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animorte
2023-07-13, 02:20 AM
Welcome to the 5e Subclass Contest XXXVIII (38)!

Congratulations to the winner of Make a Choice, Just to Browse with The Zettel Artisan! (https://forums.giantitp.com/showsinglepost.php?p=25777195&postcount=5)

Our voted theme for this next contest is...


Calling Card: Anything you can summon however you like OR a deck of cards with innumerable tricks. Do you love having an army of minions at your will? Maybe you prefer having just one sidekick that gets powerful over time along with you. You could even make various items appear out of thin air. Perhaps you are the one being summoned... Or prove to be a master in the art of deception. Why not both?


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: August 24th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

Snowben Gaming
2023-07-14, 01:10 PM
Roguish Archetype: Card Hustler v2.0

While other rogues train their skills with the blade, you train your skills with the card. You are a master of cards, swindling your way through life. Your skill with cards is unparalleled, allowing you to effortlessly con people in card games. But your skill is not relegated solely to games for you have developed techniques to use cards as lethal weapons.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Deception, Sleight of Hand and playing cards, if you weren't already. Additionally, you can double your proficiency modifier for any skill check you make involving playing cards.

Deadly Dealer
Also at 3rd level, you learn how to flick cards with lethal force. You can wield playing cards as simple ranged weapons with the finesse and thrown (20/60) properties. On a hit, they deal slashing damage equal to 1d6 plus the ability modifier you used for the attack. You are proficient in wielding playing cards as weapons.

Bottom Deal
Additionally at 3rd level, you learn how to flick a card from the bottom of your deck instead of the top in order to catch your opponents off guard. When you make an attack with a playing card with advantage, instead of rolling again and taking the higher result, you may roll once but take the result that was on the bottom of the d20 if it is higher than the result on the top.

For those using digital dice, use 1d10+10 to represent Bottom Deal, adding your modifier as normal. If rolling in this way, a roll of 10 on the d10 (before the +10) is equivalent to a roll of 20 on a d20, and will trigger any effects that occur on a roll of 20 on a d20.

Palmed Card
When you reach 9th level, you know how to keep a good card held back for when it counts. When you roll a 20 on a d20 for an ability check, saving throw or attack roll, you can re-roll the ability check, saving throw or attack roll, and must take the new result. If you do this, when you make an ability check, saving throw or attack roll before the end of your next turn, you can treat the roll of the d20 as a 20 without needing to roll. You can do this once before needing to roll another 20.

Ace Up Your Sleeve
Starting at 13th level, you’ve learned to always keep an Ace up your sleeve. Literally. You keep an ace from your deck up your sleeve at all times and are ready to deploy it at a moment’s notice. When you roll initiative, you can use your reaction to make a single ranged attack with a playing card, regardless of if you had any in your hands or not.

False Shuffle
By the time you reach 17th level, you always have the card you want where you want it, even if to others it seems random. When you make an attack with a playing card, as long as the attack hits, you can treat it as a critical hit. Once you use this ability you must finish a short or long rest before you can use it again.

15th July: v1.0

First complete draft

16th July: v2.0

Added Sleight of Hand to Bonus Proficiencies
Specified you are proficient in playing cards as weapons as part of Deadly Dealer
Bottom Deal now replaces the normal effects of advantage instead of applying to all attacks and has been moved to 3rd level
Added a note for how to deal with Bottom Deal when using digital dice
Palmed Card added to fill the gap at 9th level

Notafish
2023-07-14, 04:17 PM
Bard: College of Street Magic

Wizards have a well-earned reputation as conjurers of cheap tricks, but Bards take more naturally toward fleecing rubes through magical means. The College of Street Magic specializes in versatile close-up effects meant to entertain and confound.

Level 3: Enhanced Prestidigitation
Learn the Prestidigitation cantrip or another cantrip if you already know Prestidigitation; Prestidigitation may be cast as a bonus action and grants a +5 bonus to Sleight of Hand checks and Deception checks until the start of your next turn. Your Prestidigitation is not aligned with any magic school and cannot be detected by the Detect Magic spell or similar divinations. You also gain the following options for prestidigitation effects:

You make an inanimate object glow for up to an hour. The object casts dim light in a 10 foot radius and must fit within a 5-foot cube.
You apply a small amount of sudden telekinetic force to a creature or object within range, as if you had bumped them with your elbow. This force causes no damage on its own but is enough to cause an unprepared creature to flinch or to knock a candlestick off a shelf.
You cause an illusory handheld entertainment item - usually a musical instrument or gaming set - to appear in your hands. The illusion lasts for one hour or until you use an action to dismiss it. Creatures observing the illusions may make an Intelligence save for free to determine that they are illusions, and automatically discern the illusion if they interact directly. While the illusions cannot be used to deal damage, illusory instruments and gaming sets can be used for performances or demonstrations. You control the outcome of any games played with an illusory gaming set, but creatures that have discerned the illusion will also understand this. Illusory items created this way may be used as spellcasting foci.
You may take the Use an Object action or share a Bardic Inspiration die if you have one available. This effect can be paired with another Prestidigitation effect, including those listed above.


Level 3: Bardic Misdirection
When you use your enhanced Prestidigitation to share Bardic Inspiration, roll a second die of the same type (d6, d8, etc.) and add the result to your AC until the start of your next turn.

Level 6: Close-up Magic
Creatures within 10 feet of you have disadvantage on saves against the effects of leveled spells you cast unless they use their reaction to focus on your spellcasting process. This reaction breaks concentration. Spell attacks you make against creatures within 10 feet of you deal an additional 1d8 damage.

Level 14: Mind Freak
You may replace any save on the spells you cast with a Wisdom, Charisma, or Int save (your choice). This may be done a number of times per long rest equal to your Proficiency bonus. The choice of save must be made at the time the spell is cast before saves have been rolled and applies to all targets.

Just to Browse
2023-07-17, 03:38 PM
Ranger Conclave: The Sagittar

In each universe, stars are different. In one world, they are portals that erupt from massive enchantments carved into realmspace's outer boundaries. In another, they mark the limits of the crystal sphere that bounds the emptiness between the outer planes. In others they are sparks from a divine hammer, orbs of nuclear fire surrounding portals that spew forth new souls, or gates to the Far Realm. But across most every world, stars maintain two properties: They remain fixed and far away, and they are deep wells of power.

Sagittars are rangers who have found a special relationship with the stars above, studying position, color, and constellation as they roam across the land. Sagittars find themselves in good company with others who study the night sky, such as members of the druidic circle of stars. Some even partake in druidic efforts, scribing megaliths and mapping out prophecies in constellations. Other sagittars choose not to study these ancient records in favor of communing with the stars as they are today. The highest-level sagittars find themselves traversing the world, memorizing the stars each night.

When you create your sagittar, consider their relationship to the stars above them. Are there specific stars or constellations that they consider important? Did they come into the conclave through self-study, or initiation from an outside order? Your sagittar's relationship should color your stellar powers, both figuratively and literally. A follower of Reorx in the world of Krynn would conjure weapons that radiate a red light, and their stellar wind would leave sparkling offshoots that dance across the air before twinkling out. In contrast, a sagittar who follows the dancing star of Acamar on Abeir-Toril would shed a black radiance, the maddening nothingness that is light without color. Worshippers of of Surrac's Shield in Tal'Dorei would choose to segment their luminous arsenal with 1 weapon for each star in the constellation, and likely would not consider themselves true sagittars until at least 15th level.

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



Ranger Level

Spells


3rd
guiding bolt


5th
see invisibility


9th
melf's minute meteors


13th
fire shield


17th
dawn



Starsight
The path of the sagittar is one lit by dim stars in the sky. As you grow in skill, you become better able to navigate in the darkness of twilight.

At 3rd level, you gain darkvision out to 60 feet. If you already have darkvision from your race, its range improves by 30 feet.

At 7th level, you can navigate by the stars. While traveling under starlight, you treat all natural environments as your favored terrain.

At 11th level, you can see in dim light as well as you can see in bright light (In combination with your darkvision, this means you can see in darkness, dim light, or bright light equally well).

At 15th level, you can use the stars to chart courses between any destination. So long as you have studied the sky at your goal location, you always know the shortest direction towards that location.

The favored terrain bonuses apply to any ranger, including ones that use the alternate class feature Deft Explorer from Tasha's Cauldron of Everything. If you are a ranger with Deft Explorer, you are considered to have the Natural Explorer feature, but your only favored terrain is natural terrain in starlight.

Luminous Arsenal
Also at 3rd level, you gain the ability to convert and conjure bows made from starlight. You can perform a ritual over an hour with a ranged weapon in your possession. At the end of that hour, that weapon is added to your luminous arsenal, dissolving into radiant light.

With your object interaction, you can call upon any weapon in your arsenal. You summon a radiant version of that weapon, and you can conjure radiant ammunition for that weapon each time you attack. These pieces of ammunition appear in your hand as you load the weapon or pull back your bowstring, fly in straight lines, and disappear moments after your attack. Use the statistics of your sacrificed weapon, with the following changes:
Quiet Brilliance. You shed dim light in a 10-foot radius while the weapon.
Radiant Bolts. The ammunition deals radiant damage instead of its normal damage type.
Stellar Wind. Your radiant ammunition leaves streak of light in its path, a 5-foot-wide line that starts at you and ends at your target. This streak sheds dim light within its space, and lasts until the start of your next turn. The first time each turn that you or one of your allies hits with an attack while standing in a space with stellar wind, that attack deals an additional 1d4 radiant damage.
You can keep a number of weapons in your luminous arsenal equal to your proficiency bonus, with excess weapons fading from existence as you replace them. Once a weapon is part of your arsenal, it becomes starlight forever; only wish or similarly-powerful magic can bring it back.

There may be times when you want to attack something other than a creature. Perhaps you want shed light on some remote object, reach a far space with Comet's Tail, or grant an ally bonus damage without hurting them. In most conditions, you can shoot any square within your weapon's long range without issue. However, in scenarios where precision is particularly important or your path is obscured in some way, your DM may ask you to make an attack roll to determine how accurately you hit your target.
Comet's Tail
At 7th level, you can ride along the streaks of light created by your Stellar Wind. As a bonus action, you can teleport to any unoccupied space in your Stellar Wind. You can also use a bonus action to ready this feature. (Note: Normally bonus actions can't be readied. If you already allow bonus actions to be readied, ignore this line.)

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Guiding Starlight
At 11th level, you become a guiding light in the darkness for your allies.

The bonus damage from your Stellar Wind applies to all attacks made while standing in Stellar Wind.
If an ally ends their turn in your Stellar Wind, they gain temporary hit points equal to your twice your proficiency bonus.
You constantly radiate stellar wind while wielding a weapon from your luminous arsenal. When you move, you leave a trail of stellar wind in every space you moved through. This lasts until the start of your next turn.
Falling Star
At 15th level, you can bring forth massive destructive power from the sky above. As an action, you can fire a weapon from your luminous arsenal towards a point within its longest range. The fired ammunition grows in size and power until it becomes a great celestial mass that explodes to devastating effect.

Each creature and unattended object within a 40-foot radius sphere of the chosen point must make a Constitution saving throw. The sphere spreads around corners. A target takes 15d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 each time you gain a ranger level. In the wake of the explosion, the affected area is filled with your Stellar Wind until the start of your next turn.

Using this feature requires a steady aim. You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn. You may use this feature once, and you regain the ability to do so once you finish a long rest.

animorte
2023-08-14, 03:27 AM
PIMP Fighter


"Always write positive, dynamic scripts and show only the best movies for you on that screen whether you are pimp or priest." - Iceberg Slim, Pimp: The Story of My Life


When you choose this archetype at 3rd level, you have a personal assistant that is often a great deal of help to you and your friends. It rarely shows signs of aggression, as being good company is the first priority. They will always follow you unless you give them commands to do otherwise. While you may have many in retainer, you can only have one Harlot under your direct tutelage at any given time. If they die or if you choose to release them, you can summon another at the end of a short or long rest as a replacement.

As a bonus action on each of your turns, you can direct your Harlot to move and take an action. The harlot has a movement of 30 feet and is immune to all charm effects. Its hit points are equal to 3 x your level in this class. It always uses your saving throw modifiers and has an AC = 10 + your Dexterty modifier.

Inner Circle. Your Harlot is a distracting presence for all who might oppose you. You or a creature of your choice gains +2 AC, as long as they are within 10 feet of your Harlot. This benefit can only apply to one creature at a time and can be changed each turn as part of the bonus action to command your Harlot.

Actions:
Meet the Quota. A target within 30 feet that your Harlot can see must make a Wisdom saving throw or become charmed for 1 minute.
Pepper Spray. A target within 10 feet must make a Dexterity saving throw or become blinded for 1 minute. An affected creature can make a Constitution saving throw at the end of each of its turns to remove the blindness.

Reactions:
Valued Customer. Your Harlot can use its reaction, moving up to its speed, to follow you or the beneficiary of Inner Circle if they move.
Step Off. When your Harlot takes damage, it can reduce that damage by a number equal to 1d10 + your level in this class. This can be used a number of times equal to your proficiency bonus and all uses are regained when you finish a long rest.



"The next time [he] speaks, kill him... THAT was a threat. See the difference?" - Tyrion Lannister, Game of Thrones

Pimp Hand
Sometimes you need to make a statement and put somebody in their place. This doesn't always lead to violence, but serves as a warning for those foolish enough to test you. Starting at 3rd level, as an action, you can choose a number of targets you can see equal to your proficiency bonus within 30 feet. They must make a Charisma saving throw or become frightened until the end of your next turn.

In addition, you gain proficiency in the Deception and Intimidation skills.

Save DC = 8 + your proficiency bonus + your Charisma modifier.

Pimp Slap
Sometimes you need to follow through on a threat and prove that it was, in fact, a promise. Starting at 7th level, if a target succeeds on the saving throw for Pimp Hand, you can move up to your speed and make a single attack against that target as part of the same action. If the attack hits, your target has disadvantage on the next saving throw they make within 1 minute.

That's My Corner
As long as they are near enough, a Pimp is able to protect their employ with sheer influence. Starting at 10th level, when a creature you can see moves within 30 feet of your Harlot, you can use your reaction to force that creature 10 feet away horizontally. You must be within 60 feet and able to see your Harlot. This feature can be used a number of times equal to your proficiency bonus and you regain all uses after a long rest.

In addition, when you use Second Wind, your Harlot benefits from the same effect as yourself.

Sugar Daddy
Your renown and effectiveness as a good and fair boss have spread; help is never far away. Starting at 15th level, you can have two Harlots under your tutelage at a time. Both respond to your bonus action command, each of which can be different or the same directions. One creature can benefit from both Inner Circles at the same time.

In addition, your Harlots have a new AC = 10 + your Dexterty modifier + your Charisma modifier.

Madam on the Wire
Your Harlot has been in the business for quite some time and even gained some renown of their own. Starting at 18th level, while a creature benefits from Inner Circle, they have advantage on all attack rolls. Your Harlot also gains a new Reaction:
Exit Fee. If the beneficiary of Inner Circle would take damage or fail a saving throw, your Harlot can offer itself up to accept the damage and effects instead.


"I cant buy a pack of smokes without running into nine guys you f***ed!" - Rocco, The Boondock Saints

animorte
2023-08-25, 09:12 AM
Submission Thread is closed! I will open up the voting thread later today. Entries look good :smallsmile:


(Sorry for the delay.) We're back in action and ready for votes! Calling Card - (https://forums.giantitp.com/showthread.php?659106-Calling-Card-Voting-Thread-(5e-subclass-contest)&p=25855448#post25855448) Voting Thread (5e subclass contest)