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    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: D&D 5e Base Class Contest XVIII: Expect a Low Margin of Terror II (Submission Thr

    Spoiler: Changelog
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    1/15/22: Initial Post.


    The Brave


    Level Proficiency Bonus Features Insinuations Shutter Damage
    1st +2 Incite Fear, Heart, Shutter 3 1d6
    2nd +2 - 5 1d6
    3rd +2 Heart Feature 7 1d6
    4th +2 Ability Score Improvement 9 2d6
    5th +3 Claim Feature 11 2d6
    6th +3 Keyring(Secret) 13 2d6
    7th +3 - 15 3d6
    8th +3 Ability Score Improvement 18 3d6
    9th +4 Claim Feature 21 3d6
    10th +4 - 24 4d6
    11th +4 - 27 4d6
    12th +4 Ability Score Improvement, Keyring(Esoteric) 30 4d6
    13th +5 Claim Feature 30 5d6
    14th +5 - 36 5d6
    15th +5 - 39 5d6
    16th +5 Ability Score Improvement 42 6d6
    17th +6 Claim Feature 45 6d6
    18th +6 - 48 6d6
    19th +6 Ability Score Improvement 51 7d6
    20th +6 Claim Feature 54 7d6

    Class Features
    As a brave, you gain the following class features

    Hit Points
    Hit Dice: 1d10 per level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per brave level after 1st.

    Proficiencies
    Armor: Light armor, shields
    Weapons: Simple weapons
    Tools: Lock Picks and Choose one type of artisan's tools or musical instrument
    Saving Throws: Dexterity and Intelligence saving throws
    Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth

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

    (a) a light crossbow with 20 bolts or (b) any simple weapon
    (a) a set of artisan's tools or (b) a musical instrument
    Leather armor, a dagger, lock picks, and an explorer's pack

    Insinuations
    The brave has the ability to use their powerful personality to insinuate their will on others and even themselves in some cases. Insinuations recover at the end of a long rest. Unless stated otherwise abilities that spend insinuations have a DC 8 + proficiency bonus + charisma modifier.

    Shutter
    A brave bears a supernatural ability to assail those being effected by fear. Once per turn the brave may force a target affected by the frightened condition to make a Wisdom Save, on a failed save they take damage equal to the braves shutter damage, listed on the class table.

    Incite Fear
    The brave has the ability to instill fear in those who stand against them. The brave may cause a target in 60ft to become frightened for a number of rounds equal to the braves proficiency bonus, by expending one use of insinuations. Charisma save negates.

    Heart
    At the first level the brave chooses a heart. Their heart is the core of their courage and ability to surmount their fears.

    Unshaken
    The brave gains advantage on saves against frightened condition and fear based effects, and adds their proficiency bonus to the save.

    World's Eye
    The keymaster a

    Claim Feature


    Heart

    Spoiler: Heart of Apathy
    Show


    At 5th level a {CLAIM}

    Starting at 9th level a {CLAIM}

    A 13th level a {CLAIM}

    At 17th level the {CLAIM}

    A 20th level a {CLAIM}



    Spoiler: Heart of Courage
    Show


    At 5th level a {CLAIM}

    Starting at 9th level a {CLAIM}

    A 13th level a {CLAIM}

    At 17th level the {CLAIM}

    A 20th level a {CLAIM}



    Spoiler: Heart of Hate
    Show

    The brave is a hateful, fueled by hatred, granting him the power to surmount his own fears by hating instead.

    Vengeful Strikes
    The hateful's attacks benefit form shutter damage if targeting, an enemy that targeted the hateful since the end of the hateful's last turn.

    Paranoia
    At 3rd level, a hateful may spend an insinuation to insight paranoia in a target at a range of 60ft. The target gains advantage on attack rolls, they grant advantage to attacks against them, and their move speed is halved.

    Incite Hatred
    At 5th level, a hateful may expend uses form a key to lock the memory of you from someone. The target must wisdom save vs your Key DC or forget your presence for a 1 round period per 2 key uses expended.

    World Record
    Starting at 9th level, a witness gains a perfect memory of all things they have observed in their life. They are always aware of true north or a similar planar guide point.

    Forgotten
    A 13th level witness, may cause memory of a particular object they interact with to be forgotten. Anyone attempting to recall the object must wisdom save vs your Key DC or be unable to remember the target, 12 key uses must be expended.

    Bear Witness
    At 17th level, the witness may reveal the world unseen. The witness may expend 6 key uses to gain the benefit of the true seeing spell, and may share this sight with others later by using an illusionary key.

    Eternal Watch
    A 20th level a witness becomes a truly hidden being. The witness becomes immune to aging and ceases to age, gains resistance to nonmagical bludgeoning piecing, and slashing damage.

    Last edited by Lanth Sor; 2022-02-03 at 06:46 PM.

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