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  1. - Top - End - #1
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default D&D Subclass Contest III: So You Don't Have To

    It's time for our next subclass contest! Subclass contest 3: So You Don't Have To

    1. The class must fit the theme of the contest. For the first contest, the theme is support. It was originally suggested as a way for subclasses to spend resources so allies don't have to, but in the interest of versatility I've opened it up to any subclass based around supporting allies. Want to make a Paladin who can grant divine smite to other characters? A bard whose spell slots or bardic inspirations allow his allies to cast their spells at higher levels? A sorcerer who shares metamagic effects? What about a monk who spends ki points to boost allies' fighting prowess? Do it!
    2. Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
    3. You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
    4. Until the contest is finished, do not post your subclass anywhere else. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason).
    5. Your subclass must be complete by 11:59 PM Central Standard Time on Sunday September 16. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid.
    6. Have fun, be respectful.


    Chat Thread
    Voting thread Closes September 30.
    Last edited by MoleMage; 2018-09-21 at 07:17 AM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  2. - Top - End - #2
    Orc in the Playground
     
    SwashbucklerGuy

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Fraternity Domain
    Gods of fraternity are protectors of the collective and the community. They shun those who refuse to seek or give aid. Deities of fraternity rewards the giving and uniting. The bigger the collaboration, the greater the benefits. Followers of these deities focus on contribution to their communities and uniting the people. Their clerics use divine magic to empower the group by collaborating and giving to both the weakest and strongest link. Berronar Truesilver, Kwan Ying, Cyrrollalee, Yondalla, Boldrei or the Path of Inspiration are examples of deities that could embrace fraternity.

    Domain Spells
    You gain domain spells at the cleric levels listed in the Fraternity Domain Spells table. See the Divine Domain class feature for how domain spells work.

    Fraternity Domain Spells
    Cleric Level Spells
    1st bless, goodberry
    3rd calm emotions, rope trick
    5th aura of vitality, crusader’s mantle
    7th aura of purity, guardian of faith
    9th circle of power, mass cure wounds


    Collective Feedback
    At 1st level, you start to linking your mind to those of your companions. At any point when another ally within 30ft has already used their reaction, you can use your reaction to let them regain their reaction.

    Tempered Link
    At 1st level, you make sure that you are not the weakest link. When you take the Help action to aid an ally, you can use your bonus action to cast a cantrip. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

    Channel Divinity: Power of Many
    Starting at 2nd level, when you use the help action, you can use your channel divinity to aid a number of allies equal to your Wisdom modifier.

    Channel Divinity: Convergence Chain
    Starting at 6th level, when an ally within 30ft would roll a concentration saving throw, you can use your channel divinity to instead transfer the concentration to another ally which is not concentrating on a spell.

    Potent Spellcasting
    Starting from 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

    Unity in Being
    At 17th level, you link the bodies of those around you which you care for. When another ally takes damage, you can use your reaction to split the damage between all conscious allies. The damaged ally must be within 30 ft of you. Instead of that ally taking the damage, each conscious ally within 30ft takes damage equal to the initial damage divided by the number of allies (rounded down).

    Once you have used this feature, you cannot do so again until you have completed a long rest.
    Last edited by Fnissalot; 2018-08-14 at 04:25 PM.

  3. - Top - End - #3
    Halfling in the Playground
     
    BardGuy

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Druid Circle: Circle of the Conclave
    Druids that identify as a part of this circle accept that they are one of many parts within a driving concept that transcends the needs of any one person. Most druids of this circle learn its ways from being a part of the Selesnya Conclave, although others that would follow the Conclave’s ideals in other worlds are sometimes gifted the same abilities. The Selesnya Conclave is a vast, interconnected commune that constantly strives to recruit new members, valuing the strength of the whole over the individual, and you have been gifted magic in order to further the Conclave’s ideals in the world, much like a high priest being granted magic by their god.

    Bonus Cantrip
    When you choose this circle at 2nd level, you learn the spare the dying cantrip, and it counts as a druid spell for you. When you cast spare the dying on an unconscious creature, you can cause that creature to regain hit points equal to your Wisdom modifier.
    Once you use this feature, you must finish a short or long rest before you can use it again.

    Gift of the Conclave
    Also at 2nd level, you learn how to bestow energy unto your allies to better the group’s survival. Upon finishing a short or long rest, you can cause allies that you spent the rest within 60 feet of to regain hit dice. You can cause a total number of hit dice equal to your Wisdom modifier to be regained in this way each time you take a rest. The hit dice are gained after any hit dice have been rolled to heal for that rest.

    Convoke
    Starting at 6th level you have learned to intertwine you and your allies’ energies to create something greater. When you take the Help action, you can target any ally you can see within 10 feet of you. Additionally, when you take the Help action, you can choose to expend a spell slot of 1st to 3rd level. If the ally you targeted casts a spell of 1st level or higher before the beginning of your next turn, it can choose to add the level of the slot you expended to the level of the slot it expended in order to make its spell more powerful. This feature cannot cause a spell’s slot level to exceed your druid level, but it can exceed 9th level provided you are a high enough level druid. If the ally does not cast a spell before the beginning of your next turn then you regain your spell slot and that ally must be the target of another Help action from you to benefit from this feature.

    Populate
    Starting at 10th level, when you use your action to Wild Shape, you can use your bonus action to call a spirit of nature to your side. This spirit takes the form and statistics of the creature you transformed into. The spirit is not controlled by you, but is friendly to you and your allies and will follow your mental commands to the best of its ability. The spirit disappears after 1 hour or when it drops to 0 hit points, disappearing in a flash of radiant light and leaving behind no remains.
    Once you use this feature, you must finish a long rest before you can do so again.

    Vital Surge
    Beginning at 14th level you can open yourself wholly to the powerful energy of Selesnya, becoming a mortal conduit of its restorative energy. As an action, you can open yourself to this energy. For the next minute, you regain 5 + your Wisdom modifier hit points at the start of all your turns and every creature you choose within 30 feet of you regains 5 + your Wisdom modifier hit points at the start of their turn. If a creature would regain 30 or more hit points from this feature, then that creature is cured of all nonmagical diseases ailing it and has the blinded and deafened conditions removed, if applicable.
    Once you use this feature, you must finish a long rest before you can do so again.

    Changes
    8/14/18: Convoke spell level from up to 14th level to up to druid level
    8/15/18: Convoke can now only donate spell slots up to 3rd level, added in more specifics to Convoke, extended use of spell slot to beginning of the Convoking player's turn to allow for upcasting counterspells, readied spells, etc. if initiative ends up unfavorably
    Last edited by Icecaster; 2018-08-15 at 11:08 AM.
    Oh, hi

  4. - Top - End - #4
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    Default Re: D&D Subclass Contest III: So You Don't Have To

    MONASTIC TRADITION: WAY OF THE SIFU:

    The energy known as ki is present in all living things, and though every monk learns to control it directly, not all who tread the adventurer's path are so disciplined. They craft their ki into spells, devastating and beguiling, into Rage, deep and true, or into unparalleled mastery of the battlefield.

    The Sifu understands this, and does not reject these manipulations of ki as undisciplined or wasteful. Instead, the Sifu guides and mentors their allies, molding their wasted ki to make forge the Adventurer into a newer, better, weapon. Stronger of steel and truer of purpose.

    Master's Guidance:
    Starting at third level, the Monk has begun to learn the basics of the art of instruction and guidance. At the end of a long rest, the Sifu may designated one willing creature with whom they shared at least one hour of meditation, conversations, and practice, and spend a Ki point to bind their spirits together.This ki point does not refresh at the end of a short rest, and you may only be bound thusly to one creature at a time. Such a bound creature is known as the Sifu's Todai.
    While a Todai, the bound creature has access to gains one half of the Monk's proficiency bonus or the Todai's Wisdom modifier (whichever is lower) to their armour class and to damage rolls made with Simple weapons, as well as a ten foot increase to their walking speed. While within walking distance of their Todai, the Monk may teleport adjacent to them as a bonus action.
    The Sifu-Todai bond immediately breaks if either party wishes it, and lasts only until the end of the next long rest, at which point the Sifu may bond with a new Todai of their choice.

    Cascading Ki:
    Upon reaching sixth level, the Sifu has learned to touch the ki of others, and shape their wasted energy back into a coherent force. As a bonus action, the monk may reach out to touch an adjacent creature, and restore their class-specific resources, at a rate of one to one, which each level of a spell slot costing one ki. The Sifu may instead choose heal a number of hit points equal to their Martial Arts die plus their Wisdom modifier per ki point spent, and may always do so, even if the targeted creature does not have a class or a subclass resource.
    For example, the Sifu my touch a Wizard and expend three ki points to restore a third level spell slot, or touch a Bard to and expend a single ki point to restore a single use of Bardic Inspiration (or a first level spell slot; Sifu's choice). They may spend no more than their Wisdom modifier in ki points this way per round, but if the affected creature is the Sifu's Todai, then this restriction is lifted.

    Master's Fluid Form:
    Upon reaching the heights of Eleventh level, the Sifu may use an action to spend four ki points to cast Haste on one ally within walking distance. If the targeted creature is the Monk's Todai, then it only costs them two ki points, instead.

    Borrow My Power:
    At seventeenth level, the Sifu's ki suffuses the spirits of his allies. Any creature that the Sifu considers their ally can spend ki points from the Sifu's ki pool as if they were the Sifu, and may target themselves with the Sifu's Cascading Ki or Master's Fluid Form class features. The Sifu may choose to disallow this as a free action.
    The Sifu's Todai can ignore the normal restrictions on weapons and armour when using their Sifu's ki, allowing them to use Step of the Wind, Flurry of Blows, and Patient Defense as though they were an appropriately-garbed Monk, themselves. The Sifu is unable to disallow their Todai's ki expenditure.
    Last edited by Thanatos 51-50; 2018-08-15 at 05:37 AM.
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  5. - Top - End - #5
    Barbarian in the Playground
     
    PirateWench

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Roguish Archetype: The Accordion Thief
    The scourge of mariachis and polka bands, the Accordion Thieves have plied their malign craft since time out of mind. Their moxie serves them well in both their adventures and their interactions with "the ladies" (or "the gentlemen", depending on the Accordion Thief in question!). Accordion Thieves use music to support their allies and harass their enemies, while maintaining the skills in the larcenous arts that are to be expected of rogues, tramps, and thieves.


    Mojo Master:
    When you choose this tradition at 3rd level, you learn Accordion Arts that are fueled by special dice called mojo dice.

    Accordion Arts. You learn three Accordion Arts of your choice, which are detailed under "Accordion Arts" below. You learn 2 additional Accordion Arts of your choice at 9th, 13th, and 17th level. Each time you learn new Accordion Arts, you can also replace one Accordion Art you know with a different one. You may only use Accordion Arts if you are holding an accordion. You may only use one Accordion Art on each turn.

    Mojo Dice. You have a number of mojo dice equal to your Sneak Attack dice. Your mojo dice are d6s, like your Sneak Attack dice.

    Concentration. Some Accordion Arts require you to maintain concentration to keep their effects active. If you lose concentration, such an Accordion Art ends. Concentrating on Accordion Arts follows the same rules as concentrating on spells (PHB 203). You may not concentrate on both an Accordion Art and a spell at the same time.

    Saving Throws. Some of your Accordion Arts require your target to make a saving throw to resist the Accordion Art's effects. The saving throw DC is calculated as follows:
    Accordion Art save DC = 8 + your Proficiency bonus + your Charisma modifier

    Trikitixa Trickster:
    At 3rd level, you gain proficiency with the accordion. Additionally, you can use accordions as improvised weapons that you are proficient with. For you, an accordion is a two-handed finesse weapon that deals bludgeoning damage with a damage die of 1d8. Furthermore, you can spend one hour of downtime and 25gp worth of materials to craft a rudimentary accordion if you do not currently have one.

    Sticky Fingers:
    Starting at 9th level, you are as good at stealing things as you are at playing the accordion, and you are dang good at playing the accordion. You have advantage on Dexterity (Sleight of Hand) checks, and you can spend one mojo die to make a Dexterity (Sleight of Hand) check as a bonus action on your turn to steal one item (such as a keyring or coin purse) from a creature within 5 feet of you. This check is contested by the target's passive Perception score, and the item stolen may not be armor being worn by the target or an object held in the target's hands.

    Crab-Claw Technique:
    By 13th level, you have developed an unstoppable personalized accordion-playing technique, allowing your Accordion Arts to become even more potent. When you spend a mojo die to fuel an Accordion Art that instructs you to roll the mojo die spent, you can choose to instead spend two mojo dice at once and roll both of them.

    Mariachi Memory:
    When you reach 17th level, your ability to have songs stuck in your head knows no bounds. Or at least slightly fewer bounds than average. You can concentrate on two Accordion Arts at the same time, rolling concentration checks for each Accordion Art separately.

    Accordion Arts
    The Accordion Arts are presented in alphabetical order.

    Accordion Bash. When you hit a creature with a Sneak Attack using an accordion, you can expend one mojo die to play a loud, dissonant noise as you strike the opponent. You add the mojo die to the attack's damage roll as thunder damage, and the target must make a Constitution saving throw or be stunned until the start of your next turn.

    Bawdy Refrain. As an action, you expend and roll one mojo die to play and sing a horrendously lewd song at a horrendously high volume. All hostile creatures who can hear you must make a Wisdom saving throw or take psychic damage equal to the amount rolled on the mojo die + your Charisma modifier and suffer disadvantage on their next attack roll.

    Brawnee's Anthem of Absorption. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to grant yourself or one creature of your choice who can hear you a strange absorbency. For the duration, whenever the target takes damage, they may roll the mojo die and reduce the damage they take by the amount rolled.

    Chorale of Companionship. As an action, you can expend one mojo die to inspire one creature of your choice that can hear you. The target can use its reaction to immediately make one weapon attack, adding the mojo die to the attack roll.

    Cletus's Canticle of Celerity. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to grant yourself or one creature of your choice who can hear you superhuman speed. The target's walking speed is doubled and they can add the mojo die to all Dexterity checks and saving throws for the duration.

    Cringle's Curative Carol. As a bonus action, you can spend one mojo die to heal a creature that can hear you. The target rolls the mojo die and regains hit points equal to the number rolled plus your Charisma modifier.

    Dissonant Riff. As an action, you expend one mojo die to make an annoying sound with your accordion. One creature of your choice who can hear you must make a Constitution saving throw or take thunder damage equal to your Sneak Attack damage and be deafened for one minute. On a successful save, the target takes half as much damage and is not deafened. While deafened, the target must subtract the mojo die from all attack rolls and saving throws it makes. The target can repeat the saving throw at the end of each of its turns.

    Elron's Explosive Etude. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to grant yourself or one creature of your choice who can hear you volatile magical power. For the duration, the target can reroll 1s and 2s on damage dice rolled for spells.

    Jerkwads' Symphony of Destruction. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to make yourself or one creature of your choice who can hear you horribly angry. For the duration, the target can add the mojo die to all damage rolls they make.

    The Magical Mojomuscular Melody. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to allow yourself or one creature of your choice who can hear you to attune with their inner spirituality. For the duration, the target can add the mojo die to all spell attack rolls, Intelligence and Wisdom checks, and Intelligence and Wisdom saving throws for the duration.

    The Moxious Madrigal. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to grant yourself or one creature of your choice who can hear you a great deal of moxie. For the duration, whenever the target is targeted by an attack, they gain a bonus to their AC equal to your Charisma modifier. Additionally, they can add the mojo die to all Charisma checks and saving throws for the duration.

    The Power Ballad of the Arrowsmith. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to fill yourself or one creature of your choice who can hear you with passionate strengthliness. For the duration, the target can roll the mojo die and gain that many temporary hit points at the start of each of its turns.. Additionally, they can add the mojo die to all Strength and Constitution checks and Strength and Constitution saving throws for the duration.

    Prelude of Precision. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to grant yourself or one creature of your choice who can hear you pinpoint accuracy. For the duration, the target scores a critical hit on a roll of 19 or 20. Additionally, the target adds the mojo die to the damage roll of each critical hit they score while under the effects of the song.

    The Psalm of Pointiness. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to bestow upon yourself or one creature of your choice who can hear you an aura of pointiness. For the duration, whenever the target is touched, grappled, shoved, or hit by a melee weapon attack, the target rolls the mojo die and the creature who engaged with the target takes magical piercing damage equal to the amount rolled.

    The Sonata of Sneakiness. Concentration, up to 1 hour. As an action, you can expend and roll one mojo die to begin playing this song that (somewhat counterintuitively) makes you harder to notice. For the duration, each creature of your choice that can hear you (including yourself) gains a bonus to Dexterity (Stealth) checks equal to your Charisma modifier + the amount rolled on the mojo die. A creature that receives this bonus leaves behind no tracks or other traces of its passage, and cannot be tracked except by magical means. Creatures that you did not choose to receive the bonus cannot hear the sound of this song.

    Ur-Kel's Aria of Annoyance. Concentration, up to 1 minute. As a bonus action, you can expend one mojo die to make upon yourself or one creature of your choice who can hear you intensely annoying. For the duration, all creatures that can hear you have disadvantage on attack rolls made against any creatures other than the target.

  6. - Top - End - #6
    Ogre in the Playground
     
    NinjaGuy

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    It looks like I'm not the only one who thought immediately of the upcoming Ravnica book...

    Mutagenic Sorcerer

    Biomantic Magic
    Created as an experiment by the Simic Scientific community, Your warped understanding of life forces allows you to learn spells normally associated with the Druid class. When your spellcasting feature let you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list, other than Healing Spirit. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, when you perform the Help action, increase the range of aiding a creature by 10 ft times your proficiency modifier (minimum 20 ft).

    Graft Cytoplasm
    Starting at level 3, You also gain the ability to augment your allies abilities using your metamagic abilities.
    When you use the help action, you can instead attach cytoplasm to that creature instead of providing advantage. This Cytoplasm can be spent to graft the normal metamagic effects on spells that creature casts, but also gives a bonus on martial attacks (below).
    You can use a bonus action to change your sorcery points into Cytoplasm, or turn Cytoplasm back into sorcery points. When the cytoplasm is grafted onto another creature using the help action, it lasts for 1 minute before dissolving into dust.
    • Careful (1) - When an attack is made, the creature can spend the Cytoplasm to ignore half cover or three-quarters cover, and doubles the proficiency bonus on hit.
    • Distant (1) - The creature can spend the Cytoplasm to gain "attacking at long range doesn't impose disadvantage on ranged attack rolls this turn, and your melee attack rolls gain reach this turn".
    • Empowered (1) - The creature can spend the Cytoplasm to gain "when you roll damage for a weapon attack, you can reroll the damage dice and use either total" this turn
    • Heightened (3) - The creature can spend the Cytoplasm to impose disadvantage on the first ability check or saving throw made on the target they attack or on which they use a class feature.
    • Quickened (2) - The creature can spend the Cytoplasm to make an additional attack as a bonus action or increase their initiative location by 1d6
    • Subtle (1) - The creature can use the Cytoplasm to transform all weapon damage into force damage this turn
    • Twin (2) - The creature can spend the Cytoplasm to create a duplicate of that creature. It acts as a Mirror Image spell, but creates only 1 duplicate.
    In addition, you can only use metamagic on spells you cast from the druid list of level 4 or lower.

    Plasm Capture
    Starting at level 6, you add the counterspell spell to your spells known, if it is not there already. When you cast Counterspell, and successfully end a spell in this way, you gain Cytoplasm equal to the spell level ended. Cytoplasm gained in this way can't be turned into sorcery points, and fade away after a long rest. You can use this feature once per short rest.

    Grow Hydropon
    Starting at level 14, once per long rest, you can use an action and spend 5 cytoplasm to conjure a hydropon, a magical plant in a 5 foot cube in a space you can see. If you're in combat roll, initiative for the plant. The plant cannot move, and lasts for 1 minute. While you are within 5 feet of the plant, the plant will spend its action to help you in one of the following ways:
    • Heals you 2d6 hit points, or heal 1d6 hit points on another creature of your choice within 5 feet of the plant.
    • Restore 2 sorcery points
    • Gain advantage on the next ability check or saving throw you make
    At the end of the duration, the Hydropon dissolves into dust.

    Cytoplast Manipulator
    Starting at level 18, your ability to manipulate magic through cytoplasm is complete:
    • When you cast a spell with the range of self, you may target an allied creature with cytoplasm grafted to them instead. That ally must be within 60 feet of you
    • When you cast a spell with a range of touch, an ally with cytoplasm attached can deliver the spell as if it had cast the spell. That ally must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    • When you use your Help action to attach cytoplasm on creatures hostile to you, that creature has -2 to Wisdom saving throws against charm effect by you for each cytoplasm attached to it.
    Last edited by Vogie; 2018-10-17 at 01:09 PM.
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
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  7. - Top - End - #7
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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Have you ever wanted to play as a monk who is as wise as can be, and guide your allies to victory? Do you desire to emulate the trope of wise kung-fu masters, teaching their students? If so, then check out the Way of the Sage!

    i've had this done for like 2 days and just forgot to put it here
    Check out my homebrew blog, Bando's Homebrew!

  8. - Top - End - #8
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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Ranger Archetype: Pathfinder Conclave*
    Some people who tread the path of the ranger do so out of the desire to guide and protect others, using their skills and expertise to make the wild lands a little bit safer for any who might be travelling through. The purest exponents of this goal are the rangers of the pathfinder conclave, who are sworn to do everything they can to support their companions, both in and out of battle.

    Slayer's Guidance
    When you join this conclave at 3rd level, you are able to advise your allies so that they can benefit from your combat experience. You can use a bonus action to provide this guidance to one friendly creature within 60 feet of you, as long as they can hear you and see one of your favoured enemies. They gain a bonus equal to your Wisdom modifier (minimum of +1) on the next damage roll they make against one of your favoured enemies before the start of your next turn.

    Clear the Way
    Also at 3rd level, you can use an action on your turn to clear all nonmagical difficult terrain within 15 feet of you, enabling creatures and vehicles to move over it normally.

    Combination Attack
    At 5th level, your attacks can create openings for your allies. When you use the Attack action on your turn, if a friendly creature can see you, they can use their reaction to make a weapon attack with advantage against the same target. Only one ally can react to this ability on any given turn.

    Cripple
    By 7th level, you have mastered the art of disabling enemies in order to protect your allies. When you hit a creature with a weapon attack, you can inflict one of the following effects on it.
    • It must make a Dexterity saving throw against your ranger spell save DC or drop one item that it is holding.
    • Its base movement speed is reduced by 10 feet until the start of your next turn.
    • It has disadvantage on the first attack roll it makes before the start of your next turn.

    Follow Up
    When you reach 11th level, you are able to support your allies' attacks by following them up with your own. When a friendly creature makes an attack against a creature that you can see and that is within the range of your current weapon, you can make a weapon attack against the same target.
    You can use this ability a number of times equal to your Wisdom modifier (a minimum of 1) and regain expended uses on a long or short rest.

    Saviour
    At 15th level, your desire to protect your allies extends far enough that you would throw yourself in front of an arrow for them. When a friendly creature within 10 feet of you is targetted by a ranged attack, you can use your reaction to leap in front of them, immediately moving into the nearest unoccupied space between the attacker and the target and causing the attack to be resolved against you instead. You have half cover against this attack. If there is no viable unoccupied space to leap into, this ability fails.

    *This archetype is built for the UA Revised Ranger.
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    A Faerie Affair

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Variant Multiclass: Bard
    No one is born a talented singer, just as no-one is born a mighty warrior. We must practice both our crafts.

    The bard variant multiclass is an archetype that can be used for most classes other than rogue. In particular, the rules here can be used to variant multiclass with bard with no alteration if you are a barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock or wizard. Rather than actually taking multiclass levels in bard, it replaces - or, rather, is - your primal path, divine domain, druidic circle, martial archetype, monastic tradition, sacred oath, ranger archetype, rogue archetype, sorcerous origin, otherworldly patron or arcane tradition. The restrictions are as follows:

    - You cannot become a variant multiclass bard if you have any bard levels.
    - You cannot take bard levels if you are already a variant multiclass bard.
    - You cannot be a variant multiclass bard in two separate classes.

    Essentially, you can only multiclass as a bard once, irrespective of the type of multiclassing or order of operations. In general, it's probably inadvisable to mix standard and variant multiclassing.

    All classes get similar benefits from becoming a variant multiclass bard - it's for the player to decide, as with regular multiclassing, whether or not a particular combination is worth it - but there are slight differences in who gets what, and they get them at different times in accordance with the usual timings for their abilities.

    The following variant multiclass bard abilities are gained by the various classes at the given levels:

    Brb Clr Drd Fgt Mnk Pal Rgr Rog Sor Wlk Wiz
    Bardic Arcana - 1 - - - 3 - - - 1 -
    Bonus Proficiency 3 1 2 3 3 3 3 3 1 1 2
    Spellcasting 3 - - 3 3 - - 3 - 6 -
    Improved Spellcasting Progression - - - - - 3 3 - - - -
    Improved Spell List - 1 2 - - 3 3 - 1 - 2
    Channel Divinity: Smite to Song - 2 - - - 3 - - - - -
    Bardic Inspiration (d4) 3 1 2 3 3 3 3 3 1 1 2
    Font of Inspiration - - - - - - - - - 6 -
    Song of Rest (d4) 10 6 6 7 3 7 7 9 6 6 6
    Bardic Inspiration (d6) 6 6 6 7 6 7 7 9 6 10 6
    Song of Rest (d6) 14 8 10 - 6 15 11 13 14 10 10
    Bardic Inspiration (d8) 10 8 10 10 17 15 11 13 14 14 10
    Song of Rest (d8) - - 14 15 11 - 15 17 18 14 14
    Bardic Inspiration (d10) 14 17 14 15 - 20 15 17 18 - 14
    Song of Rest (d10) - 17 - 18 17 20 - - - - -
    Superior Inspiration - - - - - 20 - - - - -

    Bardic Arcana

    If you are a cleric, paladin or warlock, the following spells are treated as domain, oath or pact spells for you, gained at the normal levels you gain spells of that level:

    Spell level Spells
    1st Charm Person, Silent Image
    2nd Invisibility, Suggestion
    3rd Major Image, Sending
    4th Compulsion, Greater Invisibility
    5th Geas, Mislead

    Bonus Proficiency
    When you take this subclass, you gain proficiency with one skill of your choice and one musical instrument of your choice.

    Spellcasting
    If you do not already possess conventional spellcasting, you are granted the spellcasting progression of the arcane trickster or eldritch knight, though your spells are drawn from the bard spell list. If you are a warlock, your spellcasting ability remains charisma, and you can freely use bard spell slots to cast warlock spells you know and vice versa. Else, you pick one ability of your choice out of intelligence, wisdom and charisma to use as your spellcasting ability. For a focus, you can use the following:

    Barbarian: Any melee weapon.
    Fighter: Any martial weapon.
    Monk: Any monk weapon.
    Rogue: Any ranged or finesse weapon that you're proficient with.

    You can also use any instrument you're proficient with as a focus for your bard spells (not your warlock spells).

    Improved Spellcasting Progression

    If you are a paladin or ranger, your spellcasting progression improves to the following:

    Level
    Cantrips Prepared (Paladin) Known (Ranger) 1st
    2nd
    3rd
    4th
    5th
    6th
    7th
    8th
    2nd 2 1+CHA 4 2 - - - - - - -
    3rd 3 2+CHA 5 3 - - - - - - -
    4th 3 3+CHA 6 4 2 - - - - - -
    5th 3 4+CHA 7 4 3 - - - - - -
    6th 3 5+CHA 8 4 3 2 - - - - -
    8th 3 6+CHA 9 4 3 3 - - - - -
    9th 3 7+CHA 10 4 3 3 1 - - - -
    10th 4 8+CHA 11 4 3 3 2 - - - -
    11th 4 9+CHA 12 4 3 3 3 1 - - -
    12th 4 10+CHA 14 4 3 3 3 2 - - -
    14th 4 11+CHA 15 4 3 3 3 2 1 - -
    15th 4 12+CHA 15 4 3 3 3 2 1 - -
    16th 4 13+CHA 16 4 3 3 3 2 1 1 -
    18th 4 14+CHA 18 4 3 3 3 2 1 1 1
    20th 4 15+CHA 19 4 3 3 3 2 1 1 1

    If you want to mix variant multiclassing and standard multiclassing, treat every level of paladin or ranger with a variant multiclass bard subclass as five sixths of a level (which is how the table above was generated). Note that the table above replaces your actual spell progression, entitling you to cast spells of a higher level as well as gaining the slots.

    Improved Spell List
    When you take this archetype as a spellcaster, you add the bard spell list to your class spell list.

    Channel Divinity: Smite to Song
    You can channel energy as a bonus action to use your bardic inspiration without expending a use of it, and the die size is one higher (d4 to d6, d6 to d8, d8 to d10, or 10 to d12).

    As a paladin, you can also channel energy as a reaction when an ally within 30 feet hits with a melee weapon attack within a round of you successfully expending a spell slot to use a divine smite attack. If you do, that creature deals extra radiant damage equal to 1d8 for a 1st-level slot, 2d8 for a 2nd-level slot, and an extra 1d8 for every 2 slot levels after 2nd (still to a maximum of 5d8, so if you use an eighth-level slot for the smite attack, you and your ally will both do 5d8 points of damage).

    Bardic Inspiration
    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your spellcasting ability modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels, as given on the table of features by level.

    Font of Inspiration
    Beginning when you reach 6th level as a warlock, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

    Song of Rest
    You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d4 hit points.

    The extra hit points increase when you reach certain levels, as given on the table of features by level.

    Superior Inspiration
    At 20th paladin level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
    Last edited by Jormengand; 2018-08-19 at 09:24 AM.

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Barbarian Path: Path of the Blood Shaman
    Not every barbarian feels the need to strike down every foe they encounter in a wild rage. In many tribes, the gift of rage is seen as a sign of worthiness to lead, and young barbarians are groomed as spiritual guardians of their fellows. From these traditions come the blood shamans, who mix strange ritual magics with the intense bloodlust of rage into something which is neither.

    Woad
    Starting when you begin following this path at 3rd level, your Unarmored Defense ability improves as you mark yourself with powerful spiritual sigils. You now may use Wisdom instead of Dexterity when calculating your Unarmored Defense.

    Blood Rites
    When you choose this path at 3rd level, you learn rites that are fueled by special dice called blood dice.

    Rites Blood Shamans practice a form of magic which is neither spellcasting nor ritual, but instead somewhere in between. At 3rd level when you start this path, you learn the Vital Blood rite, and two additional rites of your choice. You learn an extra rite of your choice at 6th, 10th, and 14th level. When you learn a new rite, you may also swap out a rite you know other than Vital Blood, learning a new rite in its place. Unlike spellcasting, you can still use rites during a rage.
    Blood Dice At 3rd level when you take this path, you gain a number of blood dice, which are used to power your rites. You have one blood die for every hit die you have, and they are the same size. Blood dice are consumed whenever you use one of your rites, and recovered at the same rate as hit dice (one third of your maximum per long rest). Unlike hit dice, you do not add your Constitution modifier when rolling a blood die.
    Saving Throws Some of your rites require your target to make a saving throw. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Wisdom modifier.

    Spiritual Wellness
    At 6th level, when you or an ally you can see and hear spends a hit die to regain hit points during a short rest, you can spend one of your blood dice to improve that healing. Roll the blood die and add your constitution modifier. The ally gains health equal to the greater of your blood die's results and their own hit die's results, and gains the lesser result as temporary hit points. You may only use this ability once per ally per short rest.

    Potent Blood
    At 10th level, whenever you must roll a blood die during a rage, you may add your rage damage bonus to that blood die, in addition to any other bonuses added. If you already add your rage bonus damage to a die (as with Blood Bolt during a rage), you instead add twice your rage damage bonus to the die.

    Eternal Blood
    At 14th level, you now regain all blood dice whenever you complete a long rest.

    Rites

    • Vital Blood. With a primal word, your allies regain vitality. As an action, choose an ally within 30 feet and spend a blood die. That ally regains hit points equal to the result of the blood die plus your Wisdom modifier.
    • Blood Bolt. The spirits' energies shape into a lance of blood-like energy. When you take the Attack action on your turn, you may forgo one of the attacks to hurl a bolt of energy at an enemy within 60 feet. Spend a blood die and make a ranged spell attack using Wisdom as your spellcasting ability score. If the attack hits, the target takes damage equal to the result of your blood die. This attack can be used during a rage, and benefits from your rage bonus damage as though it were a strength-based melee weapon.
    • Bloodlust. Your allies don't understand rage like you do, but with this rite, they can get close. When you enter a rage on your turn, you may spend any number of blood dice. For each die spent, one ally of your choice begins the rage alongside you and gains temporary hit points equal to half the result of the blood die (minimum 1). Allies affected by this ability gain the normal benefits of a rage as if they were a barbarian of your level. In addition to their rage ending early if they do not attack an enemy or suffer an attack, their rage immediately ends if the temporary hit points granted by this rite are depleted. You must be at least 10th level to take this rite.
    • Spellbreaker. The spirits serve as guardians against hostile magic. Whenever you or an ally within 30 feet of you must make a saving throw against a spell cast by a target you can see, you may use your reaction to spend a blood die. Add the result of the die to the saving throw rolled.
    • Blood Surge. When an ally within 30 feet casts a spell that deals damage, you can choose to use your reaction and spend a blood die to increase the damage dealt by that attack by the result.
    • Weapon Surge. When an ally within 30 feet takes the Attack action during their turn, you can choose to use your reaction and spend a blood die to allow them to make an extra attack as a bonus action. If their extra attack hits, they may use the result of the blood die in place of the damage rolled, if they wish.
    • Armor Surge. When an ally within 30 feet is targeted by an attack, you can choose to use your reaction and spend a blood die to grant them temporary hit points until the start of your next turn equal to the result.
    • Tides of Blood You must spend two blood dice to activate this ability. As an action, you release a wave of crimson energy. You and every creature within 10 feet of you must make a Constitution saving throw. On a failed save, they take damage equal to the largest die result rolled. On a successful save, they instead take damage equal to the smallest die result rolled. You can choose to spend additional blood dice on this rite. If you use 4 dice instead of two, targets take damage equal to the two largest dice on a failed save. If you use six, targets take damage equal to the three largest on a failed save and the two smallest on a successful save. You have advantage saves against your own Tides of Blood rites.
    • Hexxing Strike When you deal damage with a weapon attack or the Blood Bolt rite, you may use your reaction and spend a blood die to hex your target. They must make a Constitution saving throw. On a failed save, their movement speed is halved and the next weapon attack against them has advantage. If the attack hits, it deals additional damage equal to the result of your blood die. This effect ends at the beginning of your next turn.



    WIP: Still need to come up with a few more blood rites for this guy. Might need to tweak down the number/size of blood dice given how large they are compared to bardic inspiration/superiority dice at low levels.
    Last edited by MoleMage; 2018-09-12 at 11:00 PM.
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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Grove Guardian Archetype
    Rangers see themselves as the protectors of nature, and some choose to focus on magical pursuits ahead of martial ones in hopes that they will be better served against threats. One order in particular has uncovered a closer connection with nature’s power to heal and revitalize, sending verdant energy surging through their allies. Although their offensives might not be as swift as other rangers’, these “grove guardians” are fierce defenders of their lands.

    Grove Learning: Beginning at 3rd level when you choose this archetype, you gain additional knowledge of healing magic granted by your close connection with nature. You learn the following spells at the listed ranger level. These spells do not count against the ranger spells you know.
    • 3rd – healing word
    • 5th – aid
    • 9th – aura of vitality
    • 13th – grasping vine
    • 17th – tree stride

    Lifesurge: Also beginning at 3rd level when you choose this archetype, your healing abilities energize allies to make a quick strike. After you grant hit points or temporary hit points using a spell slot of 1st-level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

    Verdant Font: Beginning at 7th level, you can transfer energy from yourself to others when you rest. You can spend Hit Dice from your own pool of ranger Hit Dice to heal allies after finishing a short or long rest. Allies roll 1d10 + your Constitution modifier, just as if it came from your own pool, but they receive the benefits of its healing. Additionally, you regain extra Hit Dice equal to your Wisdom modifier whenever you finish a long rest.

    Coordinated Tactics: Beginning at 11th level, you have learned how to work your way past enemy defenses more sharply when they are distracted by pain. Whenever you make a successful weapon attack against an enemy who has taken damage from one of your allies since the end of your previous turn, you deal an extra 1d8 damage.

    Springroot Stride: Beginning at 15th level, you can use your connection to the earth to transfer movement to one of your allies. As a bonus action, you can reduce your current movement speed by an amount up to your remaining movement for the turn. On their next turn, your ally can add that amount to their movement speed. This change in movement speed lasts until the beginning of your next turn. To use this feature, both you and your ally must be standing on the same solid surface. Additionally, an ally who gains movement speed from you in this way also gains the benefits of your Land’s Stride and Vanish features.
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    5e Homebrew: The Circle of Progress, a druid circle about becoming a transformer - Winner of 5e Subclass Contest 1 - "It's Technical"

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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Sorry for the delay everyone! Blame my dentist.

    Voting thread is up!

    http://www.giantitp.com/forums/showt...-Voting-Thread
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    Default Re: D&D Subclass Contest III: So You Don't Have To

    Quote Originally Posted by MoleMage View Post
    Time to call the voting!

    In 3rd place, with 5 points, is Vogie's Mutagenic Sorcerer Bloodline. Create strange plant life! Expand your spell list with Druid spells! Graft magical goo onto your allies or enemies!

    In 2nd place, with 6 points, is Ninja_Prawn's Pathfinder Conclave for the Revised Ranger. Whisper secret weak points in the ears of your allies! Blaze a trail wherever you go! Block enemy arrows with your face!

    And our winner of Contest III, with 7 points, is Icecaster's Circle of the Conclave. Upcast your friends' spells with your own spell slots! Summon copies of your wild shape forms! Become a fountain of fast healing for you and your allies!

    In the theme votes, I don't even need to count the points, as I Read this in a Book, Once was overwhelmingly in the lead, while The Pen is Mightier will carry forward into the next round of theme voting. Keep your eyes open for the soon-to-be-posted Subclass Contest IV: I Read this in a Book, Once!
    Voting has concluded! Congrats to our winners; it was a close race this time. New contest going up as soon as I get the formatting done.
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