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Just to Browse
2023-11-22, 09:31 PM
Welcome to the 5e Subclass Contest 40!

Congratulations to the winner of Something Borrowed, playswithfire with the K'un L'un Dragon (https://forums.giantitp.com/showsinglepost.php?p=25894093&postcount=8)!

Our voted theme for this next contest is...


It Came From Beyond: A theme that covers space, the outer realms, or something extra-planar. Reach beyond this mortal world!


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.
As a brewer, you may include non-homebrew content alongside your submission, like design rationales or the math you used to determine certain features. However, please keep this extraneous content separate from the main content, such as in a spoiler or a separate post. Reviewers aren't obligated to read these notes before voting.

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: February 3rd will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

Just to Browse
2023-11-27, 06:40 PM
Warlock Patron: the Elder Constellation
The night sky is dotted with lights against the dark canvas of the cosmos. Most of these are planets, portals, or orbs of fire. But the void of space is also home to unknowable entities, beings with impossible minds, ancient hates, and infinite hunger. They are the enemies of gods, their presence extruding through time and space. Now and then, the light of one will appear briefly in the sky to shower the children of this world with wisps of its unearthly light. Those who study the stars call these things the elder constellation. For now, these ancient entities are distant, their light weak... but the elder constellation grows in proximity by day, and so its power grows in measure.

You are a warlock of the elder constellation, gifted with fragments of power by these elder evils. Perhaps you are a scion, seeking to prepare the world for their arrival and hurry their approach. Alternatively, you may wield the twisted powers of the elder constellation against them, undoing the goals of these beings by using their own terrible magic. You could also be cursed by these powers somehow, striving to survive as best you can while ignoring the constellation's maddening whispers. No matter your goals, the cosmic eyes of the elder constellation watch your each and every move.

Expanded Spell List
The elder constellation let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level

Spells

1st
Dissonant Whispers, Faerie Fire

2nd
Enhance Ability, Moonbeam

3rd
Clairvoyance, Melf’s Minute Meteors

4th
Compulsion, Confusion

5th
Antilife Shell, Dawn



Gifts of a Horrid Sky
At 1st level, the elder constellation speaks to you in unearthly whispers as it fades in and out of space and time, each star granting you its favor before its spark grows pale once more. When you finish a long rest, choose two gifts of the elder constellation from among those described below. You gain the benefits of those gifts until you finish your next long rest. When you reach certain levels in this class, the number of gifts you can choose increases, as shown on the Gifts Given table.

Warlock Level
Gifts Given

1st
2

6th
3

10th
4

14th
5



The elder gifts you learn determine the aspect of the elder constellation that grants you its power. Each gift has two suggested stars that might provide you with a gift of that type: it's up to you to determine which star is communicating to you, and what it might ask you to do with the gift it provides. Each gift provides two benefits: A small boon that lasts until you gain new elder gifts, and the ability to exploit the constellation's power once to devastating effect. Once you exploit a constellation's power, you can't do so again until you finish a long rest and gain new elder gifts.



Elder Gift

Suggested Stars

Consumption
Hadar, the Dark Hunger
Acamar, the Star-Eater

Corruption
Allabar, Opener of the Way
Ihbar, the Ever-Expanding

Death
Atropus, the World Born Dead
Zhudun, the Corpse Star

Guidance
Caiphon, the Dream Whisperer
Pandorym, the God-Killer

Ice
Delban, the Star of Ice and Hate
Father Llymic, the Imprisoned

Radiance
Ulban, the Writhing Comet
Nihal, the Serpent Star
Secrecy
Khirad, the Star of Secrets
Gibbeth, Tormentor of Minds



Consumption. With the gift of consumption, you gain nutrition from poisoned, rotten, or otherwise spoiled food, and you are immune to ingested poisons.


As an action, you can exploit this gift to create a massive gravitic pull around you. Each creature within 30 feet of you must make a Strength saving throw or be pulled 10 feet towards you in a straight line. Then, each creature other than yourself within 20 feet of you must make a Dexterity saving throw. On a failed saving throw, a target takes 2d6 force damage and can’t take reactions until the start of its next turn. On a successful save, a target takes half as much damage and can take reactions normally.

The damage of this gift increases by 1d6 for every 2 warlock levels you have.

Corruption. With the gift of corruption, you offer a false sense of comfort to those around you. You have advantage on Charisma (Deception) checks and Charisma (Performance) checks.


As an action, you can exploit this gift to briefly interpose this world with a zone of distant realmspace that is rich with the energy of the elder constellation. Choose a point within 90 feet of you. The space within 20 feet of that point becomes unstable. Each creature that enters the space or starts its turn there must make a Charisma saving throw or take 4 necrotic damage, and have its hit points maximum reduced by an amount equal to the damage taken.

The damage of this gift increases by 2 for every 2 warlock levels you have.

Death. With the gift of death, you can animate corpses to create undead retainers. Over the course of 10 minutes, you can perform a ritual that animates the corpse of a large or smaller creature. You can animate most anything composed of dead flesh and bone, though the form is limited to a few expressions. Use the statistics for a crow, rat, fish, commoner, or draft horse as appropriate, though the creature is an undead instead of its normal type. These creatures cannot fight or help with ability checks, but can perform mundane tasks and are bound purely by your will. You can have a maximum of 3 undead retainers at a time. Your undead retainers last destroyed or until you choose not to take the elder gift of death, at which point they collapse into a useless mass of rotted flesh.


As an action, you can exploit this gift to conjure undead spirits into an area. Choose up to two unoccupied 5-foot spaces within 90 feet of you. The spaces must be contiguous with each other. In each space, an undead spirit forms, using the stat block of a zombie, except it has only 10 hit points, a speed of 0 ft., it can’t take reactions, and it can’t be knocked prone. The zombies act together on your initiative at the start of your turn, starting the turn after you exploit this gift. Each zombie disappears when it drops to 0 hit points or after 1 minute. You must concentrate on this effect in order to sustain it (as if you were concentrating on a spell).

You can summon an additional spirit for every 2 warlock levels you have. These spirits must also be summoned in unoccupied, contiguous, 5-foot spaces within 90 feet of you.

Guidance. With the gift of guidance, you gain knowledge of things that you have never learned. You have advantage on Intelligence (Arcana), Intelligence (History), Intelligence (Nature), and Intelligence (Religion) checks.


As an action, you can exploit this gift to grant a feverish power to one creature you can see, willing or not. Whenever a target makes an attack roll or a Strength, Dexterity, or Constitution saving throw before the spell ends, the target can roll a d4 and add the number rolled to that attack roll or saving throw. However, whenever the target makes an Intelligence, Wisdom, or Charisma saving throw, it must roll a d4 and subtract the number rolled from that saving throw.

You can affect an additional creature with this gift for every 2 warlock levels you have.

Ice. With the gift of ice, you are inured to harsh cold and cooled by magical frost in hot weather. You and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit and as high as 150 degrees Fahrenheit.


As an action, you can exploit this gift to create a cone of swirling cold. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 2d8 cold damage on a failed save, or half as much on a successful one. A creature killed this way becomes a frozen statue until it thaws.

The damage of this gift increases by 1d8 for every 2 warlock levels you have.

Radiance. With the gift of radiance, you can choose to shed light or to mask your light as an action. While shedding light, you and everything you wear become a source of illumination that creates bright light within 30 feet of you and dim light within 60 feet of you. You and other creatures within the light have advantage on Intelligence (Investigation) checks made to detect hidden objects, inscriptions, doors, and other concealed details. This does not affect checks made to detect creatures.


As an action, you can exploit this gift to call down a beam of dire radiance, creating a cylinder-shaped beam of energy within 90 feet of you that is 40 feet tall and has a radius of 10 feet. Each creature within the beam must make a Constitution saving throw as it is bathed in unearthly light. On a failed save, a target takes 2d4 radiant damage and is sheathed in radiant energy until the start of your next turn. When a target wrapped in energy this way moves closer to you, it takes an additional 2d4 radiant damage and the effect ends. On a successful save, a target takes half as much damage and isn't wrapped in radiant energy.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until the start of your next turn.

Both instances of damage of this gift increase by 1d4 for every 2 warlock levels you have.

Secrecy. With the gift of secrecy, sound and light seem to escape you. If you have not attacked, exploited a gift, or cast a spell for 3 rounds, you have advantage on Dexterity (Stealth) checks.


As an action, you can exploit this gift to cast a psychic pall upon a foe. Choose a creature within 90 feet of you. That creature must make a Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage and becomes exposed for 1 minute as their weak points are revealed. While exposed, attacks against the target score a critical hit on a roll of 18-20. On a successful save, the target takes half as much psychic damage and is not exposed. The damage increases by 1d4 for every 2 warlock levels you have.

Probe the Mind
At 6th level, you can extract information from the minds of helpless creatures. As an action, you can touch an incapacitated creature and psychically ask it a question. You then extract a brief answer to that question from the creature's mind, as it would answer based on its own experiences. The creature is not allowed a saving throw to resist this effect.

These answers are not spoken, nor is the creature necessarily even aware that its mind was probed. Thoughts locked deep behind brainwashing or repressed by trauma can even be brought out this way, though the answers to your questions may be cryptic or incomplete. The thoughts of the creature are necessary to the process, so mindless creatures or those under the effects of mind blank are immune to this feature.

You can ask up to three questions with this feature. When you finish a long rest, the number of questions resets.

Troublesome Prophecy
At 10th level, you can foretell shifting tides of battle. As a reaction, when a creature you can see other than yourself makes an attack roll and misses, you may replace that roll with an 18. However, the next attack roll that creature makes before its next short or long rest is replaced with a 6.

You may use this feature once. When you finish a long rest or exploit a gift from your Gifts of the Horrid Sky feature, you regain this use. Even if you exploit multiple gifts, you can only ever have one use of this feature in reserve at a time.

Fury of the Constellation
At 14th level, you can bring the dark gifts of the elder constellation to bear, unleashing a torrent of awful cosmic energy. When you exploit a gift from your Gifts of the Horrid Sky feature, you can choose to empower the effect that you create.

Once you empower an exploited dark gift, you can’t empower any others until you finish a long rest.


Consumption. The force damage dealt by your gravitic pull increases to 2d6 plus an additional 1d6 for every warlock level you have.

Corruption. The damage dealt in the area you create increases to 4 plus twice your warlock level.

Death. The zombies you summon have 40 hit points, and deal 2d6 magical bludgeoning damage with their attacks.

Guidance. Any allies you affect with this gift roll a d10 instead of a d4 when making attacks, and rolling Strength, Dexterity, and Constitution saving throws. The die they roll for other saving throws is unchanged, as are any dice rolled by enemy creatures affected by the gift.

Ice. The size of your cone of ice increases to 60 feet, and the damage it deals increases to 2d8 plus 1d8 for every warlock level you have.

Radiance. The damage from the beam of energy and the damage from the sheathing energy both increase to 2d4 plus 1d4 for every warlock level you have.

Secrecy. On a failed save, attacks against the target score a critical hit on a roll of 15-20. Even on a successful save, you reveal some of the target’s weaknesses, and attacks against the target score a critical hit on a roll of 18-20.

Notafish
2023-12-22, 10:26 PM
Paladin: Oath of the Truth-Seeker
There are some truths about the greater world that are hidden from most eyes. The Truth-Seekers are paladins who seek to confront hidden threats from beyond before they come to fruition. Some are dismissed as crackpots or conspiracists; others find that their knowledge of the unknown is highly valued by the powerful. While some other paladin orders (such as the Watchers) also deal with extraplanar threats, Truth-Seekers tend to be more thoughtful and less inquisitorial. This can put them at odds with some major religious sects, particularly those with non-neutral alignments.

Oath Tenets

Be true to yourself. Truth-Seekers aim to uncover the deep mysteries of the multiverse, but doing so begins with a simple commitment to personal honesty. While the oath does not specifically forbid lying or dissimulation in service of a greater goal, Truth-Seekers will not misrepresent their own experience for personal gain.
Truth is the highest virtue. In additional to holding to their personal code of truthfulness, Truth-seekers also have a commitment to discover the unknown. This can lead to them uncovering secret societies within their own plane as often as they confront the horrors of the Far Realms.
Do not fear the unknown. To be a Truth-Seeker is to be an explorer, boldly going where few others dare. However, Truth-seekers must not take their oath naively. In their journeys to the thinner parts of reality, they may encounter things that cannot be described, and others that test the limits of morality and sanity. To strengthen their resolve against the effects of fear, many Truth-Seeking orders have developed formal meditation practices.

3rd Level
Early Investigations
At 3rd level, you gain proficiency in Investigation. If you already have this proficiency, choose another skill, language, or tool with which to gain proficiency.

Oath Spells
You gain oath spells at the paladin levels listed:


Paladin Level
Spells


3rd
Comprehend Languages, Identify


5th
Mind Spike, Zone of Truth


9th
Clairvoyance, Speak with Dead


13th
Locate Creature, Private Sanctum


17th
Contact Other Plane, Legend Lore



Channel Divinity
At 3rd level, you also gain the following two Channel Divinity Options:

Know your Foe. Your Channel Divinity gives you a flash of insight into the strengths and weaknesses of others. As an action, you may expend a Channel Divinity use to learn all damage/condition immunities, resistances, and vulnerabilities of a creature within 20 feet of you that you can see. You do not learn whether these qualities are due to the creature's nature, or another source, but may make an Investigation check (opposed by the creature's Charisma (Deception) check) as a bonus action to learn this information at any point following this Channel Divinity use.

Pierce the Veil. You can use your Channel Divinity to improve your Divine Sense feature. As part of using Divine Sense, you may spend a use of Channel Divinity to accomplish the following, in addition to the effects noted in the Divine Sense feature:
You know the location and type of all creatures within 60 feet of you on your current plane as well as the Ethereal Plane.
You may designate any number of these creatures to make Wisdom saving throws. On a failed saving throw, the creature becomes aware that it has been supernaturally perceived and becomes startled: it has disadvantage on attack rolls and ability checks until the end of your next turn, and attacks against it have advantage. Additionally, creatures failing saving throws are drawn into your current plane (if it was on the Ethereal), are made visible (if they were invisible), and lose the benefit of any illusions made to conceal their appearance or location until the end of your next turn. If a creature is not capable of being visible, its location is outlined in shimmering light and it loses any benefits of invisibility until the end of your next turn.
This effect only pauses the effects of spells and creature traits; it does not dispel them. However, creatures with abilities to move between the Ethereal and other planes with an action (such as ghosts) do not automatically return to the Ethereal plane when the effects of Pierce the Veil end.

7th Level
Improvised Rituals
Starting at 7th level, you have learned that the use of rituals to cast certain spells can be a great help in your investigations, particularly when there is a need to save spell slots for other purposes. You may cast any paladin spell you have prepared as a ritual if it has the (ritual) tag. Additionally, once per long rest you may improvise a ritual for any paladin spell you have prepared, even if it does not have the (ritual) tag. Like a standard ritual, an improvised ritual takes 10 minutes longer than the spell normally takes to cast and does not use a spell slot.

15th Level
Aura of Sanity
By 15th level, your devotion to the truth protects yourself and nearby allies from certain attacks on the mind. You and friendly creatures within 10 feet of you have resistance to psychic damage, advantage on Intelligence saving throws, and advantage on skill checks made to disbelieve illusions.
At 18th level, the radius extends to 30 feet.

20th Level
Truth-Seer
At 20th level, you can use an action to enter a state of heightened consciousness to gain several effects for one hour.
You have truesight and can see into the Ethereal Plane to a distance of 120 feet.
You can enter or exit the Ethereal Plane as a bonus action. The movement rules while in the Ethereal Plane are those described in the Etherealness spell description. While in the Border Ethereal, your aura effects extend to the neighboring plane, and vice-versa.
You share these effects with friendly creatures within your 30-foot aura radius. If a creature leaves your aura, the effects fade in 1d6 rounds.
Once you use this feature, you can't use it again until you finish a long rest.


Intelligence vs. Charisma
The Truth-Seeker Paladin is meant to enable play of a paranormal investigator archetype. Depending on how a player might want to play their character, they might want to use Intelligence-based skills more than Charisma-based skills in non-combat play. In my opinion, swapping Charisma for Intelligence on the Paladin chassis (e.g., using Intelligence to determine bonus spells prepared, Divine sense uses, Spell Save DC, Aura of Protection effectiveness, and Cleansing Touch uses) will not heavily impact the mechanics of the class.
I have not considered whether this option opens up exploits with Wizard or Artificer multiclassing, but my hunch is that these options would not be any more problematic than Paladin/Cha-caster multiclassing, and could open up new options for play.

Swapping the 7th and 15th Levels
Most Paladin subclasses put an Aura feature at 7th level and a non-aura perk at 15th. I've swapped these because I personally would be more excited by getting the ritual features at 7th.

BerzerkerUnit
2023-12-23, 01:51 AM
Fighter Subclass: Warp Wave Warrior
You have been exposed to something... alien. Perhaps you somehow survived weeks in the aura of an Elder Brain or a mysterious falling star bathed you in an unknown color. Whatever the source, you have learned to tap into the mysterious forces beyond mortal ken to perform mind shattering feats of martial prowess.

Warp Slash
Beginning at 3rd level your tie to the far realm allows your melee attacks to reveal a tiny fraction of its unnatural nature through which you can evoke the following effects.
Portal Strike.When you hit a large or smaller creature with an attack on your turn you can forgo damage to teleport the target to an empty space you can see within 30 feet. Alternatively, you can forgo an attack to teleport yourself 30 feet by attacking the space before you directly. You or your target emerge from these teleports covered in a harmless but disgusting mucus that quickly dissolves.
Rending Terror. When you hit a creature with an attack on your turn the target's perception of reality shreds and spectral limbs emerge from the tears to savage your target dealing an additional 1d8 Psychic damage. Additionally you can force the target to make a Wisdom saving throw or become Frightened until the end of your next turn. You decide if this DC is Strength or Dexterity based.
Incontiguous Weapon. On a hit your blade is wreathed in the uncanny darkness of the unknowable cosmos and the target becomes surrounded by tears in spacetime. Until the end of your next turn you can attack through the tears allowing your melee weapon attacks to strike the target regardless any cover or its distance from you.

You can use this feature to evoke any one of these effects a number of times equal to your Strength or Dexterity, whichever is higher. You regain one expended use when you use your Action Surge or all expended uses when you complete a short or long rest.

Aberrant Warrior
At 7th level, between your continued use of the Warp Slash and delving into mysterious tomes and learning from questionable tutors, your exposure to that which should not be now warps your physical form. You gain proficiency in Arcana or Nature and you have advantage on Intelligence and Charisma tests regarding Aberrations, Monstrosities, and Oozes. Additionally, you acquire one of the Mutations found on the table below.

Mutations
1. Bulging Eyes like that of a fish or insect.
2. Squamous Flesh like that of a fish or reptile.
3. Vestigial Limbs similar to cephalopods or crustaceans emerge from your torso.
4. Unnatural Joints, too many and in the wrong locations.
5. Deviant Proportions stretched limbs, squished or lengthened features.
6. Tentacular Phalanges.

Unstable Biology
At 10th level your form becomes unstable and your mutations grow in power. Your mutation now provides a benefit as described below. Whenever you complete a short or long rest you can roll 1d6 to determine which mutation is afflicting you. Additionally, whenever you or use your Second Wind you can choose which mutation is afflicting you.

1. Bulging Eyes see unknowable spectra granting Blindsight of 30 ft.
2. Squamous Flesh gifts you a swim speed equal to your speed and you can choose to end any grappled or restrained condition you suffer at the start of your turn.
3. Vestigial Limbs grow in strength and can now hold objects and perform tasks as well as your hands and arms allowing you interact with objects or grapple normally even if your hands are full. Your Unarmed Strikes with these limbs can be Strength or Dexterity based and deal 1d8 bludgeoning or Piercing damage + Strength or Dexterity modifier damage. These extra limbs do not grant any additional actions or attacks.
4. Unnatural Joints allow you to wrap yourself around targets and find purchase on the most awkward surfaces. You gain a climb speed equal to your speed and have advantage on attacks made to Grapple. The DC to escape your grapple can be Strength or Dexterity based.
5. Deviant Proportions now allow you to take abnormally long strides or squeeze through tight spaces. You can fit normally through any space intended for a creature one size smaller than yourself and take the Dash Action as a bonus action.
6. Tentacular Phalanges grow strong and elastic allowing you to freely wield weapons in your hands or feet and your reach increases by 5 feet.

Improved Warp Slash
At 15th level your Warp Slashes gain the following improvements.
Portal Strike. On a hit you can teleport a target of any size, yourself, or both to a location you can see within 60 feet.
Rending Terror. When you hit a creature with an attack on your turn the target's perception of reality shreds and physical limbs emerge from the tears to savage your target dealing an additional 1d8 Psychic damage and must succeed on a Wisdom saving throw or be Frightened and Restrained until the end of your next turn. Any creature that attempts to free the target from the limbs must also succeed on the saving throw or become restrained for the duration. You may use your Strength or Dexterity to determine the DC of these saves.
Incontiguous Weapon. Until the effect ends, as long as you can see the target, its movement and attempts to teleport always provoke an attack of opportunity from you, regardless of your relative positions.

Shatter Reality
At 18th level you can allow unnatural things to fully enter our world. When you take the Attack action you can forgo making two of your attacks to cast Summon Aberration without components and your concentration on this spell cannot be broken by taking damage. Your choice of Strength or Dexterity is your Spellcasting Ability for this spell. You can use this feature once and must complete a long rest or expend 3 uses of your Warp Slash feature to do so again.

sandmote
2023-12-28, 11:03 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/11DTq06me7M6)

Created in dark experiments to turn creations into liaisons between aberrations and humanoid communities, born from communities consumed in allegiance to aberrant powers, and warped into being when creatures attempt to travel the far realm, the minds of aberrant infiltrators become ever more alien and repellant as the extraplanar influence over their forms manifests.

Aberrant Blood
When you choose this archetype at 3rd level, your body reveals your aberrant heritage. This heritage manifests physically based on the sort of aberrations to whih you are connected. You gain benefits based on the form of your aberrant heritage.

Depthborn Blood

You gain darkvision to a range of 60 feet. If you already possess darkvision, increase its radius by 30 feet.
You gain a 30 foot swim speed.
You gain 3 hit points, and gain one additional hit point each time you gain a rogue level.

Starfallen Blood

You gain natural armor which appears as scales, chitinous plates, or rubbery skin. You can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.
You can prevent yourself from falling if you are not held aloft, lasting until the start of your next turn. Once you use this feature, you can’t use it against until you end your turn on a solid surface.
You become acclimated to high elevations.

Reaching Tentacles

Two tentacles sprout from your waist, which have a 5 foot reach and can be used to perform unarmed strikes. The tentacles can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
You gain a 30 foot climb speed.
You have advantage on checks made to locate an object or feature of an object by touch (such as feeling for a dropped coin or a hidden button).

Disguised Heritage

As a bonus action you can force a creature within 5 feet to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to this effect for 24 hours.
You are immune to ingested poisons and diseases, and can ingest any form of organic matter for nutrients.
You gain resistance to psychic damage and you have advantage on Investigation (Intelligence) checks and on Wisdom saving throws to identify illusions.

Concussion Blast
Starting at 3rd level, your twisted mind allow you to perform a psychic incursion into another creature’s mind as an action. When you dos so, you can force yourself into the mind of a creature you can see within 90 feet, provided you haven’t used your Sneak Attack this turn. The creature must make an Intelligence saving throw against a save DC of 8 + your proficiency modifier + your Intelligence modifier. On a failed save the creature takes psychic damage equal to your sneak attack dice + your Intelligence modifier and is stunned until the end of its turn you become invisible to the target until the end of your next turn or until you target the creature with an attack or other ability. On a success the target takes half as much damage and isn’t stunned suffers no other effects. This uses your Sneak Attack for the turn.

Mindful Sneak
At 9th level, you have learned to discern the minds of others. As your action, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the target—what is most on its mind in that moment. As an action or bonus action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, the target has disadvantage on Wisdom saving throws against effects you create and you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates).

If it succeeds, the effect ends. Either way, the target knows that you are probing into its mind and the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the effect ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this feature to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Aid From Beyond
By 13th level, creatures intruding from the far realm flit in and out of the world at your whim, providing you with intelligence.

You can cast Animal Messenger, Arcane Eye, and Unseen Servant spells as rituals. When you cast Animal Messenger in this manner, you also create a tiny aberration which you can target using the spell. The aberration has the statistics of an beast which can be chosen using the Find Familiar spell, except that it is an aberration instead of a beast. When you cast Arcane Eye or Unseen servant in this manner you create summons of an invisible, aberrant entity which has the same statistics and abilities as those typically created by the spell.

Additionally, when you target a creature with a concussion blast, you can make the target too shaken to move normally. The target must make a Wisdom saving throw. On a failed save the target’s movement speeds are halved, and teleportation effects can only move the target up to half their maximum distance until the end of their next turn.

Mind Ravage
Starting at 17th level, you can bring a portion of the far realms in contact with the space around you, ravaging the minds of those unaccustomed to the reality beyond the known planes.

As an action, you can force each creature of your choice within 30 feet to make an Intelligence saving throw against a save DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save a target takes psychic damage equal to half your sneak attack dice (rounded up) and is frightened of you for 1 minute. On a failed save the target takes half as much damage and isn’t frightened. A frightened creature can make a Wisdom saving throw against the same save DC at the end of each of its turns, ending the effect on a success.

You can use this feature once, and regain all uses of this feature at the end of a short or long rest.

Aberrant Infiltrator
Created in dark experiments to turn creations into liaisons between aberrations and humanoid communities, born from communities consumed in allegiance to aberrant powers, and warped into being when creatures attempt to travel the far realm, the minds of aberrant infiltrators become ever more alien and repellant as the extraplanar influence over their forms manifests.

Aberrant Blood
When you choose this archetype at 3rd level, you gain two of the following benefits of your choice.


Aberrant Vision: You gain darkvision to a range of 60 feet. If you already possess darkvision, increase its radius by 30 feet.
Aquatic: You gain a 30 foot swim speed.
Bestial Hide: You gain natural armor which appears as scales, chitinous plates, or rubbery skin. You can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.
Buoyant: You can prevent yourself from falling if you are not held aloft at the end of your turn. Once you use this feature, you can’t use it against until you end your turn on a solid surface.
Depthborn: You can breath underwater.
Tight Grip: You gain a 30 foot climb speed.
Impenetrable Stomach: You are immune to ingested poisons and diseases, and can eat organs and flesh for nutrients.
Tentacles: Two tentacles sprout from your body, which can be used to perform unarmed strikes.
Tenacious: You gain 3 hit points, and gain one additional hit point each time you gain a rogue level.
Warped Mind: You gain resistance to psychic damage and you have advantage on Investigation (Intelligence) checks and on Wisdom saving throws to identify illusions.


Concussion Blast
Starting at 3rd level, your twisted mind allow you to perform a psychic incursion into another creature’s mind as an action. When you dos so, you can force yourself into the mind of a creature you can see within 90 feet, provided you haven’t used your Sneak Attack this turn. The creature must make an Intelligence saving throw against a save DC of 8 + your proficiency modifier + your Intelligence modifier. On a failed save the creature takes psychic damage equal to your sneak attack dice + your Intelligence modifier and is stunned until the end of its turn. On a success the target takes half as much damage and isn’t stunned. This uses your Sneak Attack for the turn.

Mindful Sneak
At 9th level, you have learned to discern the minds of others. You can cast the detect thoughts spell at will, using Intelligence as your spellcasting ability score. When you cast the spell in this manner, you gain the following benefits:

You can continue to read a creature’s surface thoughts without needing to shift to another creature or to probe deeper.
You can shift to probing another creature’s thoughts and attempt to probe a target’s thoughts deeper as a bonus action.
The target only learns you are probing into its thoughts if you attempt to probe deeper into its thoughts.
A creature which has failed its saving throw against your attempts to probe deeper into its mind has disadvantage on Wisdom saving throws against effects you create.
Mind Ravage
Starting at 13th level, you can bring a portion of the far realms in contact with the space around you, ravaging the minds of those unaccustomed to the reality beyond the known planes.

As an action, you can force each creature of your choice within 30 feet to make an Intelligence saving throw against a save DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save a target takes psychic damage equal to half your sneak attack dice (rounded up) and is frightened of you for 1 minute. On a failed save the target takes half as much damage and isn’t frightened. A frightened creature can make a Wisdom saving throw against the same save DC at the end of each of its turns, ending the effect on a success.

Once you use this feature, you must finish a short or long rest before you can use it again.

Attackers From Beyond
By 17th level, creatures intruding from the far realm flit in and out of the world at your whim, providing you with intelligence and aiding you in battle.

You can cast Animal Messenger, Arcane Eye, and Unseen Servant spells as rituals. These spells create faint, intangible aberrant creatures to perform the spells’ functions, replacing required animals and created effects.

When you target a creature with a concussion blast, you can create an incorporeal aberration to shadow the target, which must make a Wisdom saving throw. On a failed save the target’s movement speeds are halved, and teleportation effects can only move the target up to half their maximum distance until the end of their next turn. The target also has disadvantage on attack rolls for the same duration.

WarrentheHero
2024-01-05, 01:39 AM
Oh boy, I haven't done one of these in checks notes four and a half years. And it was a Base Class contest back then, not Subclasses. Well, let's get back at it. I'm definitely focusing more on the 'extra dimensions' bit more than the 'outer realms/cosmic horror' vibe. The core fantasy of the subclass is you have access to your very own demiplane which grows over time. The specifics of the plane are very loosey-goosey, allowing you to customize it basically to your preference, and the mechanics of the class mostly only interact with getting in and out of the plane. While it seems powerful to just dip out to an alternate reality whenever you want, in practice it's little more than a pretty Rope Trick/Tiny Hut.

Full class here: https://www.gmbinder.com/share/-NnHnL_6vPFlJyw6f3X7

Wizard School of Extradimensionalism
Planar magic is a rare practice of the Art that spans multiple Schools, all with the focus of crossing dimensional barriers to realms beyond. Some forms of Teleportaion are considered planar, as are many summoning spells and of course, high-order spells such as Plane Shift.

Contained within the study of Planar magic is extradimensionalism; all magic which stretches space into itself to create pockets of planar magic in the material world. As an Extradimensionalist, this is the magic you focus on primarily, shaping space to move around the battlefield and create refuge for yourself and your companion.

Unique among even Extradimensionalists, you have found an item of exceptional rarity: a Planar Seed. This powerful magical item allows you to shape and grow your own demiplane, eventually solidifying itself into a full and permanent plane of your own. As your magical power grows, so too does your plane and your ability to shape it.

By second level, though perhaps before, you have acquired a nearly-unique magical item called a Planar Seed, which you have bonded with. The Planar Seed is in the shape of your choice, fits in the palm of your hand, and weighs 1,000 pounds, though it only weighs 1 pound while you carry it on your person. It might resemble a mundane object, a glowing golden orb, a crystalline hedron, an ever-shifting tessellation of a fourth-dimensional, or anything else you choose. It is always visibly magical, and radiates extremely powerful Conjuration magic under the scrutiny of Detect Magic. It also functions as an Arcane Focus for your spells.

While holding your Planar Seed, you can enact a 10-minute ritual to transport yourself and up to ten willing creatures of your choice within 10 feet to a demiplane connected to your Planar Seed. Due to its unstable nature, the demiplane forcibly ejects all creatures after 1 hour. The same ritual can transport creatures back early. If you are alone in your demiplane, you can stay indefinitely without it ejecting you. Once you have performed the ritual to transport yourself or others to the demiplane, you cannot do so again until you complete a Long Rest.

Your Demiplane
At second level, you can begin shaping the plane created by your Planar Seed. No matter what, your plane begins at a size no more than 20 feet in radius and has breathable air, a walkable surface, and ambient sourceless light. Beyond that, you can choose the specifics of your demimplane, such as whether the walkable surface is soil, stone, crystal, metal, or something else. You can also impart a day/night cycle (though it is too small for a sun/moon), whether it has plant and/or small animal life, and other similar features. You can also choose to have it be aligned with an Elemental Plane, such as being insufferably hot and engulfed in flame, be primarily filled with water, have very little physical substance and be made mostly of sky, or be a mostly-solid chunk of stone with some tunneling. You also choose whether a creature that reaches the end of your plane finds its border simply impassible, or whether they end up on the opposite side of the plane.

You are never harmed by the natural environment of your demiplane such as flames or crushing depths.

As your power grows, so too shall your plane's, and the choices you make shape the plane's development. Seeding the plane with life now will allow it complex ecosystems later. Filling it with water might allow it to become truly oceanic, or having it be made predominantly of earth might create rich veins of ore and complex cavern networks.


Also at 2nd level, you've learned the simplest trick of Extradimensionalist magic: Making the interior of a space larger than its exterior. With 8 hours of work, you can transform a regular bag or satchel into a Bag of Holding, as described in the Dungeon Master's Guide. If you create a new Bag of Holding, all previous bags made with this feature lose their magic, ejecting any items over their mundane capacity.



Beginning when you select this school at 2nd level, the gold and time you must spend to copy one of the following spells to your spellbook is halved:


Spell Level
Extradimensional Spell


1
Catapult, Find Familiar, Longstrider, Unseen Servant


2
Arcane Lock, Enlarge/Reduce, Misty Step, Rope Trick


3
Blink, Catnap, Haste, Thunder Step


4
Banishment, Dimension Door, Leomund's Secret Chest, Mordenkainen's Private Sanctum


5
Far Step, Passwall, Planar Binding, Telekinesis, Teleportation Circle


6
Arcane Gate, Drawmij's Instant Summons, Guards and Wards, Scatter


7
Etherealness, Plane Shift, Reverse Gravity, Teleport, Mordenkainen's Magnificent Mansion


8
Control Weather, Demiplane, Maze, Mighty Fortress


9
Astral Projection, Gate, Imprisonment, Time Stop






By 6th level, your continual work during your downtime to enhance your demiplane have borne fruit. Your Demiplane expands in size to a radius of 1 mile. The small decisions you made early in the life of your demiplane begin to develop outward. For example, choosing to seed life might mean your demiplane now boasts a small forest and a simple ecosystem, while an oceanic demiplane might have functioning tides and multiple depth zones and small biomes. You can also choose for your demiplane to contain simple structures, such as a scattering of houses or a small keep.

Your demiplane's improved stability now means that it won't eject outsiders other than you for up to 8 hours, and you can enact the transportation without limit if the only creature being transported is yourself (including your Familiar, if any).

Furthermore, your demiplane bends itself to provide enhanced comfort for you and your allies. Any creature that completes a Short Rest inside of your demiplane, if you wish, regains additional Hit Points equal to your Wizard level. Any of this healing that would go above a creature's maximum hit points becomes Temporary Hit Points instead. Once a character has benefitted from this healing effect, it cannot do so again until it completes a Long Rest.
By 6th level, you've learned to use your connection to your Demiplane to bypass real space. As an Action, you can choose a place you can see within 120 feet. You then shift to a safe place within your demiplane. Then as a Bonus Action, you can shift out your demiplane to the chosen space, or the nearest available space if it is occupied. You are also automatically ejected to that space at the end of your next turn.

Once you have used Planar Shortcut, you cannot do so again until you complete a Long Rest, unless you spend a Spell Slot of second level or higher as part of Planar Shortcut's Action.


At 10th level, your demiplane has expanded into a fully-fledged, albeit small, plane, expanding to the size of a small planet. You choose whether it is flat or spherical; in either case it is about 2,500 miles in radius. As with Improved Demiplane, your earlier decisions about your plane expand into complete features. It can host a variety of environments from coasts to mountains to deserts to tundras, a vibrant ecosystem of many plants and animals, and devastating or profitable elemental effects throughout its elemental strata. While uninhabited by intelligent life, your plane can include more buildings such as castles and palaces, towns and cities, as well as temples, roads, bridges, and other structures you wish. You do not have to specifically plan out each city or building; the plane will create reasonable approximations.

All plants and animals in your plane are Charmed by you, and you can exert your will on its environment; you can cast *Control Water*, *Control Weather*, *Fly*, *Move Earth*, and *Telekinesis* while in your Plane without expending a spell slot, and these spells do not require your Concentration. These spells end immediately if you or your target leave the plane.

Finally, your plane no longer ejects people after a duration; it is self-stable and can be traveled to via your Planar Seed's ritual, or through *Plane Shift* or other planar magics. Your Planar Seed can always replace the material component for *Plane Shift* to your plane.
As a 10th-level Extradimensionalist, you can compress the spacial dimensions of the world around you with the wave of your hand. As an Action, you can choose two creatures you can, possibly including yourself, each within 120 feet of you. You collapse the space between the two creatures, causing them to end adjacent to each other; each is moved in a straight line, irrespective of obstacles or creatures, until they are adjacent to each other. If there is an obstacle in the space they would meet, such as creature or object, instead the pair are placed to one side or the other of the obstruction (your choice); the targets must always end adjacent to each other.

An unwilling creature can attempt a Charisma Save against your Spell Save DC to avoid being moved. If one target succeeds and the other is willing or fails, the latter is moved in a straight line to a space adjacent to the former.

You can also use Collapse Space as a Reaction when you make an attack or cast a spell. If you do so, you collapse the space between your effect and your target, not counting the first 120 feet of distance between you and your target. For example, you could cast *Shocking Grasp* on a creature 120 feet away, or *Fire Bolt* on a creature 240 feet away.

You can use Collapse Space a number of times equal to your Intelligence modifier, and you regain all uses when you finish a Long Rest.

At 14th level, your continual work to improve your plane has reached its apex. Your plane has reached its ultimate form, expanding in size to that of an entire star system, albeit a small one. Your plane features one world, which is the fullest development of what your plane has been growing so far. It can feature continents, oceans, and all the landforms and diversity of life that accompanies such things. Your plane features one or two small stars which the planet orbits around, as well as up to three moons that orbit the planet. You choose whether the gaps between these celestial bodies is an empty vacuum or airlike aether. The night sky of your plane is populated by pinprick gaps in the outermost edge of your plane which look like stars, each corresponding to a different plane or demiplane.

Alternatively, if your Plane has elemental influence, it becomes a miniature version of the plane it takes influence from. Though not infinite in scope like the grander elemental planes, it is still an exemplary and unique incarnation of its form. An earthen plane might host planet-sized mountains moving in close contact to each other allowing one to step from one to the other, while an air plane might be a near-infinite blue sky with powerful air currents connecting planetoid to planetoid in a faster than light jetstream.

In addition, if you wish, your plane spontaneously creates several hundred intelligent humanoids. The time dilation as your Plane goes through its final growing pains allows these peoples to have developed a working and complex society over several generations. You can subtly influence the development of these cultures if you wish. These humanoids might instinctively recognize you as the creator of their world and treat you as such, though they are not automatically Charmed like other beings native to your Plane.

Finally, while on your Plane, you can cast *Wish* without expending a spell slot, though the results of these castings can only ever effect your plane itself and its native denizens. When cast this way, you never suffer 'Wish Stress' for a non-duplication effect. Any creature or object created or changed by these Wishes reverts to normal (or ceases to exist, as appropriate) when they leave your Plane.
At 14th level, you can conduct your Planar Seed's transportation ritual any number of times per day, and the ritual only takes 1 minute rather than 10. When you conduct this ritual, you can create a two-way portal within 10 feet of you which is 100 feet in diameter and links directly to a point of your choice on your plane. If created on your plane, the portal links to your last physical location on the Material Plane, if there is space for it. The portal lasts for 1 hour or until you close it as an action, though once you have created this portal, you cannot do so again until you complete a Long Rest.

01/16/24: Made the healing for Improved Demiplane 1/day instead of infinite. Slightly limited the scope of Planar Fulfillment's Wish by making those Wishes unable to leave the Plane

playswithfire
2024-01-14, 11:27 AM
Roguish Archetype: Ether Blade (Work in Progress)
The walls of the world are thin, the strands that form and connect the planes laid bare to those who can see, to slide silently along, or to disrupt

Spellcasting
When you reach third level, your ability to manipulate reality manifests as the ability to cast spells.

Cantrips
You learn the Booming Blade and Thunderclap cantrips.

Spell points
You gain five spell points as in the spell point variant and gain an additional spell point at each additional rogues level. You learn two of spells in the Ether Blade table below. At each even rogue level, you learn an additional spell from those available and can replace one spell known with another. You spend spell points to cast your spells at any level up to that listed at the table below for your level and regain all spell points after you finish a short or long rest.



Rogue Level
Maximum Spell Level
Learnable Spells
3rd-5th1stCatapult, Detect Good and Evil, Thunderous Smite, Thunderwave
6th-9th2ndBlur, Hold Person, Shatter, Wither and Bloom
10th-13th3rdBlink, Haste, Slow, Thunder Step
14th-17th1st4thBanishment, Blight, Dimension Door, Staggering Smite
18th-20th5thBanishing Smite, Destructive Wave, Hold Monster, Steel Wind Strike


Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since you learn your spells through your perception of the true nature of reality. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Slip Through Space
Starting at third level, you can spend 25 feet of movement and one spell point to teleport a number of feet equal to five times your proficiency bonus.
You have advantage on the first attack you make in a turn after teleporting or moving between planes.

The Walls are Thin
Beginning at ninth level, you can spend an action and two spell points to gain the ability to see through solid objects for one minute. Within that range, you have darkvision if you don't already have it. During that time, you perceive objects as ghostly, transparent images.

Shake the World
Beginning at thirteenth level, the damage dice of all your rogue spells increase to d10s, you may have the damage type change to force damage, and, if the spell normally produces sound, you can have the spell deal its damage silently instead.

In the World, but Not of It
Beginning at 17th level, you can use The Walls are Thin as a bonus action and can spend two additional spell points when you do so. If you do, for the duration of the effect, you also gain resistance to all damage except force and psychic damage.