forces, and through focused training can learn to channel their power. Often, this connection is found in the descendants of powerful archdruids or nature spirits.

Primal Gift
Starting when you gain this origin at 1st level, you gain a gift from your connection to the primal forces. Choose one option from the three below.

Primal Companion: You gain the ability to summon a primal spirit to aid your casting. You learn the spell find familiar. This spell doesn’t count against the number of sorcerer spells you know. In addition, when you summon the familiar, it appears as an elemental version of the creature you choose, its creature type is elemental, and it has immunity to your choice from lightning, fire, radiant, necrotic, thunder, or cold damage, and its attacks deal that same type of damage.
Primal Arcanum: You learn one spell from the druid spell list, of a level that you can cast. This spell does not count against the number of sorcerer spells you know. You may cast this spell once per long rest without using a spell slot. You learn more spells in this manner over time, gaining one additional spell each at 4th level, 8th level, 12th level, 16th level, and 19th level. In addition, every time you gain a Sorcerer level, you may swap out one of these spells with a different one from the druid spell list of a level you can cast.
Primal Comfort: You learn to thrive in environments close to the primal forces of nature. Choose one environment from arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark. You have advantage on spell attacks while in this environment, and gain temporary hit points equal to your Sorcerer level every time you complete a long rest in this environment. Whenever you gain a Sorcerer level, you may change your chosen environment to another from the list.


Primal Blessing
Starting when you gain this origin at 1st level, you gain the blessing of a primal force of nature. You choose from the options below, gaining the benefits of that feature. In addition, each choice allows you to change the type of damage certain spells deal. Whenever you cast a spell that would deal damage of a type other than bludgeoning, piercing, slashing, psychic, acid, or poison damage, you may instead have the spell deal one of the damage types listed in the feature.

Blessing of the Sky: Your speed increases by 5 feet. Additionally, on your turn, you may take the Dash or Disengage action as a bonus action. You may have the spells detailed in the spell's description deal cold, lightning, or thunder damage.
Blessing of the Sun: Whenever you hit a fiend or undead with a spell attack, you deal an extra 1d8 radiant damage. You may have the spells detailed in the feature description deal fire, radiant, or thunder damage.
Blessing of the Stars: When a creature that you can see is about to make an attack roll, ability check, or saving throw, you may force them to use either a five or a fifteen as the roll on the die. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest. You may have the spells detailed in the feature description deal force, psychic, or radiant damage.
Blessing of the Moon: When you cast a spell with a range of touch or five feet, you may instantly teleport to an unoccupied space up to 15 feet away. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.You may have the spells detailed in the feature description deal radiant, necrotic, or psychic damage.
Blessing of the Earth: After you take damage, you may use your reaction and spend a spell slot of any level to gain resistance to the type of damage that was dealt to you. This resistance lasts for one minute or until you use this ability again. You may have the spells detailed in the feature description deal bludgeoning, force, or thunder damage.
Blessing of the Sea: You can breathe air and water. In addition, when a creature fails a saving throw against one of your spells by 5 or more, you may force it to gain a level of exhaustion. After you use this ability, you must finish a long rest before you can use it again. You may have the spells detailed in the feature description deal cold, thunder, or lightning damage.


Primal Affinity
Starting at 6th level, you gain affinity with a primal force of nature. Choose one damage type from lightning, fire, radiant, necrotic, thunder, or cold. Whenever you cast a spell that deals that damage type, you can spend three sorcery points to have it deal the maximum possible amount of damage to one target. You may stack multiple uses of this ability on one casting of a spell.


Primal Absorption
Starting at 14th level, you learn to absorb the power of a primal force of nature. You may choose one damage type from cold, psychic, fire, force, radiant, necrotic, thunder, and lightning. You gain resistance to that type of damage, and when you would take damage of that type, you may use your reaction to spend five sorcery points and regain an amount of HP equal to the damage you would have taken.

Primal Unity
Starting at 18th level, you become fully unified with a primal force of nature. Choose one feature from the options below.

Sky Unity: As a bonus action, you may spend five sorcery points to become translucent and ethereal in appearance. During this time, all attacks against you have disadvantage, and you gain a flying speed of 50 feet.
Sun Unity: As an action, you may spend five sorcery points to activate an aura of heat around you. For the next 1 minute, any creature that comes within ten feet of you for the first time on its turn or starts its turn within ten feet of you, it must make a Constitution saving throw against your spell save DC or take 6d6 fire damage, taking half as much damage on a successful save.
Star Unity: When you fail a saving throw, you may spend five sorcery points to succeed instead.
Moon Unity: As an action, you may activate a glowing lunar rune on your forehead. For the next 1 minute, you shed bright light in a twenty foot radius and dim light for an additional twenty feet, and you gain advantage on Intelligence, Wisdom, and Charisma saving throws. Once you use this feature once, you must complete a long rest before you can use it again. In addition, you become immune to exhaustion.
Earth Unity: As a bonus action, you may spend five sorcery points to tap into a wellspring of resilience. For the next 1 minute, when an effect would deal full damage on a failed save and half damage on a successful save, you instead take no damage on a successful save and half damage on a failed one.
Sea Unity: As an action, you may spend five sorcery points to create an aura of bitter cold around you. Any time a creature comes within ten feet of you for the first time on their turn or starts its turn within ten feet of you, it must make a Constitution saving throw against your spell save DC or gain two levels of exhaustion, gaining one on a failed save.

sengmeng
2023-06-20, 06:17 PM
Roguish Archetype: Ronin

Bushido Training
Beginning at third level when you select this subclass, you gain a fighting style and when you use a versatile weapon in two hands, it gains the finesse quality.

Honorless Gambits
Also at third level, you learn two honorless gambits. You can use Honorless Gambits a number of times equal to your proficiency bonus, after which you must complete a short or long rest to regain uses of Honorless Gambits. You decide before making an attack whether or not to apply an Honorless Gambit to that attack, although some Honorless Gambits are not affiliated with an attack. Honorless Gambits usually require a save; the save DC against an Honorless Gambit is 8 + your proficiency bonus + either your dex bonus or your choice of your intelligence, wisdom, or charisma modifier. Uses of Honorless Gambits can be used to fuel battlemaster maneuvers, but instead of rolling a superiority die, treat it as a roll of 1. Superiority dice can be used to fuel Honorless Gambits, and are always added to damage, unless the gambit does not deal damage. Honorless Gambits all have a basic and enhanced version. Blinding Strike
Your target must make a Constitution save or be blinded for 1d4 rounds. The enhanced version of Blinding Strike causes the target to be blinded until they receive at least one point of healing.

Blind Luck
After rolling an ability check, you may us this Honorless Gambit to reroll that check, after you see the die result but before you know if it passed or failed. The enhanced version of Blind Luck lets you reroll with advantage.

Entangling Strike
The target must make a Strength or Dexterity save (their choice) or be grappled. If they fail, they may attempt the save at the beginning of each of their subsequent turns to end the grapple effect. This does not require an action on their part. The enhanced version also causes each creature adjacent to the target to be able to use their reaction to attack the target the first round they fail the save.

Guile
You add your proficiency bonus and your choice of your intelligence, wisdom, or charisma bonus to any roll that does not already include your proficiency bonus. The enhanced version of guile adds double the ability bonus of the relevant ability score.

Hampering Strike
The target must make a Dexterity or Strength save (their choice) or lose the ability to add their proficiency bonus to any attack roll until they receive at least one point of healing. The enhanced version of Hampering Strike also subtracts up to your proficiency bonus in damage from any attack that hits until they receive at least one point of healing.

Hamstring
The target must make a Dexterity save or have their movement halved until they receive at least one point of healing. The enhanced version of Hamstring also knocks the target prone if they fail their save.

Honorless Riposte
As a reaction to being attacked by a creature in your reach, you can make an attack against your attacker. In the enhanced version, if your attack deals damage, their attack is made with disadvantage.

Spellsplitter
As a reaction to a creature in your reach casting a spell, you attack that creature. They must make a Constitution saving throw or the spell fails, using up the spell slot. The enhanced version of Spellsplitter causes them 1d6 force damage per level of the spell they tried to cast.

Vital Strike
The target must make a Constitution save or take damage equal to half your sneak attack damage, if the attack would not normally qualify for sneak attack damage. The enhanced version of Vital strike applies full sneak attack damage.
Iaijitsu
Beginning at ninth level, you gain proficiency in initiative rolls, and if you use an Honorless Gambit on a target that has not acted in that combat, that use is not consumed. You also learn two additional Honorless Gambits.

Enhanced Gambit
Beginning at thirteenth level, you perfect two of your Honorless Gambits, choosing two of them to gain the enhanced effects.

Iaijitsu Focus
Beginning at seventeenth level, if you make a sneak attack against a creature that has not yet acted in that combat, your sneak attack damage dice turn to d10's for that attack.

animorte
2023-06-28, 04:05 AM
Submission thread is closed and we're off to the voting phase.

Right this way to Make a Choice! (https://forums.giantitp.com/showthread.php?657497-Make-a-Choice-Voting-Thread-(5e-subclass-contest-37)&p=25811564&styleid=3#post25811564)