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- Feb 2015
Two New Class Ideas to Comment on Critique or Utilize
So, I'm sure some of you saw my original 5.0 class, the Beastmaster, but I have a few more for you. However, I did not really balance them at all, and these classes are more for fun than mechanics wise. Although, it would be interesting to get these guys game ready. So here they are:
This first one is the Protagonist/Antagonist class. Just think classic Main Character or Villain from a RPG:
In this story, you are the main character. It is your fate to save the world from the ever reaching darkness, or embrace your dark side and destroy it. That choice is up to you, will you be the Hero or the Villain?
Hit Dice: 1d12 per Protagonist/Antagonist Level
Hit Points at 1st Level: 1d12 + your Constitution Modifier
Hit Points at Higher Levels: 1d12(or 7) + your Constitution Modifier per Protagonist/Antagonist level after 1st
Armor: The Fate’s Boon (Leather Armor and Shield)
Weapons: The Fated Armaments (Sword and Bow)
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Insight, Perception, Persuasion, Intimidation and Survival
You start with the following equipment, in addition to the equipment granted by your background:
The Fate’s Boon (Leather Armor and Shield)
The Fated Armaments (Short Sword and Short Bow) and 20 arrows
Explorer’s Pack or Dungeoneer’s Pack
Being the hero/villain of the story, you have theme music surrounding you as you move. Starting at 1st level, your music grants you advantage on Charisma checks (Persuasion and Intimidation). However, because of the music, you have disadvantage on Stealth Checks. In addition, at level 10, you gain advantage on attack rolls and ability checks related to Athletics and Acrobatics. However, you now have disadvantage on Perception checks based on hearing as well as any creature within 15 feet of you.
PROTAGONIST’S PRIVILEGE/Antagonist's Advantage
Starting at 1st level, being the main character gives you special privileges and abilities. You can find coin and treasure in unusual places such as pottery, boxes and cabinets. In addition, stealing coin and treasure from other’s home as well as actions such as breaking NPC’s property to find treasure and coin does not have any negative effects such as retaliation or alignment change. Whenever you loot something, it hovers and rotates above your hands for 3 seconds. In addition, you automatically know what it is and what it does.
Weapon of Choice
What type of main character will you be? At second level, you can choose one of the two following fighting styles:
Sword and Board
When wielding the Sword and Shield from the Fated Set, you gain an additional +1 to attack rolls and +1 to AC
When wielding the Bow from the Fated Armaments, you gain +2 to attack rolls and +1 to damage
Burden of Fate
At 3rd level, you must make a choice. Will you become the Hero or the Villain of this story. Choose either the Protagonist or Antagonist Archetype. Only one character can choose to be one Archetype. If one Archetype is already chosen, the other must choose the other archetype. in the case of dispute, roll an initiative check and the higher score gets to choose first.
It’s too Dangerous to go Alone, Take this!
Although the armor and weapons granted to you seem weaker than those of your companions, they also are bound to your fate. At 3rd level, your Fated set of armor becomes the equivalent of Studded leather plus the addition of ˝ your proficiency bonus to its AC (AC= 12+dex modifier +˝ proficiency bonus). At 5th level, your sword becomes a longsword and your bow becomes a longbow and are considered magical for purposes of overcoming resistances. By 7th level, your armor becomes the equivalent of a Chain Shirt +˝ your proficiency bonus to AC. At 9th level, your longsword, longbow and shield becomes +1 weapons and armor. At 11th level, your armor becomes the equivalent of a Breastplate +˝ your proficiency bonus to AC. At 13th level, your longsword, longbow and shield become +2 weapons and armor. At 15th level, your armor becomes the equivalent of Splint Mail +˝ your proficiency bonus. At 17th level, your longsword, longbow and shield become +3 weapons and armor. At 19th level, your armor becomes the equivalent of Full Plate +˝ your proficiency bonus. At level 20, your armor becomes the equivalent of Adamantine for overcoming critical hits.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th you can choose to increase one ability score by 2, or two ability scores by 1. The ability scores cannot be increased above 20 by using this feature.
Beginning at 5th level, you can attack twice instead of once when you take the attack action. At 11th level this increases to three attacks and then to four attacks at level 20.
Aura of Heroism/Villainy
At level 9, your theme music imbues allies with magical energy. Allies who are within range of your theme music gain a bonus equal to your Charisma modifier (minimum +1) for all saving throws. You must be conscious for them to gain this benefit.
Burden of Fate Archetypes
You have chosen to become the Hero of the Light. As the Hero of the story, your fate is to destroy the darkness forever.
Hero of the Light
Your Alignment is now Lawful Good. In addition, your attacks deal an additional 1d4 radiant damage. This additional damage increases to 1d6 at level 7, 1d8 at level 10, 1d10 at level 15 and 1d12 at level 18.
Starting at level 7, you may use your action to protect your allies, as long as you are within distance equal to half your movement speed. When they are attacked, you can interpose your shield between them and the attack causing them to take only half damage as long as they are within the distance to half your movement speed. This movement does not allow attacks of opportunity, but you take the remaining damage (half) that was blocked. This ability can only be used once per round and affects all that are within range. Movement speed that is used is subtracted from half your distance available. When you run out of movement speed, you can no longer protect your allies until the next round.
Starting at level 10, you can create a bright cyclone emanating from you in a 15 ft radius, all creatures, with the exception of allies, within the radius must make a DC (8+proficiency+Charisma modifier) Wisdom saving throw or take 10d6 radiant damage on a failed save or half as much on a successful save. All creatures who fail the save are magically drawn towards you and are moved as close to you as possible. This movement does not provoke attacks of opportunity. You may use this feature a number of times equal to your Charisma modifier (minimum 1). This feature resets every day at dawn.
At level 15, your shield is filled with holy light. When you take your action to use Aegis, the movement used to protect allies is subtracted from your total movement speed distance for this round. Like Aegis, when you run out of movement speed, you can no longer use this feature until the next round. When interposing your shield between you and the attack, allies take no damage, but you take half as much of the total damage dealt.
At level 18, Once per day, you can touch a target to fill them with holy energy completely restoring the health of the target as well as removing poisons, diseases and curses from the target. If the target is a fiend or undead, the target must make a DC (8+proficiency+Charisma modifier) Wisdom saving throw or take 10d10 radiant damage on an unsuccessful save and half as much on a successful one.
You have chosen to become the Champion of the Darkness. As the Villain of this story, your fate is to snuff out the light of the world forever.
Champion of the Dark
Your alignment is now Chaotic Evil. In addition, your attacks deal an additional 1d4 necrotic damage.This additional damage increases to 1d6 at level 7, 1d8 at level 10, 1d10 at level 15 and 1d12 at level 18.
Despite your theme music, you still manage to get the chance to get the drop on your enemies. Starting at 7th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Starting at level 10, you can create a dark vortex around you to deal damage as well as heal your wounds. You create a wave of dark energy emanating from you in a 15 ft radius, all creatures, including allies, within the radius must make a Constitution saving or take 5d6 necrotic damage on a failed save or half as much on a successful save. You heal for half the total damage done to all creatures in the area. You may use this feature a number of times equal to your Charisma modifier (minimum 1). This feature resets every day at midnight.
Starting at level 15, when you hit a target with Semi-Silent strike, you imbue dark energy into the target. On each of their turns, the target must make a DC (8+proficiency+Charisma modifier) Constitution saving throw or lose its ability to make an action. This condition lasts for at least as long as your Charisma modifier (minimum 1). After the minimum turn count, a successful saving throw ends the effect.
At level 18, once per day, you can attempt to remove a target’s soul from their body. Make a melee touch attack against the target. If hit, and the target has less than 100 hit points, you rip out its soul instantly killing the target. You then can eat the soul causing you to gain temporary hit points equal to half their remaining hit points. If the target has more than 100 hit points, they must make a DC (8+proficiency+Charisma Modifier) Constitution saving throw or take 10d10 necrotic damage on a unsuccessful save or half as much on a successful one.
Okay, I'm sure that one was fun, let's try this one. It is a fun class that I adapted from a 3.5 joke class. It is called the Pop Idol. Enjoy:
Wherever there is a need, a Pop Idol is there. You are the entertainer of the masses. Your adoring fans love and worship you. You may be cute, but you can also be very deadly. However, watch out for your natural enemy: tentacles.
Hit Dice: 1d6 per Pop Idol level
Hit Points at 1st Level: 1d6 + your Constitution Modifier
Hit Points at Higher Levels: 1d6(or 4) + your Constitution Modifier per Pop Idol level after 1st
Armor: Light Armor
Weapons: Simple weapons and Unarmed Strikes (1d4, Strength or Finesse based)
Tools: Disguise Kit
Saving Throws: Intelligence, Charisma
Skills: Choose three from Insight, Athletics, Acrobatics, Deception, Intimidation, Persuasion and Perception
You start with the following equipment, in addition to the equipment granted by your background:
One Simple Weapon
As an Idol, you need your fans to be able to identify you from a distance. Along with your stunning outfit, your hair must be as much if not more identifiable at a distance. Starting at level 1, you have double proficiency in all Charisma based skills.
An Idol can be anyone who they want to be. A magician, a spy, royalty, catgirl, you name it. All is possible through the power of “Costume Play” or “Cosplay.” Starting at level 1, you choose a Cosplay. You must choose from the following three types: Warrior Type, Magic Type, or Fantasy Type. Once chosen, the Idol cannot change its type, I mean imagine what the fans would do if you disappeared. In order to utilize the benefits of Cosplay, you must go through a Magical Transformation sequence. You can transform by using a bonus action, and it lasts for 2 hours. You can transform an amount equal to your Charisma modifier (minimum 1) and resets after a long rest. You cannot magically transform if under the effects of Anti-Magic Field and can be dispelled by a Dispel Magic of one slot higher than half your level, rounded down. Each type is listed below:
In addition to base proficiencies, a Pop Idol using warrior-type cosplay gains proficiency with martial weapons and that go best with their costume and proficiency with medium and heavy armor. Shields get in the way of the costume, so Pop Idols are not proficient with shields. Pop Idols using Warrior Type cosplay gain proficiency in Intimidate, History and Persuasion if they don't have it already
In addition to base proficiencies, a Pop Idol using Magician Type cosplay learns 2 cantrips of their choice from any spell list. In addition, they learn 2 1st level spells of their choice from any spell list (as long as it does not have the ritual tag) and has 1 spell slot at level 1. The spells known and spell slots increase by level according to the magician type table. You can only learn spells from any list that you can cast. Upon finishing a short or long rest, you regain all your spell slots. Charisma is your attribute for spells. Spell Attack equals your proficiency modifier plus your Charisma modifier whereas Spell Save DC equals 8 plus your proficiency modifier plus your Charisma Modifier. You may use a spell casting focus for your spells. In addition to spellcasting, you gain proficiency in the Arcana and Religion skills if you do not have them already.
In addition to base proficiencies, a Pop Idol using the Fantasy Type cosplay gains the Evasion ability. In addition to Evasion, you gain proficiency in Stealth and Perception skills if you do not have them already
Anything But the Face
At level 2, you can utilize your natural cuteness to deflect any attack against you. As a reaction, you and the attacker make a Charisma Saving throw, if the attacker rolls a lower score than yours, the creature cannot attack you for 1d4 + your Charisma modifier rounds. If the score is higher, the creature is immune to the effect for 24 hours. This ability counts as a charm and cannot affect those immune to charm. This feature is only available once per short or long rest. The number of uses increases to two uses at level 6 and three uses at level 18.
At 2nd level, a Pop Idol can pull whatever weapons or belongings they need, seemingly from thin air. In actuality, a thin layer of dimensional space rests within the recessed spaces (armpits, cleavage, butt crack, clothing folds, etc.) of the Pop Idol called Hammerspace, allowing them to hold their maximum load without any encumbrance or use of a carrying device. This works in a similar manner to the extra-dimensional storage spaces listed in the Dungeon Master's Guide (particularly concerning putting one extra-dimensional storage item inside of another), except uncovered piercing or slashing objects do not penetrate or destroy Hammerspace.
Starting at level 3, you can utilize your natural good looks to create a barrier of protection. As a reaction, you can add your Charisma Modifier to your AC (minimum 1). This feature is available three times a day.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
As you practice, your Cosplay continues to get better and better. When you reach 4th level and again at 8th, 12th, 16th and 20th, you gain additional Cosplay bonuses. These bonuses are Cosplay specific and outlined at the end of the class features.
At 5th level, a Pop Idol can cast Charm Person at their spell level twice a day. At 9th level, they can cast Hold Person at their spell level twice a day. At 13th level, they can cast Dominate Person at their spell level twice a day. These are all treated as spell-like abilities. The Spell Save DC for these abilities are 8 + your proficiency bonus + your Charisma modifier.
At 5th level, a Pop Idol is automatically shaken by, and loses their modifiers to AC against creatures that have tentacles.
At 6th level, a Pop Idol can channel their hatred of a chosen target and punch them so hard, they go flying into the distance. To perform a Megaton Punch you must subtract 5 from your unarmed attack roll. Upon hitting the target, the target is sent flying away from you in a direction you choose. The distance is equal to damage dealt (rounded down to the nearest 5' increment, minimum 5'). This attack can only be done through an unarmed melee attack.
You gain proficiency in Constitution saving throws and +1 to attack and damage rolls
You gain proficiency in Wisdom Saving throws and add +1 to your Spell Attack and Spell DC
You gain proficiency in Dexterity Saving throws and gain +1 to your AC
You may choose the Two Weapon Fighting Style or increase your Unarmed Strike to 1d6. If you chose the increase to Unarmed Strike, it increases to 1d8 at level 12 and 1d10 at level 16.
You can now learn and use spells that use the ritual tag.
You may choose between obtaining Darkvision (60ft) or double it to 120ft if you already have it.
You can add your Charisma modifier to melee and ranged attack damage.
You can add your Charisma modifier to your ranged spell attack damage.
You gain the ability Sneak Attack as per the Rogue class. The extra dice given is 2d6. The amount of dice increases to 3d6 at level 16 and to 4d6 at level 20.
You gain the Tough feat.
You gain Spell Sniper feat.
You gain the Lucky feat.
You can choose between the Rage ability found in the Barbarian class features or treat your Unarmed Strikes as magical for overcoming resistances. If you take the Rage feature, you can use it a number equal to your Charisma modifier (minimum 1) each day resetting at dawn.
You can cast the Wish once per 1d10 days. Material components must be used as per normal.
You gain the Hide in Plain Sight feature outlined in the Ranger class features.
Magic Type Spell Table------ As a Warlock, sorry for the lack of easy access table
Level Cantrips Known Spells Known Spell Slots Spell Slot Level
1st 2 2 1 1st
2nd 2 3 2 1st
3rd 2 4 2 2nd
4th 3 5 2 2nd
5th 3 6 2 3rd
6th 3 7 2 3rd
7th 3 8 2 4th
8th 3 9 2 4th
9th 3 10 2 5th
10th 4 10 2 5th
11th 4 11 3 5th
12th 4 11 3 5th
13th 4 12 3 5th
14th 4 12 3 5th
15th 4 13 3 5th
16th 4 13 3 5th
17th 4 14 4 5th
18th 4 14 4 5th
19th 4 15 4 5th
20th 4 15 4 5th
Last edited by Cobrakun; 2015-02-21 at 07:57 PM.