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  1. - Top - End - #61
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: GitP Regulars As Subclasses

    Two things-feel free to make subclasses for people that already have them. If Ninja_Prawn, for instance, gets two Rogue subclasses and a Monk subclass, I'll just add them to the list.

    And two, what kind of subclass do you think would work for you, Wartex? Just going off the name, I'm thinking a Cleric domain with an emphasis on hitting stuff with sticks and "Bigger is better".
    I have a LOT of Homebrew!

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  2. - Top - End - #62
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    Imp

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    Default Re: GitP Regulars As Subclasses

    This is an awesome idea. Wish I was regular enough to be counted as one.

    Ninja_Prawn's subclass is awesome.

    Not sure what I can say about balance.

  3. - Top - End - #63
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    Default Re: GitP Regulars As Subclasses

    I'll take that as granting permission.
    I have a LOT of Homebrew!

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  4. - Top - End - #64
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    Daemon

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    Default Re: GitP Regulars As Subclasses

    Eh, I guess. Anything would be fine, really.

    Anyways, Presenting:


    School of the Librarian
    You devote yourself to the collection of knowledge, a discipline pioneered by Grand Sage Imp'Amalder, also known as Twelve Trees of the Universal Compendium.

    Deft Records
    When you choose this Arcane Tradition, the time it takes for you copy spells of any school, but not the cost, is halved.

    Depth of Knowledge
    In addition, the number of spells you can prepare in your spellbook each day increases by your Proficiency Score, increasing your repertoire of arcane powers.

    Branching Out the Brain
    Once you reach 6th level, you have expanded your knowledge to other areas of study. You gain Proficiency in two skills of your choice, and you gain Expertise (as in the Rogue feature) in one skill you already possess.

    Experimental Revisions
    Now, at 10th level, you have begun to add your own touch to the magic of the world. When you prepare a spell, you may make small alterations to the nature of the spell. For instance, you can alter a Fireball to become a Lightning Sphere by changing the damage type to Lightning. These changes must be DM approved, as even the strongest Wizard is no match for the mighty, implacable forces of the universe.

    Arcane Extension
    To you, at 14th level, the secrets to unlocking what was once exclusive to the divine and eldritch forces have become yours without the stigma of multiclassing. You can learn one cantrip of your choice from any spell list, and copy any spells from 1st to 5th level into your spellbook, though you can only prepare one of each level per day. These spells are considered Wizard spells for you.
    DMs only roll dice for the sound they make

  5. - Top - End - #65
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Wartex1 View Post
    School of the Librarian
    So many options. This is wonderful. Thank you.



    Otherworldly Patron: Game Design (Warlock subclass for Malifice)

    You have made a pact with the nebulous Game Design, an entity, or collection of entities that deal in the laws governing reality. They have chosen you to enforce their will.


    Game Design Expanded Spell List

    Spell Level Spells
    1 Grease, Shield
    2 Calm Emotions, Enhance Ability
    3 Nondetection, Spirit Guardians
    4 Freedom of Movement, Confusion
    5 Geas, Wall of Force


    Common Sense

    Starting at 1st level, you learn the Guidance cantrip, which counts as a warlock cantrip for you. When you cast it, you may target up to three creatures.

    Reorganize

    Starting at 6th level, you can reorganize the position of your allies. At the beginning of an enemy's turn, you can use your reaction to allow your allies within 30 feet of you to move half their speed as a reaction without provoking opportunity attacks.
    Once you use this feature, you can't use it again until you finish a short of long rest.

    Easily Able to Get Through 6-8 Encounters

    Starting at 10th level, you have advantage whenever you need to roll a saving throw at the end of your turn.

    Irrefutable Logic

    Starting at 14th level, you can blast your enemies away with your pure logic. As an action, you can cause all enemies within 30 feet of you to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the target takes 10d6 damage and is pushed 20 feet away from you.
    Once you use this feature, you can't use it again until you finish a long rest.



    Hope this is to your liking, Malifice.

  6. - Top - End - #66
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    ClericGuy

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Twelvetrees View Post
    So many options. This is wonderful. Thank you.



    Otherworldly Patron: Game Design (Warlock subclass for Malifice)

    You have made a pact with the nebulous Game Design, an entity, or collection of entities that deal in the laws governing reality. They have chosen you to enforce their will.


    Game Design Expanded Spell List

    Spell Level Spells
    1 Grease, Shield
    2 Calm Emotions, Enhance Ability
    3 Nondetection, Spirit Guardians
    4 Freedom of Movement, Confusion
    5 Geas, Wall of Force


    Common Sense

    Starting at 1st level, you learn the Guidance cantrip, which counts as a warlock cantrip for you. When you cast it, you may target up to three creatures.

    Reorganize

    Starting at 6th level, you can reorganize the position of your allies. At the beginning of an enemy's turn, you can use your reaction to allow your allies within 30 feet of you to move half their speed as a reaction without provoking opportunity attacks.
    Once you use this feature, you can't use it again until you finish a short of long rest.

    Easily Able to Get Through 6-8 Encounters

    Starting at 10th level, you have advantage whenever you need to roll a saving throw at the end of your turn.

    Irrefutable Logic

    Starting at 14th level, you can blast your enemies away with your pure logic. As an action, you can cause all enemies within 30 feet of you to make an Intelligence saving throw against your warlock spell save DC. On a failed save, the target takes 10d6 damage and is pushed 20 feet away from you.
    Once you use this feature, you can't use it again until you finish a long rest.



    Hope this is to your liking, Malifice.
    Thanks brother :)

  7. - Top - End - #67
    Ettin in the Playground
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    Default Re: GitP Regulars As Subclasses

    Mr Malifice, he must be first off short rest dependent, so warlock fits.

    But I see a seasoned veteran, ground pounder...

    "Just a grunt, no offense," "none taken"

  8. - Top - End - #68
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    Daemon

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    Default Re: GitP Regulars As Subclasses

    Oh, Irish_Musician, would a Drunken Bard archetype be to your liking?

    And I think I came up with an archetype idea, JNAP, that being a dual-wielding Barbarian.
    DMs only roll dice for the sound they make

  9. - Top - End - #69
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    Daemon

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    Default Re: GitP Regulars As Subclasses

    College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
    Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

    Bonus Proficiencies
    Upon joining the College of Beer, you gain proficiency in medium armor in addition to one skill of your choice.

    Boosted Charisma
    In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage (even if the drink is poisoned) due to your extensive experience with the drink. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular skill check or saving throw you make.

    Drunk Boxing
    Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage.

    Slurred Spellcasting
    Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect.




    Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.
    DMs only roll dice for the sound they make

  10. - Top - End - #70
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: GitP Regulars As Subclasses

    Path of the Death Mask (Barbarian subclass for Segev)

    The Path of the Death Mask brings out a kinship to death within yourself.


    Unstoppable

    Starting when you choose this class at 3rd level, you gain temporary hit points at the start of each of your turns equal to half your barbarian level (minimum 1).

    Minion of Death

    At 6th level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: skeleton or zombie. Additionally, when you take the Attack action, you can forgo one of you own attacks to allow you familiar to make one attack of its own with its reaction. It deals additional damage equal to your Rage Damage if it hits.

    Death Talker

    At 10th level, you can cast the speak with dead spell at will without expending a spell slot or material components.

    Death Pulse

    At 14th level, you gain the ability to draw out the life force of nearby creatures. As an action, you can force each hostile creature within 30 feet to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to the total damage dealt.
    You must finish a short or long rest before you can use this feature again.




    How does a barbarian necromancer suit you, Segev?
    Last edited by Twelvetrees; 2016-02-18 at 02:15 PM.

  11. - Top - End - #71
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    Default Re: GitP Regulars As Subclasses

    Martial Archetype: Knight of Steel and Stone
    A subclass for EnderDwarf

    Wizard's Bane. When you choose this archetype at 3rd level, you discover secret techniques that protect you from the sinister influence of wizardry. You have advantage on all saves against magic, are immune to the spells Magic Missile and Power Word: Kill, and any attempt to Wish direct harm against you automatically fails.

    Runic Languages. Also at 3rd level, you learn to read, write and speak Dwarvish. If you already know Dwarvish, you may choose any other language instead. Furthermore, you learn one master rune, as per the Rune Scribe prestige class. You cannot do anything with it at this point, except use it as a prerequisite for entry into that class.

    Spirit of the Mountainhome. At 7th level, you become suffused with the legendary resilience of the dwarves, even if you are not one yourself. You can never become exhausted while you are in mountains or caves.

    Dwarven Taunt. At 10th level, you learn a selection of taunts that will distract anyone who hears them. As a bonus action, you may taunt one creature within 60 feet of you. It must be able to hear you, but it need not understand your language. It immediately loses Concentration, with no save allowed. You can use this ability a number of times equal to your Charisma modifier (minimum 1) and regain expended uses on a long rest.

    Fists of Stone, Will of Steel. Beginning at 15th level, any bludgeoning damage you inflict automatically bypasses all resistances and immunities. Furthermore, your weapon attacks cannot be blocked or parried in any way, including by the Shield spell.

    Knight of the End Times. By 18th level, you have become a paragon of knighthood. You are immune to the charmed, frightened, paralysed and restrained conditions, and cannot be fooled by any illusion created by a hostile creature or effect.


    I'm not 100% sure about the high-level effects, but it's a start!
    Last edited by Ninja_Prawn; 2016-02-18 at 11:36 AM.
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    This is why you're the best, Ninja Prawn.

    A Faerie Affair

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  12. - Top - End - #72
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    Irish Musician's Avatar

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Wartex1 View Post
    College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
    Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

    Bonus Proficiencies
    Upon joining the College of Beer, you gain proficiency in medium armor in addition to one skill of your choice.

    Boosted Charisma
    In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage (even if the drink is poisoned) due to your extensive experience with the drink. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular skill check or saving throw you make.

    Drunk Boxing
    Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage.

    Slurred Spellcasting
    Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect.




    Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.
    Some may think it is underwhelming, but I think its pretty damn hilarious!
    My Extended Signature, Check it out!

    DMing:

    Amazing Irish Avatar by Savannah

    My own 5e Bard Subclass
    Made by the awesome Wartex1!

    LGBTA+ Ally

  13. - Top - End - #73
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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Twelvetrees View Post
    Path of the Death Mask (Barbarian subclass for Segev)

    The Path of the Death Mask brings out a kinship to death within yourself.


    Unstoppable

    Starting when you choose this class at 3rd level, you gain temporary hit points at the start of each of your turns equal to half your barbarian level (minimum 1).

    Minion of Death

    At 6th level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: skeleton or zombie. Additionally, when you take the Attack action, you can forgo one of you own attacks to allow you familiar to make one attack of its own with its reaction. It deals additional damage equal to your Rage Damage if it hits.

    Death Talker

    At 10th level, you can cast the speak with dead spell at will without expending a spell slot or material components.

    Death Pulse

    At 14th level, you gain the ability to draw out the life force of nearby creatures. As an action, you can force each hostile creature within 30 feet to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 1d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to the total damage dealt.
    You must finish a short or long rest before you can use this feature again.




    How does a barbarian necromancer suit you, Segev?
    Woah. I've never seen myself in Barbarian before. Cool ideas.

  14. - Top - End - #74
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    DwarfClericGuy

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Wartex1 View Post
    College of Grog, Booze, Hooch, Moonshine, Liquor, or the Hard Stuff
    Some Bards tell stories of battles, and many others fight through them. But not you. You make stories, the stuff of legends! Stuff that no sane man would ever dare to do! That is, no sane man who hasn't drank himself halfway into being comatose. Good thing is, that's you, so thank College Founder Iris Muskahn for your condition.

    Bonus Proficiencies
    Upon joining the College of Beer, you gain proficiency in medium armor in addition to one skill of your choice.

    Boosted Charisma
    In addition, when you join the College of Scotch, you suffer no adverse effects from any kind of alcoholic beverage (even if the drink is poisoned) due to your extensive experience with the drink. Also stemming from your experience as a drunkard, while drunk, you may expend one usage of your Bardic Inspiration to add the bonus die to a singular skill check or saving throw you make.

    Drunk Boxing
    Once you reach 6th level in the College of Bourbon, while under the effects of alcohol, whenever you attack or are made the target of an attack, you may expend one use of your Bardic Inspiration to add to your attack roll (if attacking) or AC (if being attacked). In addition, when you are inebriated, you may add your Proficiency Bonus to your Unarmed Strike damage.

    Slurred Spellcasting
    Reaching the pinnacle of alcoholic potential in the College of Whiskey at 14th level, your spells sometimes come out a little strange. When you cast a spell with a Verbal component while under the influence, you may choose to roll on the Wild Magic table twice, causing the additional effect of your choice as well as the spell's normal effect.




    Author's Notes: I'm not very good with Bard-ing, so this might be a little underwhelming. I wasn't quite sure what to do with it, so if someone thinks they can do better, go ahead.
    Seems a bit weak but I REALLY like it

  15. - Top - End - #75
    Bugbear in the Playground
     
    DwarfClericGuy

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Twelvetrees View Post
    Path of the Death Mask (Barbarian subclass for Segev)

    The Path of the Death Mask brings out a kinship to death within yourself.


    Unstoppable

    Starting when you choose this class at 3rd level, you gain temporary hit points at the start of each of your turns equal to half your barbarian level (minimum 1).

    Minion of Death

    At 6th level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: skeleton or zombie. Additionally, when you take the Attack action, you can forgo one of you own attacks to allow you familiar to make one attack of its own with its reaction. It deals additional damage equal to your Rage Damage if it hits.

    Death Talker

    At 10th level, you can cast the speak with dead spell at will without expending a spell slot or material components.

    Death Pulse

    At 14th level, you gain the ability to draw out the life force of nearby creatures. As an action, you can force each hostile creature within 30 feet to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 1d8 necrotic damage on a failed save or half as much on a successful one. You regain hit points equal to the total damage dealt.
    You must finish a short or long rest before you can use this feature again.




    How does a barbarian necromancer suit you, Segev?
    This seems really cool, death pulse is a bit weak because it is just once a day and 1d8 damage. Can be 3d8 easily
    Quote Originally Posted by Ninja_Prawn View Post
    Martial Archetype: Knight of Steel and Stone
    A subclass for EnderDwarf

    Wizard's Bane. When you choose this archetype at 3rdlevel, you discover secret tequniques that protect you from the sinister influence of wizardry. You have advantage on all saves against magic, are immune to the spells Magic Missile and Power Word: Kill, and any attempt to Wish direct harm against you automatically fails.

    Runic Languages. Also at 3rdlevel, you learn to read, write and speak Dwarvish. If you already know Dwarvish, you may choose any other language instead. Furthermore, you learn one master rune, as per the Rune Scribe prestige class. You cannot do anything with it at this point, except use it as a prerequisite for entry into that class.

    Spirit of the Mountainhome. At 7th level, you become suffused with the legendary resilience of the dwarves, even if you are not one yourself. You can never become exhausted while you are in mountains or caves.

    Dwarven Taunt. At 10th level, you learn a selection of taunts that will distract anyone who hears them. As a bonus action, you may taunt one creature within 60 feet of you. It must be able to hear you, but it need not understand your language. It immediately loses Concentration, with no save allowed.

    Fists of Stone, Will of Steel. Beginning at 15th level, any bludgeoning damage you inflict automatically bypasses all resistances and immunities. Furthermore, your weapon attacks cannot be blocked or parried in any way, including by the Shield spell.

    Knight of the End Times. By 18th level, you have become a paragon of knighthood. You are immune to the charmed, frightened, paralysed and restrained conditions, and cannot be fooled by any illusion created by a hostile creature or effect.


    I'm not 100% sure about the high-level effects, but it's a start!
    I think this is amazing and I will put this as link in my signature. Dwarven taunt is a bit strong. Maybe a DC as 8+prof bonus+ ? modifier and disadvantage on the save. Or an amount of times equal ? modifier. Even with the feature this way balance seems nice. Thank you for making this !
    Last edited by PoeticDwarf; 2016-02-18 at 11:22 AM.

  16. - Top - End - #76
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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by EnderDwarf View Post
    I think this is amazing and I will put this as link in my signature. Dwarven taunt is a bit strong. Maybe a DC as 8+prof bonus+ ? modifier and disadvantage on the save. Or an amount of times equal ? modifier. Even with the feature this way balance seems nice. Thank you for making this !
    You're welcome. Maybe a usage limit is a good idea, but I feel like the ability is situational enough that it can be at-will. I've modified the post, anyway.
    Lydia Seaspray by Oneris!

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    Quote Originally Posted by Professor Gnoll View Post
    NinjaPrawn, you are my favourite.
    Quote Originally Posted by Sir cryosin View Post
    Ninja you're like the forum's fairy godmother.
    Quote Originally Posted by ThinkMinty View Post
    This is why you're the best, Ninja Prawn.

    A Faerie Affair

    Homebrew: Sig, MHP

  17. - Top - End - #77
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by EnderDwarf View Post
    This seems really cool, death pulse is a bit weak because it is just once a day and 1d8 damage. Can be 3d8 easily
    It's multiple times a day (recharges short or long rest), but the damage isn't nearly as important as the healing. Going up against even five enemies means the barbarian will be able to regain at least 11 hit points (on all successful saves). If all of them failed, it would be about 22 hit points healed. The major reason I didn't want it much higher would be because it would be extremely good against high numbers of enemies. I'm not certain that 1d8 is the right number, but 3d8 seems high. Against 5 enemies let's assume 3 make their saves, while 2 don't. Half of 9d8 is 20 hp, while 6d8 damage is 27 hp. So 47 hit points total healed.

    A 14th level barbarian might have 145 hit points (assuming a +3 Con). Healing a third of your health seems a little too powerful.

  18. - Top - End - #78
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    Default Re: GitP Regulars As Subclasses

    Oath of Loyalty (for Loyal Paladin)

    The Oath of Loyalty commits a paladin to his liege. He pledges his life, his honor, and his sacred name to the service of a lord whom he finds worthy of such dedication, and he derives his power, his honor, his pride and meaning from that service. In some lands, they are called knights or samurai; they embody the notion of honor above all else, knowing that service to another is the highest calling.

    Tenets of Loyalty
    • Service: Do as your liege commands, and be his arm in his reciprocal duty to those who serve him.
    • Reliability: Let your deeds be even-handed, and your word your bond. Your loyalty must never be questionable.
    • Dignity: You are the hand and mouth of your liege; present yourself in a manner which reflects well upon him.
    • Courtesy: Rudeness is weakness. Display none, lest you betray your lord in your petty pride.
    • Strength: Learn all you can. Perfect yourself. You must always be up to any challenge placed before you in your service.


    Oath Spells
    You gain oath spells at the paladin levels listed

    3rd: alarm, sanctuary
    5th: illusory script, locate object
    9th: counterspell, sending
    13th: freedom of movement, fabricate
    17th: dominate person, hold monster

    Channel Divinity
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    • Dedication to Duty: As a reaction, you can use your Channel Divinity to armor your soul against weaknesses which would hinder your service to your liege lord. For one minute, you are immune to fear and charm effects. You may use this even if such effects would otherwise prevent you from doing so. These effects are suppressed for the duration.
    • Death Before Dishonor: After rolling an attack roll, saving throw, or ability check and learning the result, you may use your Channel Divinity to roll any hit dice you have not yet expended on this feature or healing during short rests, and add their result to the roll. Dice used in this way are not available for healing during a short rest, and are not recovered until you take a long rest.


    Aura of Excellence
    Your supreme dedication shines forth in inspiring prowess. Choose one martial maneuver. You and friendly creatures within 10 feet each gain a Superiority Die (as the fighter archetype's class feature) and the ability to spend it on the chosen maneuver (as well as all other uses to which such dice can be put). Anybody who uses this aura-granted superiority die may not benefit from the superiority die granted by your aura until they complete a short or long rest.

    Honor's Guidance
    Beginning at 15th level, when using a tool, weapon, or skill with which you are proficient and performing an action in direct service to a specific command given by your sword lord, you have advantage on the check. If you already have advantage from another source, you double your proficiency bonus as well. You may have a number of specific commands given you at any one time equal to your Charisma bonus (minimum 1).

    Duty Heavy As A Mountain; Death Light As A Feather
    At 20th level, neither pain, nor exhaustion, nor even death is an excuse to shirk your duty. As a bonus action you may take even when dead, you may cast true resurrection on yourself without need for material components. When you use this ability, you also benefit as if from a long rest. After using this ability, you may not use it again until you have taken a long rest.
    Last edited by Segev; 2016-02-18 at 11:57 AM.

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Segev View Post
    Oath of Loyalty (for Loyal Paladin)
    Haha. This is awesome. Thank you! I'm playing a 5th Edition paladin right now, so I'm going to see if I can switch this for in for my current oath.
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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by LoyalPaladin View Post
    Haha. This is awesome. Thank you! I'm playing a 5th Edition paladin right now, so I'm going to see if I can switch this for in for my current oath.
    Cool! Let me know how it goes; I make no promises as to balance, as I was mostly trying to get theme right.

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Segev View Post
    Cool! Let me know how it goes; I make no promises as to balance, as I was mostly trying to get theme right.
    I'm expecting my DM to give me the no go, but it's worth a shot.
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    No idea if I qualify but I did just have a hilarious idea for a subclass somewhat based on me: Warlock Patron: Platonic Ideal of The Good

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by CantigThimble View Post
    No idea if I qualify but I did just have a hilarious idea for a subclass somewhat based on me: Warlock Patron: Platonic Ideal of The Good
    Interesting. Have to see if anybody takes you up on it! (The usual way this works is that people do the creation for others; it's apparently considered a bit rude to make one for yourself. That said, giving some idea of your likes, dislikes, personality, etc. is acceptable. Not everybody knows everybody around here, after all!)

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Segev View Post
    Interesting. Have to see if anybody takes you up on it! (The usual way this works is that people do the creation for others; it's apparently considered a bit rude to make one for yourself. That said, giving some idea of your likes, dislikes, personality, etc. is acceptable. Not everybody knows everybody around here, after all!)
    Of course, and if anyone has different idea that's great I just felt like sharing that one as I found the concept hilarious.

    Although this may just be the disproportionate degree to which I find references to ancient Greek and Hellenistic philosophy funny. 'Epicurean vs Stoic Jokes' covers about 10% of my humor over the last week.
    Last edited by CantigThimble; 2016-02-18 at 01:12 PM.

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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by EnderDwarf View Post
    Seems a bit weak but I REALLY like it
    May be weak, but it has AMAZING RP potential. Which, to me, is more important. I'll probably tweak it a little, once I can sit down and really look at it. But overall I freaking love it...it's like a "Drunken Master" Bard build. Awesome.
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    Default Re: GitP Regulars As Subclasses

    This one's for Snowbluff.

    Path of the TsunTsun

    Supersized At 3rd level, when you choose this path you gain the proficiency to, while raging, wield an oversize weapon. If you are small, you count as medium of the purpose of wieling weapons and if you are medium you may use the appropriate weapons for that creature. You may also use an appropriate weapon, but have it made oversized; it's damage die will improve one step ( a d6 becomes d8, d8 a d10, d10 a d12 and a d12 2d6, 2d6 becomes 2d8 and so on). A weapon created this way must be two handed and have the 'Heavy' property. Such a weapon will cost 1.5 times the price of the weapon that it's been based on.

    Notice me Senpai! At 6th level, during an encounter you may designate a target. You attacks against that target deal an additional 1d8 cold damage and 1d8 fire damage on your attacks. You regain this feature after a short or long rest.

    Debilitating Stare At 10th level, as a bonus action you may intimidate an enemy with advantage. If successful that person is frightened for the rest of the encounter. You may have only one such person intimidated at a time.

    I said, NOTICE ME SENPAI! At 14th level, while raging and wielding a 2handed weapon with the 'Heavy' property, you may, against your designated target, make a 3rd attack on each of your turns. this attack stacks with the extra attack feature granted by the 5th level of barbarian, but unless explicitly detailed so, not with other sources of extra attack. This feature only works on your designated target when using your lvl 6 Path of the TsunTsun class feature.
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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Socratov View Post
    This one's for Snowbluff.

    Path of the TsunTsun
    Hahaha. You'll have to shoot Snow a PM. We're both 3.5 regulars, so we don't see anything around these parts unless someone tells us to come over here...
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    Quote Originally Posted by LoyalPaladin View Post
    Hahaha. You'll have to shoot Snow a PM. We're both 3.5 regulars, so we don't see anything around these parts unless someone tells us to come over here...
    no problem, in the pm I swore on you that the link I wanted Snow to click wouldn't be risky... Nope not risky at all...
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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Socratov View Post
    no problem, in the pm I swore on you that the link I wanted Snow to click wouldn't be risky... Nope not risky at all...
    Hahahaha. Well, I mean I try to be the exemplar of truth, justice, and chivalry...

    Speaking of, I just built a totally unoptimized, but totally "LP" character for a PBP I just got into. It makes me happy. 36 point buy and gestalt. So happy haha.
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    Default Re: GitP Regulars As Subclasses

    Quote Originally Posted by Twelvetrees View Post
    It's multiple times a day (recharges short or long rest), but the damage isn't nearly as important as the healing. Going up against even five enemies means the barbarian will be able to regain at least 11 hit points (on all successful saves). If all of them failed, it would be about 22 hit points healed. The major reason I didn't want it much higher would be because it would be extremely good against high numbers of enemies. I'm not certain that 1d8 is the right number, but 3d8 seems high. Against 5 enemies let's assume 3 make their saves, while 2 don't. Half of 9d8 is 20 hp, while 6d8 damage is 27 hp. So 47 hit points total healed.

    A 14th level barbarian might have 145 hit points (assuming a +3 Con). Healing a third of your health seems a little too powerful.
    Well once/rest. Probably 3 enemies near (logical in my experience as frontliner) but just 1 fails (late level). You then won't even deal 9 damage. 3d8 is maybe bit high but attacking is as good so at least 2d8 would be fair. Or this way but bonus action. Taking the attack action would just be better
    Last edited by PoeticDwarf; 2016-02-18 at 01:07 PM.

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