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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jun 2009

    Default D&D 5e Base Class Contest X: Blast from the Past

    Welcome to the tenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

    1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Classes from Previous Editions. This can be any previous edition of D&D or even another tabletop game, even if that class already exists in some form in 5e (do you think the Arcane Archer deserved its own class, or feel like the Mystic doesn't capture the same feel as the Psion? Rewrite them here!).

    2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
    3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
    4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
    5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
    6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
    7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

    Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

    Chat Thread:

    Deadline: April 5th
    Last edited by MoleMage; Yesterday at 02:46 PM.

  2. - Top - End - #2
    Pixie in the Playground

    Join Date
    Oct 2019

    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    One would say you read my mind when you added that bit about the mystic Molemage.

    (Am I a little crazy for getting the first draft done so quick? Maybe)

    Here it is The Mystic:

    Remember FIRST DRAFT
    Its poisoned, obviously

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jun 2009

    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    First draft of the Totemist (Magic of Incarnum). Next up, writing actual melds.

    The big changes:

    • Shaping a meld and binding it to a chakra are no longer separate effects. In order to shape a meld, you must have a specific meld slot open. These slots correspond to some of the chakras present in the 3.5 version of this class. The class gets a slot at 1st, 5th, 9th, 11th, 13th, and 17th level, allowing a total of six melds to be shaped at the highest level.
    • Melds no longer correspond to magic item slots, to better fit with 5e's shift from magic item slots to limited attunement. Binding a meld does not take up any attunement slots.
    • Most chakras have been pared down. The totem chakra and throat chakra were left alone. The shoulders, waist, and some of brow will be folded into the new chest bind slot. The feet, hands, and arms will be folded into the new limbs bind slot. The heart is folded into the old crown bind slot. Additionally, the crown slot will inherit most of the strongest effects (some of brow, some of waist). Since I have to translate all of the melds into 5e anyway, original crown melds (one of the lowest tiers) will be given a power boost.
    • Essentia now acts as a class resource which is consumed to activate special abilities, instead of an allocatable resource. Investment still is around but now applies after the consumption of essentia. This means that the totemist will shift from flexible power early on to specialized power later in the day.
    • Meldshaping is now Wisdom based. Constitution is still important to the class as its primary saving throw and for determining maximum invested essentia.
    • There wasn't a lot to draw on for subclasses (and I didn't want to make an Incarnate meta-class with the three original classes as subclasses), so I am making those up out of whole cloth.
    Last edited by MoleMage; 2020-01-24 at 03:26 PM.
    Signature currently down for maintenance. Expected completion March 22, 3046.

    Spoiler: Contest Awards

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Apr 2011

    Default Re: D&D 5e Base Class Contest X: Blast from the Past



    Hit Dice: 1d8 per Soulknife level

    Hit Points at 1st Level: 8 + your Constitution modifier

    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Soulknife level after 1st


    Armor: Light Armor

    Weapons: Simple weapons

    Tools: None

    Saving Throws: Wisdom, Intelligence

    Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Perception, Stealth, and Survival

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

    (a) a simple weapon and a shield or (b) two simple weapons
    (a) five javelins or (b) any simple melee weapon
    (a) a dungeoneer's pack or (b) an explorer's pack
    Studded leather

    Level Proficiency Bonus Powers Known Highest Power Level Power Points Features
    1 +2 - - - Mind Blade, Archetype
    2 +2 2 1st 2 Psionics, Fighting Style
    3 +2 3 1st 3 Archetype
    4 +2 3 1st 4 Ability Score Improvement
    5 +3 4 2nd 6 Extra Attack
    6 +3 4 2nd 8 Archetype Feature
    7 +3 5 2nd 10 Psychic Awareness, Potent Mindblade d8
    8 +3 5 2nd 12 Ability Score Improvement
    9 +4 6 3rd 14 Energy Blade
    10 +4 6 3rd 16 Archetype Feature
    11 +4 7 3rd 18 Precise Strike
    12 +4 7 3rd 20 Ability Score Improvement
    13 +5 8 4th 22 Potent Mind Blade d10, Thought Shield
    14 +5 8 4th 24 Archetype Feature
    15 +5 9 4th 27 Uncanny Dodge
    16 +5 9 4th 30 Ability Score Improvement
    17 +6 10 5th 33 Psychic Instinct
    18 +6 10 5th 36 Energy Blade Impovement
    19 +6 11 5th 40 Ability Score Improvement
    20 +6 11 5th 45 Dual Blade

    Class Features

    Mind Blade
    Beginning at 1st level, a Soulknife gains access to the signature ability of the class: the ability to manifest and wield a blade of psychic energy. As a bonus action, you can create a stable column of psychic power that you wield as a weapon with which you are proficient. It has the light, finesse, and thrown (20/60) properties and deals 1d6 + the higher of their strength or dexterity modifier. You can also, when making a successful attack, use your bonus action to collapse your mind blade, dealing extra psychic damage equal to the base damage. This extra damage is also doubled on a critical hit. You can have up to two mind blades at once, though you must have a free hand to create one in. Mind blades immediately dissipate if they leave your hand, unless thrown, in which case they dissipate immediately after striking their target, though you must still use a bonus action to collapse it if you want to deal extra damage.

    At 1st level, the Soulknife chooses a particular archetype to follow, such as the Pureblade.

    Spoiler: Psychic Knight
    The Psychic Knight, aside from manifesting his mind blade, behaves the most like a traditional warrior, donning heavy armor and focusing on martial skill.

    At first level, the Psychic Knight gains proficiency with medium and heavy armor, and shields.

    Improved Critical
    At third level, your attacks are critical hits on a roll of 19 or 20.

    Two-handed Mind Blade
    At tenth level, you may elongate your mind blade to use it in two hands. It gains reach and the two-handed properties and a damage die of 1d10, but loses the finesse, light, and thrown properties. You decide each time you create a mind blade which version it will be. When your damage die increases at 13th level, your two-handed mind blade's damage is 1d12.

    Extra Fighting Style
    At 14th level, you can choose a second option from the Fighting Style class feature, with the following additional option:

    Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Spoiler: Pureblade
    The Pureblade focuses on integrating his mind blade and his psionic powers into a seamless weapon.

    At first level, the Pureblade gains proficiency with medium armor and shields.

    At 3rd level, you can spend power points to boost the power of your mind blade's strikes. After you hit with a melee mind blade attack but before rolling damage, you can spend 1 power point to deal an extra 1d6 psychic damage. When you gain the ability to manifest powers above first level, you may spend more power points on psionic smite, equal to the amount spent to create the highest slot you are able to manifest, I.e., 3 points to deal 2d6, 5 to deal 3d6, etc. This is part of the attack and does not cost an action.

    Spoiler: Lurk
    The Lurk focuses on stealth and surprise attacks.

    At first level, the Lurk gains proficiency with thieve's tools and expertise with two skills or one skill and their thieve's tools.

    At third level, the Lurk gains the ability to strike with deadly precision against surprised opponents. Your attacks against creatures who have not yet acted in combat are critical hits.

    Fast Movement
    Beginning at 6th level, your speed increases by 10 feet while you aren't wearing heavy armor.

    Precise Throw
    Beginning at 10th level, your mind blade's thrown range is 40/120 instead of 20/60.

    Psychic Skate
    Beginning at 14th level, you may use your connection to your mind blade to travel intangibly to your target. After throwing your mind blade and successfully damaging an opponent, you may use your reaction to teleport to an open space adjacent to that opponent. You may do this immediately or any time until the beginning of your next turn

    At 2nd level, you learn to use your psionic abilities to manifest powers. Powers emulate spells from the Soulknife list, but do not use components. Instead, they have displays. When you manifest a power, it creates an audible sound if the spell had verbal components, and a visual discharge of energy if it had somatic or material components. Psionic powers consume power points when manifested, which are refreshed on a long rest. Power points are used to create slots, similar to sorcery points. Conversion rates are given in the following table:
    Slot Level Point Cost
    1st 1
    2nd 3
    3rd 5
    4th 7
    5th 9

    At 2nd level, you know two 1st level powers from the Soulknife power list. The Powers Known column in the Soulknife class table shows when you learn new powers, as well as the highest level power you are able to manifest. You must be able to manifest powers of the spell's level in order to learn it. Additionally, when you gain a level in this class, you can choose one of the Soulknife powers you know and replace it with another spell from the Soulknife list, which also must be of a level you can manifest.

    Fighting Style
    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    You gain a +2 bonus to attack rolls you make with ranged weapons.

    While you are wearing armor, you gain a +1 bonus to AC.

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Ability Score Improvement
    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.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Potent Mind Blade
    At 7th level, your Mind Blade's damage die becomes 1d8. At 13th level, it becomes 1d10.

    Psychic Awareness
    At 7th level, you gain proficiency in initiative rolls.

    Energy Blade
    At 9th level, you learn to imbue your mind blade with extra energy. When you create it, you can have it deal an extra 1d6 cold, fire, radiant, thunder, or necrotic damage, or an extra 1d4 of force damage. At 18th level, the damage increases to 1d8 for cold, fire, radiant, thunder or necrotic damage, and 1d6 for force damage.

    Precise Strike
    At 11th level, you let your psychic sight guide your attacks. Whenever you attack with advantage and both die would hit, your strike is a critical hit.

    Thought Shield
    At 13th level, you gain proficiency with wisdom saving throws.

    Uncanny Dodge
    Beginning at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    Psychic Insight
    Beginning at 17th level, you have advantage on perception checks to notice any creature that has thoughts.

    Dual Blade
    At 20th level, you can create two mind blades with a bonus action or create and collapse a mind blade with a bonus action.
    Last edited by sengmeng; Today at 03:37 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

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