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  1. - Top - End - #1
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Jun 2009
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    Oklahoma
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    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: http://www.giantitp.com/forums/showt...-X-Chat-Thread

    Deadline: April 5th 19th
    Last edited by MoleMage; 2020-04-01 at 02:03 PM.

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

    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: https://homebrewery.naturalcrit.com/share/SkmCQk69AH

    Remember FIRST DRAFT
    Its poisoned, obviously

  3. - Top - End - #3
    Bugbear in the Playground
     
    WolfInSheepsClothing

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

    The Totemist

    A wild-looking man carves a wooden mask, giving it the features of a fearsome wolf. When he puts the mask on his face, he begins to take on the characteristics of a wolf himself, and the mask becomes as animate as his own flesh.

    A heavily-tattooed dwarf stands before an army of foes. As battle commences, his tattoos come alive, seeming to take the shape of living flames.

    An ancient half-orc sheds her heavy winter coat, swapping it for lighter spring garments as she celebrates the equinox. In the morning, she will wake up with the face and body of a much younger woman.

    The totemist is a wielder of primal essence, trapping the idealized power of various natural beasts and monstrosities in objects or patterns which they wear on their person.

    Captured Nature
    Totemists, much like druids and rangers, draw on the power of nature, but rather than working spells with the aid of spirits or nature deities, they draw on the essential concept of wild creatures, especially beasts and monstrosities. Shaping these essences into objects which can be worn on their person allows totemists to draw on the powers of the creature it was based on, or even abstract powers based on what that creature represents.

    Objects created by a totemist are imbued with a magical energy, called essentia by some. Essentia produces a resonating effect; a totemist can infuse an object with essentia from their own spirit to call on deeper powers temporarily, and essentia so infused causes the object to be more powerful for a time.

    Primal Soul
    Totemists spend much of their time with their essentia intermingled with the essentia of wild or savage creatures, and it begins to reflect back upon their personality with time. Almost every totemist becomes a little bit feral as they learn to shape the melds, and they tend to wear rough-made garments of hide and prefer simple or brutal weapons such as spears or axes, if they don't choose to fight with claws or teeth gained through use of a meld.

    When forced to interact with other people in civilization, totemists tend to be terse and direct, and most are not comfortable in cities for too long. Their hearts yearn for wild lands and wild beings too strongly for that.
    Last edited by MoleMage; 2020-03-17 at 07:26 PM.
    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.

    Spoiler
    Show

    My DMsGuild content. Most of it was written with feedback from right here on the forums.
    My Patreon content. It's mostly setting development and short fiction about the adventuring party in one of my games in the same setting.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Apr 2011
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    Quarantine
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    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    Soulknife

    Hitpoints

    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

    Proficiencies

    Armor: Light Armor, Medium Armor

    Weapons: Simple weapons, short swords, long swords, rapiers.

    Tools: None

    Saving Throws: Dexterity, Strength

    Skills: Choose two from Acrobatics, Arcana, Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth, and Survival

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

    a simple weapon
    (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 Features Powers Known Slot Level Power Points Meditations
    1 +2 Psychic Awakening, Mind Blade, Collapse - - 1 -
    2 +2 Psionics, Meditations 2 1st 2 2
    3 +2 Psionic Discipline 3 1st 3 2
    4 +2 Ability Score Improvement 4 2nd 4 2
    5 +3 Extra Attack 5 2nd 5 3
    6 +3 Psionic Discipline 6 3rd 6 3
    7 +3 Evasion 7 3rd 7 4
    8 +3 Ability Score Improvement 8 4th 8 4
    9 +4 Energy Blade 9 4th 9 5
    10 +4 Psionic Discipline 10 5th 10 5
    11 +4 Extra Attack (2) 10 5th 11 5
    12 +4 Ability Score Improvement 11 5th 12 6
    13 +5 Precise Strike 11 5th 13 6
    14 +5 Psionic Discipline 12 5th 14 6
    15 +5 Potent Mind Blade (1d8) 12 5th 15 7
    16 +5 Ability Score Improvement 13 5th 16 7
    17 +6 Psionic Discipline 13 5th 17 7
    18 +6 Ability Score Improvement 14 5th 18 8
    19 +6 Potent Mind Blade (1d10) 14 5th 19 8
    20 +6 Psionic Discipline 15 5th 20 8

    Class Features
    The following are class features of the Soulknife

    Psychic Awakening
    The development of your psionic powers started in one of three ways, which determines what ability score you use when manifesting your psionics.

    Imbued
    Your psionic powers were unlocked by another psionic being, whether a deity, an aberration, or another psionic-using person. The details are up to you. You use Wisdom as your manifesting stat. You gain proficiency in Perception and the Psionic Metabolism ability.
    Psionic Metabolism You may heal yourself and others with your power points. You heal 1d4 hitpoints for each power point spent. You may only spend as many power points per round as your level. Healing yourself does not require an action, but it must take place on your turn. Healing others can be done as an action.

    Studied
    You studied psionics from a book or master and concentrated on it until you developed the mental discipline to wield it. The details are up to you. You use Intelligence as your manifesting stat. You gain proficiency in Arcana, History, Nature, or Religion, and Intelligence saves, and the Cunning Dodge ability.
    Cunning Dodge Any time after you are damaged, you may spend a power point to subtract your intelligence modifier from the damage.

    Emotional
    A moment of great stress and need caused your powers to suddenly erupt forth. The details are up to you. You use Charisma as your manifesting stat. You also gain proficiency in Persuasion and Charisma saves, and the Wild Soul ability
    Wild Soul Any time you make a Wisdom save, you can spend a power point to treat it as a Charisma save instead

    Mind Blade
    The most iconic ability of the Soulknife is the Mind Blade, a column of psionic energy held in place by your will to be used as a weapon. You may create a Mind Blade in a free hand as a bonus action. It deals 1d6 damage, has the finesse, light, and thrown (20/60) properties. You may have up to two Mind Blades at once. Whenever you create a Mind Blade, you may choose whether it deals psychic, piercing, or slashing damage.

    Collapse
    Mind Blades disippate when they leave your hand, except when thrown. When thrown, they strike their target and collapse, dealing extra psychic damage equal to the Mind Blade's base damage, plus your manifesting stat's modifier. When attacking with a Mind Blade in melee, you may choose whether or not to collapse it after you hit, dealing the same extra damage. Collapsing your Mind Blade does not cost an action. Collapse damage is not normally doubled by a critical hit.

    Psionics
    At 2nd level, you gain the ability to manifest psionic powers. Psionic powers emulate spells drawn from the Soulknife power list. Psionic powers do not have components. Instead they have displays. If the spell had a verbal component, the power has an auditory display, and if it had a somatic or material component, it has a visual display. You learn two powers of first level when you gain this feature. To manifest a power, you must spend power points to create a slot of sufficient level, according to the following table:
    Spoiler: Power Point to Slots Conversion Table
    Show
    Slot level Point cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    All expended power points are regained on a long rest.

    Powers Known Above 2nd Level
    As you advance in level, you learn more powers according to the Powers Known column on the class table. Powers learned can be of any level you can create slots for. Whenever you learn a new power, you may replace one power you already know with a different power of the same level or lower.

    Meditations
    As you concentrate and focus on your psionic abilities, you discover abilities that are not strictly powers. These are meditations, and they have a variety of effects. Meditations may have prerequisites; you may take a meditation the same level you meet its prerequisites. Many meditations require or interact with each other and other class features, including which choice you made when gaining your Psychic Awakening feature and your Psionic Disicpline feature, and sometimes your choices of powers known.

    Psionic Discipline
    Soulknives are martial characters who see their mind as their best weapon. As such, they develop their bodies and minds in tandem into a unified, devestating fighting system. At 3rd level, you choose a Psionic Discipline to focus on. Usually, this choice is based around our particular physical limitations and talents; your choice of Psychic Awakening has no bearing on which discipline you choose.

    Spoiler: Lurk
    Show
    As a Lurk, you are stealthy, cunning, and mobile. Lurks may feel camaraderie with each other, or only with those who share their Psychic Awakening option. The Night Blades are a guild of Lurk thieves who brutally attempt to trigger the Emotional type of Psychic Awakening in potential recruits in a harrowing initiation ritual.

    Bonus Proficiencies
    When you take this discipline at 3rd level, you gain proficiency in thieve's tools and expertise in two of your skills or one of your skills and thieve's tools.

    Assassinate
    Beginning at 3rd level, when you successfully strike a surprised creature with your Mind Blade, it is automatically a critical hit.

    Psionic Siphon
    Beginning at 6th level, whenever you collapse a Mind Blade to deal damage, you gain power points equal to half the psychic damage. You do not gain more than your maximum (equal to your Soulknife levels).

    Soulstrike
    Beginning at 10th level, when you score a critical hit and collapse your Mind Blade, the extra damage from the collapse is doubled.

    Psychoportation
    Beginning at 14th level, your Mind Blade's thrown range doubles to 40/120. Additionally, whenever you collapse a Mind Blade, whether thrown or in melee, you may instantly teleport to any open square adjacent to the target without using up any of your movement or being subject to opportunity attacks.

    Soul Reap
    At 20th level, when you score a critical hit with a Mind Blade, roll damage as normal, and then expend power points and roll 1d10 per power point spent, up to 10d10. If this roll is higher than the target's remaining hitpoints, it is reduced to 0 hitpoints and you can stop it from healing in any way by concentrating. However, if the d10 dice rolled do not exceed their hitpoint total after the crtical damage, they take no further damage.

    Spoiler: Psychic Knight
    Show
    As a Psychic Knight, you are tough and skilled with weapons and armor. Most Psychic Knights identify more strongly with those who share their Psychic Awakening type, often seeing those who do not as rivals or worse. The Imbued type of Psychic Awakening in particular lends itself to forming orders of allied warriors with a common goal. The Paladins of the Mind are one such group of good-aligned Psychic Knights, and the Mind Tyrants are an order of evil-aligned Psychic Knights.

    Bonus Proficiencies
    When you take this discipline at 3rd level, you gain proficiency in Heavy Armor, Shields, and Martial Weapons.

    Psionic Resilience
    Beginning at 3rd level, you reinforce your body with your psionics and iron will, gaining 3 to your hitpoint maximum, and 1 hitpoint every time you go up a level in this class.

    Psionic Body
    Beginning at 6th level, you can trade your hitpoints for power points on a 1 for 1 basis. When you do, you reduce your hitpoint maximum by 1 for each power point gained. Your hitpoint maximum returns to normal after a long rest, but no other effect except the power of a deity or artifact can increase your hitpoint maximum otherwsie.

    War Psionics
    Beginning at 10th level, whenever you use your action to manifest a psionic power, you may create a Mind Blade as part of the action, and attack with a Mind Blade as a bonus action.

    Psionic Smite
    Beginning at 14th level, you may use your power points to deal extra damage with your Mind Blade. You can expend a slot to deal psychic damage to the target, in addition to the Mind Blade's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

    Extra Attack (3)
    At 20th level, whenever you take the attack action on your turn, you attack four times.


    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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. The number of attacks increase to three when you reach 11th level in this class and to four if you take the Psychic Knight discipline when you reach 20th level in this class.

    Evasion
    Beginning at 7th level, you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Energy Blade
    Beginning at 9th level, whenever you create a Mind Blade, you may imbue it with energy, dealing an extra 1d6 radiant, fire, thunder, or lightning damage. Alternatively, you can have it deal an extra 1d4 force damage.

    Precise Strike
    Your psychic abilities allow you to see many things, looking a split second into the future and into your opponent's body to better target their vitals. Beginning at 13th level. whenever you have advantage and both rolls would hit, that attack is a critical hit.

    Potent Mind Blade
    At 15th level, your Mind Blade's damage increases to 1d8. At 19th level, it increases to 1d10.

    Spoiler: Meditation Descriptions
    Show
    Annihiliating Blade
    Prerequisite: Energy Blade Class feature
    When you create a Mind Blade, you gain necrotic as an option with your Energy Blade feature, which deals an extra 1d8 damage.

    Concussive Collapse
    When you collapse your mind blade, the target is shoved, either moving 10 feet away from you or going prone. They must make a strength check vs the attack roll.

    Force Shield
    Prerequisites: Psychic Knight Discipline
    In place of one of your Mind Blades, you can create a shield out of psionic energy, occupying one of your hands and granting a +2 to armor class like a normal shield. It also counts as a shield for fighting styles or feats that require you to be wielding a shield to benefit from them.

    Improved Force Shield
    Prerequisites: Psychic Knight Discipline, Force Shield Meditation
    While making use of your Force Shield Mediation, you can change the bonus to be equal to your proficiency modifier by concentrating.

    Insightful Strike
    Prerequisites: Psychic Knight Dsicipline, Studied Psychic Awakening
    You learn to manifest True Strike as a psionic power, manifesting it as normal or as a bonus action for one power point.

    Psionic Fighting Style
    You may learn a fighting style, as the fighter ability, but it only functions while wielding a Mind Blade. You may choose between Two Weapon Fighting, Defense, Protection, Archery, and Dueling.

    Mind's Eye
    Prerequisite: Imbued Psychic Awakening, Able to manifest Darkvision, See Invisibility, or Detect Magic as a psionic power
    You can manifest Darkvision, See Invisibility, and Detect Magic for half their normal power point cost. Selecting this meditation does not add them to your powers known.

    Psionic Skewer
    After throwing your mind blade and successfully striking a target, you may concentrate to make it persist after the strike, for up to one minute. The target's speed is halved as long as the mind blade is inside them. Removing it takes an action and a DC 12 strength check, and success deals 1d6 slashing damage, or it can be removed with a DC 15 Medicine check by them or another creature, which does not deal damage except on a result of 5 or lower on the Medicine check. The blade dissipates when removed or the target is reduced to 0 hitpoints. You may collapse the blade at any time. While it is embedded in a target, it still counts towards your limit of only two mind blades at any time.

    Psionic Pin
    Prerequisite: Psionic Skewer Meditation
    When you use Psionic Skewer, their speed is 0, and they take psychic damage equal to the Mind Blade's base damage for each round the mind blade is embedded.

    Psionic Parry
    Whenever you are the target of an attack or spell that requires an attack roll while armed with a Mind Blade, you may use your reaction to halve the damage, or by also collapsing your Mind Blade, you may prevent all the damage and any additional effects.

    Psionic Spear
    Prerequisites: Lurk Subclass, Studied Psychic Awakening
    Pick a cantrip with an attack roll from any spell list. You can manifest it as a psionic power, and add your Intelligence modifier to damage.

    Psychic Researcher
    Prerequisites: Studied Psychic Awakening
    You add two spellsof 5th level from any spell list to the Soulknife list. You do not know them via this meditation; to manifest them, you must also select them when you level up and gain powers known. They do not need to be of a level you can manifest. You can select this meditation multiple times.

    Psychic Smith
    When you are holding a one handed melee weapon in one hand and have your other hand free, you may create a Mind Blade that is a copy of the other weapon. This copy still dissipates if it leaves your hand and can be collapsed, and it also dissipates if the original weapon leaves your possession. This does not include any bonuses or abilities from the copied weapon being magical.

    Psychic Forge
    Prerequisites: class level 15th, Psychic Smith Meditation
    When you use your Psychic Smith meditation, your Mind Blade is an exact copy of the other weapon, including any bonuses or abilities from it being magical, though it can not copy an artifact.

    Psychic Foundry
    Prerequisites: class level 18th, Psychic Smith Meditation, Psychic Forge Meditation
    When using your Psychic Forge ability, you may copy an artifact.

    Psychic Instinct
    You gain advantage on initiative checks.

    Psychic Rebuker
    Prerequisites: Knight Subclass, Imbued Psychic Awakening
    You learn Bane as a power and can manifest it for 1 power point. It does not count against your powers known.

    Psychic Sight
    Prerequisite: Proficiency in Perception
    You gain Expertise in Perception and nothing can ever give you disadvantage on Perception checks.

    Psychic Spy
    Prerequisite: Lurk subclass, Imbued Psychic Awakening
    You learn Disguise Self as a power and can manifest it for 1 power point. It does not count against your powers known.

    Shadow Mind
    Prerequisite: Lurk Discipline
    You learn and can manifest Darkness as a psionic power for 1 power point. It does not count against your powers known.

    Sharp Soul
    When you succeed on a Wisdom save, including if you use Wild Soul to treat it as a Charisma save, the creature who provoked the save takes psychic damage equal to the modifier of your manifesting stat. Other than immunity or resistance to psychic damage, nothing can prevent or reduce this damage.

    Shield of Rage
    Prerequisite: Lurk Subclass, Emotion Psychic Awakening
    You can pay one power point to manifest Blade Ward as a reaction to being the target of an attack. You do not otherwise know Blade Ward, and it does not count against your powers known.

    Speed of Thought
    While you are armed with a Mind Blade, your speed is 10 feet higher than normal for your race. Whenever you collapse a Mind Blade, you automatically gain the benefits of taking the disengage action.


    Spoiler: Soulknife Power List
    Show
    1st-Level
    Alarm
    Animal Friendship
    Charm Person
    Command
    Detect Magic
    Expeditious Retreat
    Feather Fall
    Identify
    Jump
    Longstrider
    Mage Armor
    Magic Missile
    Shield
    Sleep
    Thunderwave
    Unseen Servant

    2nd-Level
    Blur
    Darkvision
    Detect Thoughts
    Enhance Ability
    Enlarge/Reduce
    Hold Person
    Levitate
    Locate Animals or Plants
    Locate Object
    Magic Mouth
    Misty Step
    Pass Without Trace
    See Invisibility
    Shatter
    Silence
    Spider Climb
    Spiritual Weapon
    Suggestion

    3rd-Level
    Clairvoyance
    Counterspell
    Dispel Magic
    Fear
    Fly
    Haste
    Hypnotic Pattern
    Nondetection
    Protection from Energy
    Slow

    4th-Level
    Arcane Eye
    Dominate Beast
    Compulsion
    Confusion
    Dimension Door
    Divination
    Freedom
    Resilient Sphere
    Stoneskin

    5th-Level
    Animate Objects
    Arcane Hand
    Awaken
    Dominate Person
    Dream
    Geas
    Hold Monster
    Legend Lore
    Modify Memory
    Passwall
    Scrying
    Telekinesis
    Telepathic Bond
    Wall of Force


    Multiclassing
    To multiclass into Soulknife, you must have a 13 Dexterity or Strength, and a 13 Wisdom, Intelligence, or Charisma. Your choice of Psychic Awakening feature and therefore your manifesting stat is determined by which ability score(s) you have above 13. If you have only one mental ability score above 13, then you must pick the corresponding Psychic Awakening type, and if you have multiple mental ability scores above 13, you have your choice between them.

    Casting Spells with Power Points
    You can create spell slots using your power points at the normal conversion rate, and cast spells you learned from any class with them. Your power point maximum does not change, nor do the number of slots gained from another class. You can convert spell slots to power points at a rate of one power point per slot level.
    Last edited by sengmeng; 2020-03-03 at 10:14 AM.
    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.

  5. - Top - End - #5
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

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

    So My submission is the Vampire. This is my take on the 4e Heroes of Shadow Vampire class. This class made me happy, I was just sad lycanthropes didn't get the same.

    The Kindred
    Last edited by Lanth Sor; 2020-04-02 at 10:00 PM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  6. - Top - End - #6
    Barbarian in the Playground
     
    Breccia's Avatar

    Join Date
    Mar 2013

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

    I'm giving this a shot. The Cavalier was a fighter improvement, way back in the day. This is my take on a 5th Edition version that doesn't completely step on the Fighter's armored toes.

    The Cavalier

  7. - Top - End - #7
    Barbarian in the Playground
     
    Chimera

    Join Date
    May 2019

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

    Tentative post for the Warlord, assuming I'm able to complete it in time.
    The stars are calling, but let's come up with a good opening line before we answer

    And here's a rat for the road ~(,,_`;;'>


  8. - Top - End - #8
    Pixie in the Playground
     
    ElfRangerGuy

    Join Date
    Oct 2019

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

    https://homebrewery.naturalcrit.com/share/ZSp6F-sNK

    I’m finally done making Changes to the first draft. It’s been a wild ride guys.

    I’m just going to say it’s the version .1

    Changes
    - I tweaked rewrote and replaced out certain features that you guys pointed out
    - I “added” the psionic spells from the UA DOCUMENT. I didn’t actually put them on the document b/c I think that violates the Fan Content Policy.
    Its poisoned, obviously

  9. - Top - End - #9
    Ogre in the Playground
     
    Kobold

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

    I present thee:

    The 5e Duskblade!

    With four prestige classes from 3.5 as subclasses (plus a brand new one with a well known flavor to it )
    - Abjurant Champion
    - Ruathar
    - Spellsword
    - Swiftblade
    Last edited by heavyfuel; 2020-04-07 at 03:31 PM.

  10. - Top - End - #10
    Barbarian in the Playground
     
    Chimera

    Join Date
    May 2019

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

    Welp, first base class I've ever made. Been working on this one on and off for like a year, so good to finally finish it for this.

    Warlord


    A regal figure in an ornate mask raises a hand. With a flick of a wrist, arrows pour from the ranks of archers behind them. A gnome weaves between the ogre's strikes, learning its tells. Spotting an opening, she yells a signal, and her blade is joined by two others as she lunges towards the ogre's eye. A fallen soldier knows the end is near, but feels a reassuring hand pull him to his feet. His grizzled commander calls out a rallying cry, and the soldiers around him fall into position, preparing for their final stand.

    Hit Points
    Hit Dice: 1d8 per warlord level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlord level after 1st

    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple and Martial weapons
    Tools: One Artisan's Tool of your choice.
    Saving Throws: Wisdom, Intelligence
    Skills: Choose three from Acrobatics, Athletics, Deception, History, Religion, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Persuasion, and Stealth

    Starting Equipment
    You start with the following items, plus anything provided by your Background.

    - (a) Chain Mail (b) Chain Shirt or (c) Leather Armor, Longbow, and 20 Arrows
    - (a) A martial weapon and a shield or (b) two Martial Weapons
    - (a) Five Javelins (b) two daggers (c) or a Handaxe
    - (a) a Dungeoneer's Pack or (b) an Explorer's Pack
    - A set of Artisan's Tools you are proficient with

    Level Proficiency Bonus Leadership Gambits Features
    1st +2 1d4 2 Archetype, Gambits, Practiced Eye
    2nd +2 1d4 2 Archetype Strategems
    3rd +2 1d4 2 Warlord's Leadership
    4th +2 1d4 2 Ability Score Improvement
    5th +3 1d6 2 Extra Attack, Cunning Feint
    6th +3 1d6 3 Logistics
    7th +3 1d6 3 Archetype Feature, Gambit Improvement
    8th +3 1d6 3 Ability Score Improvement
    9th +4 1d8 3 Strategems Improvement
    10th +4 1d8 3 Ability Score Improvement
    11th +4 1d8 4 Breakthrough, Warlord's Presence
    12th +4 1d8 4 Ability Score Improvement
    13th +5 1d10 4 Archetype Feature
    14th +5 1d10 4 Strategic Intuition
    15th +5 1d10 4 Warlord's Leadership Improvement
    16th +5 1d10 5 Ability Score Improvement
    17th +6 1d12 5 Archetype Feature
    18th +6 1d12 5 Warlord's Presence Improvement
    19th +6 1d12 5 Ability Score Improvement
    20th +6 1d12 5 Grand Strategy

    Saving Throws
    Some of your Warlord abilities require target to make a saving throw. The DC is as follows: 8+your proficiency bonus+your modifier for the ability specified by your archetype.

    Leadership Die
    Many of your abilities are based on your leadership die, which is a d4. Your leadership die improves at higher levels, as indicated on the class chart. Your Leadership die is often added or subtracted from rolls. You cannot add or subtract more than one Leadership die from any roll.

    Gambits
    A Warlord must be willing to exploit every advantage, and pursue every avenue of attack in order to win. Starting at 1st level, choose 2 of the following Gambits. You can declare a Gambit you know as an action, and if the conditions of the Gambit are fulfilled before the start of your next turn, a corresponding effect occurs as specified in the Gambit. If you declare a Gambit, you may not declare the same Gambit on your next turn, and you may only have one Gambit declared at a time. All Gambit effects end at the start of your next turn unless stated otherwise. Many Gambits require that you designate a creature, or involve allied creatures; you count as an allied creature for the purpose of these Gambits. In order for a Gambit to take effect, you must be able to communicate (or preplan) with any allies involved, and you must know the location of any creatures that you designate for a Gambit.

    Spoiler: Gambits
    Show
    Ambush
    Designate a creature that is unaware of your presence or hostile intent. If the designated creature is Surprised at the start of combat, subtract a roll of your Leadership die from that creature's Initiative roll for this combat.
    Charge
    Designate a hostile creature. If an allied creature only moves directly toward the designated creature, they may take the Dash action as a bonus action on that turn.
    Defilade
    Designate a piece of cover or obstacle that provides some kind of cover. If an allied creature moves to a position where they can take advantage of that cover, instead of the normal cover bonus, they may use a bonus action to take cover, rolling your Leadership die and add it to their AC and Dexterity saving throws until the start of their next turn.
    Disrupt
    Designate a creature that is Concentrating. If an allied creature forces that creature to make a save to maintain Concentration before the start of your next turn, you may choose for the DC to be your Warlord save DC instead.
    Fade
    If an allied creature takes the Hide action before the start of your next turn, they can move up to half their speed in the open without revealing themselves, so long as they end the move in a position where they're not clearly visible.
    Outflank
    Designate a creature. If two or more allied creatures are on opposite sides of that creature, they may add your Leadership die to the first attack roll they each make against the designated creature until the start of your next turn.
    Phalanx
    Designate an allied creature. So long as any other allied creature stay within 5 feet of it, all allied creatures within 5 feet of the designated creature, including itself, have half cover until the start of your next turn.
    Suppress
    Designate a creature. If an allied creature hits the designated creature with an attack, that creature can no longer make opportunity attacks until the start of your next turn.


    You may choose one additional Gambit at 6th, 11th, and 16th level in this class. When you gain a level in this class, you may exchange one Gambit you know for another Gambit.

    At 7th level, whenever you would make a weapon attack on your turn, you may instead declare a Gambit.

    Practiced Eye
    Starting at 1st level, you can acquire uncanny insight into other creature's capabilities and mannerisms in mere moments. After a short period of observation or conversation, equivalent to one of your turns, you may make a Wisdom(Insight), Intelligence(Investigation), or Charisma(Persuasion) check, contested by the target's Charisma(Deception) check, no action required. You may not use Charisma(Persuasion) if your target cannot understand what you're saying, since you can't coax out a response or trigger a tell. If you succeed, you learn one of the following of your choice about the creature:
    -Their AC
    -Their speed, including alternative movement modes such as flying and swimming.
    -Their highest and lowest physical ability score(s)(Strength, Dexterity, Constitution)
    -Their highest and lowest mental ability score(s)(Intelligence, Wisdom, Charisma)
    -Their class levels, if any.
    -Their number of hit die.
    -Their ability to cast spells, if any, including what class the spells come from.

    At your DM's option, they may tell you whether the creature is you equal, superior, or inferior in these areas, rather than specific details.

    After one minute of passive observation or conversation, you may make this contested check again, with advantage if you are both speaking with each other. If you succeed, you learn one more fact from the previous list of your choice. After an hour, you may make one last contested check. On a success, you learn two more facts about the target of your choice. Once you have made this check, succeed or fail, you cannot use this ability on the same target for the next 24 hours.

    Warlord's Leadership
    Starting at 3rd level, you are constantly giving orders and warnings during battle, pointing out openings in enemy defenses and alerting allies of incoming attacks. As a bonus action, choose one creature other than yourself within 60 feet of you that can hear you. That creature gains a Leadership die. While that creature has that die, you are Concentrating, as if on a spell. If your Concentration ends, the Leadership die is lost.

    Once within the next minute, the creature can roll the die and add the number rolled to one attack roll, weapon damage roll, saving throw, Strength(Athletics), Dexterity(Acrobatics), or Wisdom(Perception) check it makes. The creature can wait until after it rolls the d20 before deciding to use the Leadership die, but must decide before the DM says whether the roll succeeds or fails. Once the Leadership die is rolled, it is lost. A creature can have only one Leadership die at a time.

    At 15th level, when you use this ability, you can choose up to three creatures, including yourself, to receive a Leadership die. You have advantage on saves to maintain concentration on this ability.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 10th, 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.

    Cunning Feint
    Also at 5th level, whenever you would make a weapon attack, you can instead take the Help action in place of that attack. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

    Logistics
    Starting at 6th level, you've learned to break camp and quickly and efficiently. You and any allied creatures that stay within 60 feet of you can take a short rest in 15 minutes instead of an hour. Once you use this ability, you cannot use it again until you take a long rest, and affected creatures cannot benefit from this ability again until they take a long rest. (for Gritty Rest variant, they may take a short rest in 1 hour instead of 8).

    In addition, If you or any friendly creatures who remain within 60 feet of you over the course of a Short Rest regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains extra hit points equal to a roll of your Leadership die.

    Warlord's Presence
    You are an expert at controlling the battlefield, coordinating the movements and attacks of others to maximise their impact. At 11th level, you gain one of the following features of your choice.

    Cooperative Presence
    When you or an allied creature within 10 feet of you are targeted by an attack, any willing creature that can hear you may use their reaction to become the target of that attack instead, so long as they can see the target and are within 5 feet of it. In addition, allied creatures within 10 feet of you may use their bonus action to prevent a creature within 5 feet of them from making opportunity attacks against anyone but that ally until the start of the target's next turn.

    Unrelenting Presence
    When you or an allied creature within 10 feet of you misses with an attack roll, they may use their reaction to roll your Leadership die and add it to the result. If this would result in hitting the target, the target takes damage equal to a roll of your Leadership die, of the type that the attack would have dealt (If multiple types, the attacker chooses one)

    Indomitable Presence
    When you or an allied creature within 10 feet of you takes damage from an attack, that creature may use their reaction to roll your Leadership die and add it to their AC. If the new result would prevent the attack from hitting, they may subtract damage from the attack equal to a roll of your Leadership die.

    At 18th level, the range of the presence you chose increases to 30 feet.

    Breakthrough
    Starting at 11th level, you excel at creating openings in a creature's defenses with your strikes. The first creature on a turn you hit with a weapon attack, and any creature you use the Help action against, gains a Target Mark until the start of your next turn. When a creature with a Target Mark is hit with a weapon attack, that attack does additional damage of the weapon's type (if multiple types, the attacker chooses one) equal to your Leadership die, then the mark disappears. A creature can only have one Target Mark at a time.

    Strategic Intuition
    At 14th level, your experience has taught you much about how to survive when any moment can blaze into battle, and any situation can lead into ambush.
    -You can't be Surprised while you are conscious.
    -You are proficient with Initiative rolls.
    -You have advantage on ability checks to detect ambushes and traps.

    Grand Strategy
    At 20th level your strategic genius is unmatched. You may declare a Gambit, take the Help action, or use your 13th level archetype feature once per turn without spending any actions.

    Subclasses


    Tactician
    Wits sharper than their steel, Tacticians are always looking for an opening. Precision, deception, and forethought at a grand scale are all the domain of a Tactician. To them, a keen eye and a whispered word are greater weapons than any blade. The ambush, the bluff, the feigned retreat, this is the Tactician.

    Your Warlord abilities are based on Intelligence.

    Spoiler: Tactician Abilities
    Show
    Tactical Cunning
    When you choose this archetype at 1st level, you are an expert at finding opportunities, or if necessary, creating them. When a creature other than yourself within 60 feet of you that can hear you makes an attack or initiative roll, you can use your reaction to roll your Leadership die and add or subtract the result from the roll. You can wait until after the d20 is rolled, but must decide before the DM declares whether the roll succeeds or fails. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Tactician Strategems
    Starting at 2nd level, you gain the following two strategems. Once you have used a strategem, you cannot use that strategem again until you complete a long rest.

    At 9th level, you regain the ability to use a strategem when you complete a short or long rest.

    Rally
    As a bonus action, each creature of your choice within 60 feet of you that can hear you may immediately move up to half their speed without taking opportunity attacks. They may move their full speed as long as they move towards you by the most direct available route. If that creature is grappled or prone, they may instead attempt to break the grapple or stand up if they are able to.

    At 9th level, If an affected creature is under an effect that they can make an ability check or saving throw to end, they can immediately make another saving throw to end that effect, adding your Intelligence modifier to the roll, and suffer no negative consequences (such as damage) on a failure.

    Rend
    As a bonus action, choose two creatures other than you within 60 feet that can hear you. They may use their reaction to make a melee weapon attack.

    At 9th level, when you use this ability, you may also make a melee weapon attack. Add your Intelligence modifier to one damage roll for each of these attacks.

    The Art of War
    Starting at 7th level, your intellect allows you to predict and understand your foes, and how best to make them play right into your hands. Whenever you make a Wisdom (Insight) or Charisma (Deception) check, you gain a bonus to the check equal to your Intelligence modifier.

    Minor Rend
    At 13th level, your blade is never alone. As a bonus action, choose a creature within 30 feet of you that can hear you. That creature may use their reaction to make a melee weapon attack.

    Tactical Genius
    Your mind is a panoply of blades. As an action, you can direct your allies in a whirlwind of steel and fury. Allied creatures within 60 feet of you that can hear you gain the following benefits for one minute.

    -They may take the Dash, Disengage, or Hide actions as a bonus action.
    -Their movement does not trigger opportunity attacks.
    -They gain a Leadership die at the start of each of their turns, as described in the Warlord's Leadership ability.

    Once you have used this ability, you cannot use it again until you take a Long Rest.


    Marshal


    First on the frontlines, last of the vanguard, Marshals lead their troops with effortless finesse and unrelenting force. Whether loved or feared, they command respect with their unwavering dedication to their cause and those under them. Bolstering and rallying their troops, Marshals can turn a motly force into a bulwark of steel and will.

    Your Warlord abilities are based on Wisdom.

    Spoiler: Marshal Abilities
    Show
    Made of Iron
    To meet your foes on the field of battle, to be the rock anchoring your allies, you must be able to withstand everything brought against you. At 1st level, your hit point maximum increases by 1 and increases by 1 again every other level you gain in this class (so at 3rd, 5th, 7th, and so on).

    Fighting Style
    When you choose this archetype at 1st level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

    Spoiler: Fighting Styles
    Show
    Archery
    You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

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

    Dueling
    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.

    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.

    Protection
    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.


    Marshal Strategems
    Starting at 2nd level, you gain the following two strategems. Once you have used a strategem, you cannot use that strategem again until you complete a long rest.
    At 9th level, you regain the ability to use a strategem when you complete a short or long rest.

    Rouse
    As a bonus action, up to four creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to a roll of your Leadership Die + your Wisdom modifier + half your Warlord level. These temporary hit points are lost after 1 minute.

    At 9th level, you can choose up to six creatures. If an affected creature is dying, they also regain 1 hit point, and if they are Frightened, they are no longer Frightened. Each affected creature add your Wisdom modifier to their AC until the start of your next turn.

    Rally
    As a bonus action, each creature of your choice within 60 feet of you that can hear you may immediately move up to half their speed without taking opportunity attacks. They may move their full speed as long as they move towards you by the most direct available route. If that creature is grappled or prone, they may instead attempt to break the grapple or stand up if they are able to.

    At 9th level, If an affected creature is under an effect that they can make an ability check or saving throw to end, they can immediately make another saving throw to end that effect, adding your Wisdom modifier to the roll, and suffer no negative consequences (such as damage) on a failure.

    The School of Hard Knocks
    At 7th level, you've had enough experience to know what gets people's respect, and recognize a vital detail when you see one. Whenever you make a Charisma (Persuasion) or Intelligence (Investigation) check, you gain a bonus to the check equal to your Wisdom modifier.

    Minor Rally
    At 13th level, your word moves men and mountains. As a bonus action, two creatures of your choice within 60 feet of you that can hear you may immediately move up to half their speed without taking opportunity attacks. They may move their full speed as long as they move towards you by the most direct available route.

    Hold the Line
    Your hand is velvet over iron. As an action, you impart your allies with heroic, stoic bravery. Allied creatures within 60 feet of you that can hear you gain the following benefits for one minute.

    -All damage they take is reduced by an amount equal to a roll of your Leadership die.
    -Once per turn, they may add your Wisdom modifier to one weapon damage roll they make.
    -Having 0 hit points doesn’t knock them unconscious. They still must make death saving throws, and they suffer the normal effects of taking damage while at 0 hit points.

    Once you have used this ability, you cannot use it again until you take a Long Rest.


    Firebrand

    From tyrannical despots to passionate revolutionaries, atop gilded thrones and soapbox stands, Firebrands are defined by passion and personal magnetism. Their word is law, stoking the hearts and minds of those around them, spurring them to fight for justice, glory, or the Firebrand's own sinister purposes. A Firebrand is an unbreakable idea, a deafening voice, the best and worst of us all.

    Your Warlord abilities are based on Charisma

    Spoiler: Firebrand Abilities
    Show
    Inspiring Eloquence
    Starting at 1st level, you can galvanize, or demoralize, people with your force of will. When you or a creature within 30 feet of you that can hear you makes a saving throw, you can use your reaction to roll your Leadership die and add or subtract it from the total. You can wait until after the d20 is rolled, but must decide before the DM declares whether the roll succeeds or fails. You may only use this ability only on yourself if you are unconscious, and if it would result in you having a result of 20 or more on a death saving throw, you may count that reult as rolling a 20. If you use this ability to subtract from a saving throw, the affected creature may make a Wisdom saving throw. On a success, they are unaffected.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Firebrand Strategems
    Starting at 2nd level, you gain the following two strategems. Once you have used a strategem, you cannot use that strategem again until you complete a long rest.
    At 9th level, you regain the ability to use a strategem when you complete a short or long rest.

    Rend
    As a bonus action, choose two creatures of other than you within 60 feet that can hear you. They may use their reaction to make a melee weapon attack.

    At 9th level, when you use this ability, you may also make a melee weapon attack. Add your Charisma modifier to one damage roll for each of these attacks.

    Rouse
    As a bonus action, up to four creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to a roll of your Leadership Die + your Charisma modifier + half your Warlord level. These temporary hit points are lost after 1 minute.

    At 9th level, you can choose up to six creatures. If an affected creature is dying, they also regain 1 hit point, and if they are Frightened, they are no longer Frightened. Each affected creature may add your Charisma modifier to their AC until the start of your next turn.

    The Mark of a True Leader
    Starting at level 7, you've done enough talking to learn how to listen; all the better to know what people want, and why they want it. Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check, you gain a bonus to the check equal to your Charisma modifier.

    Minor Rouse
    Starting at 13th level, your command imbues people with the will to carry out yours. As a bonus action, two creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to your Charisma modifier (minimum of 1). These temporary hit points are lost after 1 minute or if you use this ability again.

    Ultima Ratio
    Your voice is will incarnate. Starting at 17th level, you can use an action to inspire your allies with fervent strength. Each creature within 30 feet of you of your choice that can hear you may take an additional action on their next turn. Once you have used this ability, you cannot use it again until you take a Long Rest.


    Multiclassing
    You must have a 13 or higher in the ability score indicated by your Warlord Archetype

    When multiclassing into Warlord, you gain proficiency in light armor, medium armor, simple weapons, and martial weapons.
    Last edited by AdAstra; 2020-04-16 at 06:09 PM.
    The stars are calling, but let's come up with a good opening line before we answer

    And here's a rat for the road ~(,,_`;;'>


  11. - Top - End - #11
    Pixie in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2018

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

    Warlord

    Hitpoints

    Hit Dice: 1d10 per Warlord level

    Hit Points at 1st Level: 10 + your Constitution modifier

    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlord level after 1st

    Proficiencies

    Armor: Light armor, medium armor, shields

    Weapons: Simple weapons, martial weapons.

    Tools: None

    Saving Throws: Strength, Dexterity

    Skills: Choose two from Athletics, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion

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

    (a) chain mail of (b) leather armor, longbow and 20 arrows
    A martial weapon and a shield
    (a) an explorer's pack or (b) a scholar’s pack

    Level Proficiency Bonus Features Tactics Known
    1 +2 Inspiring Word -
    2 +2 Warlord Tactics 2
    3 +2 Warlord’s Banner 2
    4 +2 Ability Score Improvement 2
    5 +3 Extra Attack 3
    6 +3 Warlord’s Banner feature 3
    7 +3 Size Up 4
    8 +3 Ability Score Improvement 4
    9 +4 Masterful Command 5
    10 +4 Ability Score Improvement 5
    11 +4 Inveterate Strategist 6
    12 +4 Ability Score Improvement 6
    13 +5 Warlord’s Banner feature 6
    14 +5 Will of Iron 7
    15 +5 Flexible Tactician 7
    16 +5 Ability Score Improvement 7
    17 +6 Warlord’s Banner feature 7
    18 +6 - 8
    19 +6 Ability Score Improvement 8
    20 +6 Tenacity 8

    Class Features
    As a warlord, you gain the following class features.

    Inspiring Word
    As a battle leader, you are able to inspire your allies with a quick shout of encouragement. As a bonus action, you may choose a creature other than yourself within 60 feet of you who can hear you. That creature gains temporary hit points equal to 1d10 + your warlord level. These temporary hit points last until the end of your next turn. The targeted creature cannot benefit from this ability again until they complete a short or long rest.

    Warlord Tactics
    At 2nd level, you learn two warlord tactics of your choice. Your tactic options are detailed at the end of the class description. When you gain certain warlord levels, you learn additional tactics of your choice, as shown in the Tactics Known column of the Warlord table.
    Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you qualify for.

    Warlord’s Banner
    When you reach 3rd level, you choose a banner to embrace as your own: the Banner of the Lion, the Banner of the Fox, or the Banner of the Owl, all detailed at the end of the class description. Your banner grants you features at 3rd level and again at 6th, 13th and 17th level.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 18th 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.

    Size Up
    From 7th level, if you spend at least 1 minute observing or interacting with a creature, you can ascertain an exploitable weakness. The DM tells you one of the following characteristics of their choice: a damage vulnerability of that creature or its ability score with the lowest saving throw bonus
    You cannot use this ability more than once on the same creature.

    Masterful Command
    From 9th level, when you take the Help action, the creature you aid can reroll one of the dice once. In addition, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

    Inveterate Strategist
    At 11th level, your battlefield mastery reaches new heights. When you take the Attack action, you may apply up to two tactics to it, instead of one.

    Will of Iron
    When you reach 14th level, you gain proficiency in Wisdom saving throws.

    Flexible Tactician
    When you reach 15th level, you incorporate a wider range of possible tactics into your arsenal. Whenever you complete a long rest, you can choose one of the tactics you know and replace it with another tactic that you qualify for.

    Tenacity
    At 20th level, you allow those you command to withstand anything. When a creature other than you that can hear you fails a saving throw, you can choose for them to succeed instead. Once you have used this ability, you may not use it again until you complete a short or long rest.

    Warlord’s Banners
    The title of warlord encompasses a wide range, from bold and brash warriors diving into the fray to cunning strategists directing battles from afar. Some warlords fly literal banners bearing a crest, but for many the choice of banner is a more subtle one, reflecting their beliefs and methodologies.

    Spoiler: Banner of the Lion
    Show

    Followers of the lion believe that the best place to command a battle from is right in the middle of it. These charismatic leaders wade into the fray and inspire their fellows with acts of valor and heroism.

    Bonus Proficiency
    When you choose this banner at 3rd level, you gain proficiency with heavy armor.

    Lead the Charge
    At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
    Additionally, on your first turn of each combat, you may take the Dash action as a bonus action, and if you move at least 10 feet in a straight line immediately before making your first melee attack, you gain advantage on that attack.

    Action Surge
    Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
    Once you have used this ability, you may not use it again until you complete a long rest. Once you reach 13th level, you may use this ability again after finishing a short or long rest.

    Steadfast Word
    From 13th level, when you use your Inspiring Word on a creature, that creature becomes immune to being charmed and frightened until the end of your next turn. If it is already charmed or frightened, that effect is suppressed until the end of your next turn.

    Lion’s Roar
    At 17th level, you may unleash a mighty battle cry as a bonus action, galvanising your allies to new heights. Until the end of your next turn, each creature you choose within 60 feet of you that can hear you gains advantage on saving throws, and may attack one additional time if they take the Attack action on their turn.
    Once you have used this ability, you may not use it again until you complete a long rest.


    Spoiler: Banner of the Fox
    Show

    Followers of the fox are leaders first and fighters second. They’re not afraid to dive into combat, but their greater contribution is aiding and guiding their allies.

    Commander’s Strike
    Starting at 3rd level, you may command one of your allies as an action. Choose a creature within 60 feet who can hear you. On that creature’s next turn, they may expend their reaction to take an additional action.

    Hammer and Anvil
    At 6th level, you may command two of your allies with your Commander’s Strike instead of one. Once you have used this ability, you may not use it again until you complete a long rest. Once you reach 13th level, you may use this ability again after finishing a short or long rest.

    Distracting Word
    From 13th level, when you use your Inspiring Word on a creature, that creature may immediately move up to half their speed as a reaction. This movement does not provoke attacks of opportunity.

    Coordinated Assault
    At 17th level, your superior leadership allows you and your allies to move and strike as one. When you hit a creature with an attack, you may mark that creature as a bonus action. If you do, each creature of your choice that can see and hear you may use their reaction to move up to their speed and take the Attack or Cast a Spell action as if it were their turn. Each attack made against the marked creature as part of this ability may add your Intelligence modifier to its attack roll. Any creature that takes an action this way may not use an action on their next turn.
    Once you have used this ability, you may not use it again until you complete a long rest.


    Spoiler: Banner of the Owl
    Show

    Followers of the owl understand that blade and bow are not enough to win battles. While not experts in the arcane themselves, these warlords know enough about magic to turn the tide of a difficult battle.

    Cantrips
    At 3rd level, you learn two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for any spells learnt through this class.
    In addition, any Tactics you know that can be used when you take the Attack action may also be used when you take the Cast a Spell action, as long as the spell you cast requires an attack roll.

    Arcane Amplification
    Starting at 3rd level, you can contribute some of your own power to an ally’s spellcasting. When a creature other than you within 30 feet of you casts a spell of 1st level or higher, you may empower that spell as a reaction. It is cast as if from a spell slot 1 level higher than the slot used.
    When you use this feature, you cannot cast spells until the end of your next turn, and you may not use this feature again until you finish a long rest. Once you reach 13th level, you may use this ability again after finishing a short or long rest.

    Friendly Fire
    When you reach 6th level, you learn just where to be to avoid the brunt of your allies’ spells. When a creature casts a spell that affects you, they may choose for you to avoid the worst of the spell’s effects. You automatically succeed on your save against the spell, and take no damage if you would normally take half damage on a successful save.

    Protective Word
    From 13th level, when you use your Inspiring Word on a creature, that creature gains resistance to acid, cold, fire, lighting or thunder damage (your choice) until the end of your next turn.

    Heightened Arcana
    At 17th level, you can cast a non-cantrip abjuration, evocation or enchantment spell you know without expending a spell slot. When you use this ability, until the end of your next turn, each creature you choose within 60 feet of you gains a benefit based on the school of spell you cast:
    • If you cast an abjuration spell, chosen creatures gain a +2 bonus to AC.
    • If you cast an evocation spell, chosen creatures deal an additional 1d6 of acid, cold, fire, lightning or thunder damage (chosen when you cast your spell) when they hit with a weapon attack.
    • If you cast an enchantment spell, chosen creatures may add your Intelligence bonus to any weapon attack rolls they make.

    In addition, spells cast by chosen creatures may be cast as if from a spell slot 1 level higher than the slot used.
    Once you have used this ability, you may not use it again until you complete a long rest.


    Warlord Tactics
    If a tactic has prerequisites, you must meet them to learn it. You can learn the tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. If one of your tactics is a prerequisite of any other tactics you have, you may not replace that tactic by any means.
    Some tactics specify that they can be used when you take the Attack action. Only one of these tactics can be used each time you take the Attack action.

    Spoiler: Warlord Tactics
    Show

    Arcane Conduit
    Prerequisite: Banner of the Owl feature
    You form an arcane bond with another spellcaster, allowing them to cast their spells through you. At the end of a long rest, choose a creature you are able to touch. Until you next complete a long rest, whenever that creature casts a spell with a range other than self while within 30 feet of you, they may cast it as if they were in your space. You must be willing, and must expend your reaction in order for the spell to be cast in this way.
    You may use your Arcane Amplification feature on a spell cast this way without expending your reaction.

    Battle Inspiration
    Prerequisite: 9th level
    You can inspire others through stirring words and bold deeds. You gain the Bardic Inspiration class feature, as a 1st level Bard.

    Beat Them into the Ground
    Prerequisite: 9th level
    You sweep the legs out from under your adversary and knock him to the ground with a mighty overhead swing. Your allies, inspired by the sight, follow suit. You may activate Beat Them into the Ground as a bonus action. Until the end of your next turn, each time you or an ally within 60 feet of you who can hear you hits a creature with a weapon attack, that creature is knocked prone unless it succeeds on a Strength saving throw with a DC equal to 8 + the attacker’s proficiency bonus + the attacker’s Strength of Dexterity modifier.
    Once you have used this ability, you may not use it again until you complete a long rest.

    Coordinated Strategy
    Prerequisite: 14th level, Banner of the Fox feature
    When a creature takes the Attack action using an action granted to it by your Commander’s Strike, they may apply to it one of your tactics that can be used when you take the Attack action.

    Encouraging Word
    When you use your Inspiring Word feature on a creature, that creature has advantage on the first attack roll it makes before the end of your next turn.

    Eye for an Ambush
    You gain proficiency in the Stealth skill, and gain advantage on Wisdom (Perception) checks to spot hidden creatures.

    Fighting Style
    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.

    Spoiler: Fighting Styles
    Show

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

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

    Dueling
    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.

    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.

    Protection
    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.


    Furious Strike
    Your anger inspires your ally to match your ferocity. When you take the Attack action, choose one creature you hit with a melee attack. If the next attack against that target by a creature other than you hits, it does additional damage equal to your Charisma modifier, provided that attack is made before the end of your next turn.

    Fury of the Sirocco
    Prerequisite: 9th level
    The sirocco drives the desert sands in a thousand directions. So too does your furious attack scatter your enemies and drive them where you want them to go. You may activate Fury of the Sirocco as a bonus action. Until the end of your next turn, each time you or an ally within 60 feet of you who can hear you hits a creature with a weapon attack, they may move that creature 5 feet in any direction.
    Once you have used this ability, you may not use it again until you complete a long rest.

    Gravitas
    You gain proficiency in the Persuasion skill. In addition, you may add twice your proficiency bonus to any Charisma (Persuasion) check made while addressing a crowd.

    Ilmater’s Gambit
    Your bold lunge leaves you open to an enemy’s counterattack, but that’s just what you want. When you take the Attack action, you may choose to open yourself to counterattack. Until the end of your next turn, melee attacks against you have advantage, but also provoke attacks of opportunity from creatures other than you.

    Masterful Inspiration
    Prerequisite: 14th level, Bardic Inspiration feature
    You gain the Font of Inspiration class feature, as a 5th level Bard. In addition, your Inspiration die becomes a d8.

    Paint the Bullseye
    You fire a red-fletched missile into your foe, creating a target for your allies to focus on when attacking the creature. When you take the Attack action, each time you hit a target with a ranged attack, you grant advantage to the next attack made against that target by a creature other than you, provided that attack is made before the end of your next turn.

    Ready for Anything
    Prerequisite: 7th level
    You cannot be surprised.

    Shake It Off
    Prerequisite: 7th level
    You convince an ally to shake off a debilitating effect. When a creature within 60 feet of you that can hear you makes a saving throw against an ongoing effect, you may use your reaction to give them a bonus to their saving throw equal to your Charisma modifier (minimum 1). You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.

    Stand Together
    Prerequisite: 7th level, Banner of the Lion feature
    Before you roll initiative, if you are not surprised, choose a creature within 30 feet of you that can hear you. That creature may substitute your initiative total for theirs if your total is higher.

    Study of Abjuration
    Prerequisite: Banner of the Owl feature
    You learn some abjuration magic. You learn the spell shield of faith, and can cast it once per long rest. At 7th level, you learn the spell aid, and can cast it once per long rest, At 13th level, you learn the spell beacon of hope, and can cast it once per long rest.

    Study of Evocation
    Prerequisite: Banner of the Owl feature
    You learn some evocation magic. You learn the spell chromatic orb, and can cast it once per long rest. At 7th level, you learn the spell Melf’s acid arrow, and can cast it once per long rest, At 13th level, you learn the spell fireball, and can cast it once per long rest.

    Study of Transmutation
    Prerequisite: Banner of the Owl feature
    You learn some transmutation magic. You learn the spell longstrider, and can cast it once per long rest. At 7th level, you learn the spell enlarge/reduce, and can cast it once per long rest, At 13th level, you learn the spell haste, and can cast it once per long rest.

    Tactical Shift
    Prerequisite: 7th level
    Your mastery of battle tactics and stern commands allow you to move an ally out of harm’s way. When a creature within 60 feet of you that can hear you would be affected by a spell or ability with an area of effect, you can use your reaction to allow them to move a number of feet equal to five times your Intelligence modifier. If this causes them to leave the area of effect, and the ability requires a saving throw, they are unaffected by the ability on a successful saving throw, and on a failure are affected as if they had succeeded.

    Teacher of War
    During a short rest, you may spar with a willing creature. For an hour after the rest ends, whenever that creature makes an attack roll, it rolls a d4 and adds it to the result of the attack roll.

    The Right Moment
    Prerequisite: Extra Attack feature
    Your Extra Attack can now be used when you take the Attack action on another creature’s turn, for example with the Ready action.

    Timely Warning
    You spot an attack the moment before it strikes your ally. When a creature within 60 feet of you that can hear you would be hit by an attack, you can use your reaction to add your Intelligence modifier (minimum 1) to their AC for that attack, possibly causing it to miss. Once you have used this tactic, you may not use it again until you complete a short or long rest.

    Unbalancing Strike
    You knock a foe off-balance, creating an opening for an ally. When you take the Attack action, choose one creature you hit with a melee attack.The next Strength (Athletics) check made to shove that creature is made with advantage, provided that attempt is made before the end of your next turn.

    Viper’s Strike
    You trick your adversary into making a tactical error that gives your comrade a chance to strike. When you take the Attack action, choose one creature you attack and an ally of yours within 5 feet of it. If that creature moves out of its current space before the end of your next turn, it provokes an attack of opportunity from the chosen ally.

    White Raven Onslaught
    You drive your foe back with a series of heavy strikes. When you take the Attack action, each time you hit a target with a melee attack, you may push your target 5 feet.

    Wolf Pack Tactics
    Step by step, you and your friends surround the enemy. When you take the Attack action, one creature adjacent to either you or a creature you attack may move up to 5 feet without provoking attacks of opportunity.

    You’re Next
    Prerequisite: Banner of the Lion feature
    On your turn, when you reduce a creature to 0 hit points, you may immediately use a bonus action to attempt to intimidate an enemy. Make a Charisma (Indimidation) check contested by the Wisdom saving throw of a creature that can see you; if your roll is higher, that creature is frightened of you until the end of your next turn.



    Multiclassing
    To multiclass into or out of Warlord, you must have a 13 Dexterity or Strength, and a 13 Intelligence or Charisma. When multiclassing into Warlord, you gain proficiency in light armor, medium armor, shields, simple weapons and martial weapons.

    A Warlord with any Bard levels may not take the Battle Inspiration tactic. A Warlord with the Battle Inspiration tactic who multiclasses into Bard must immediately replace Battle Inspiration with another tactic for which they are eligible.

    If you already have the Action Surge feature and gain a level in a class that also grants the feature, getting the feature again doesn’t give you an additional use of it.

  12. - Top - End - #12
    Firbolg in the Playground
     
    PairO'Dice Lost's Avatar

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    Dec 2008
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    Malsheem, Nessus
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    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    The Martial Adept


    The martial adept is a student of the advanced martial techniques of the Sublime Way, also known as the Ninefold Path. No mere soldier or warrior, a martial adept is a nearly unstoppable foe on the battlefield.


    The Martial Adept
    Level Proficiency
    Bonus
    Features Maneuver
    Dice
    Maneuvers
    Known
    1st +2 Path of Initiation, Martial Study 1d6 2
    2nd +2 Favored Discipline 2d6 2
    3rd +2 Path of Initiation feature 2d6 3
    4th +2 Ability Score Improvement 3d6 3
    5th +3 Martial Study 3d6 4
    6th +3 Fighting Stance 4d6 4
    7th +3 Path of Initiation feature 4d6 5
    8th +3 Ability Score Improvement 5d6 5
    9th +4 Martial Study 5d6 6
    10th +4 Favored Discipline 6d6 6
    11th +4 Path of Initiation feature 6d6 7
    12th +4 Ability Score Improvement 7d6 7
    13th +5 Martial Study 7d6 8
    14th +5 Fighting Stance 8d6 8
    15th +5 Path of Initiation feature 8d6 9
    16th +5 Ability Score Improvement 9d6 9
    17th +6 Martial Study 9d6 10
    18th +6 Favored Discipline 10d6 10
    19th +6 Path of Initiation feature 10d6 11
    20th +6 Martial Perfection 11d6 11

    Class Features
    As a martial adept, you gain the following features

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

    Proficiencies
    Armor: Light armor, shields
    Weapons: Simple weapons, martial melee weapons
    Tools: One Artisan's Tool of your choice
    Saving Throws: Constitution
    Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Persuasion, Religion, and Stealth

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) studded leather armor or (b) chain shirt
    • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

    Disciplines and Maneuvers
    You have the ability to execute specific martial techniques that are beyond the ability of mere warriors, and which may even appear to be magical to the uninitiated. These techniques are known as maneuvers, and are arranged into groups of maneuvers with similar themes and styles called disciplines. Using a maneuver, or initiating it, requires the expenditure of maneuver dice in some way (see below). While a martial adept's maneuvers have the same name as a Battle Master Fighter's maneuvers and both involve the use of dice, they are not related and not interchangeable.

    In general, maneuvers are not magical and cannot be detected, counterspelled, or otherwise interacted with as if they were spells. Some maneuvers, however, have the notation M after their names and are indeed magical abilities; these maneuvers still cannot be counterspelled, but they can be detected as magical and are suppressed in areas where magic does not function.

    Each martial adept can learn maneuvers of certain discplines, the selection of which is based on his or her Path of Initiation. There are nine disciplines in total, and each contains six maneuvers, one of each type (technically seven, but one maneuver in each discipline is only available via the Martial Perfection class feature; see below). A maneuver's type describes its general usage in combat and determines the action used to initiate it, as follows:
    • Strike: A Strike maneuver is directly offensive and involves making one or more melee attacks. Initiating a Strike requires spending your action. If you have the ability to make multiple attacks when taking the Attack action, they do not apply when initiating a Strike.
    • Boost: A Boost maneuver enhances your attacks in some way, both Strike maneuvers and normal attacks. Initiating a Boost requires spending your bonus action.
    • Counter: A Counter maneuver allows you to react to another's action, usually to defend yourself from it. Initiating a Counter requires spending your reaction.
    • Dash: A Dash maneuver allows you to move and attack in conjunction. Initiating a Dash requires spending your action and also consumes your movement for the turn.
    • Utility: A Utility maneuver is not directly offensive or defensive, generally involves movement in some way, and is usually useful out of combat as well. Initiating a Utility maneuver requires an action unless otherwise noted in its description.
    • Special: A Special maneuver does not easily fit into one of the above categories. Initiating a Special maneuver requires an action unless otherwise noted in its description.

    You know a number of maneuvers as indicated on the class table. You do not need to "prepare" a maneuver before using it; a maneuver is either readied, meaning you are able to use it, or expended, meaning you are not. Once you initiate a readied maneuver, it is expended until you take a short rest. However, each Path of Initiation provides an ability to let you refresh one or more maneuvers during an encounter to make them readied again; see the individual Paths for details.

    Maneuver Dice, Key Abilities, and Initiator Checks
    To initiate a maneuver, you must spend one or more maneuver dice, which are a pool of one or more d6s that are refreshed at the start of each turn. You can choose how many maneuver dice you wish to use when initiating a given maneuver, and you can initiate as many maneuvers each round as you want so long as you have the maneuver dice to spare. The description of a maneuver uses certain notation to tell you what to do with the dice used when initiating that maneuver:
    • A notation of "[Total]" means to roll all of the dice and add up the results, as normal. The [Total] of a 3d6 roll with results 1, 4, and 5 is 10.
    • A notation of "[Best]" means to roll all of the dice and take the highest result. The [Best] of a 3d6 roll with results 1, 4, and 5 is 5.
    • A notation of "[Size]" means to not roll any of the dice and simply use the number of dice chosen as the result. The [Size] of 3d6 is 3.
    • A notation of "[Range]" means to not roll any of the dice and simply use 5 feet per die as the result. The [Range] of 3d6 is 15 feet.

    Certain maneuvers and class features refer to your key ability, which is the mental ability score associated with your Path of Initiation. Your key ability is Charisma if you are a Crusader, Wisdom if you are a Swordsage, and Intelligence if you are a Warblade. Additionally, some maneuvers or class features refer to an initiator check. This is similar to a spell attack for spellcasters, but can be used for rolls other than attack rolls. Your initiator check modifier is equal to your proficiency bonus + your key ability modifier. Similarly, the saving throw DC for all of your maneuvers is equal to 8 + your proficiency bonus + your key ability modifier.

    Path of Initiation
    Choose a Path of Initiation, which describes the way you have been trained in the Ninefold Path. The available Paths are Crusader, Swordsage, and Warblade, and are detailed at the end of the class description.

    Your choice determines your Associated Disciplines, the disciplines from which you can learn maneuvers and that you can choose for your Favored Discipline class feature later on. These disciplines are as follows:
    • Crusader: Devoted Spirit, Stone Dragon, White Raven
    • Swordsage: Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw
    • Warblade: Diamond Mind, Iron Heart, Stone Dragon, White Raven

    Additionally, your choice grants you two features at 3rd level and one each at 7th, 11th, 15th, and 19th.

    Martial Study
    At 1st level, and again at 5th, 9th, 13th, and 17th, you learn an additional maneuver which may be of any discipline, not just your associated disciplines. However, at any one time, you may not know more than 3 maneuvers from a single non-associated discipline; if you are, say, a Swordsage and chose White Raven maneuvers at 1st, 5th, and 9th level, you would need to choose maneuvers of a different discipline at 13th and 17th level.

    Favored Discipline
    At 2nd level, and again at 10th and 18th level, choose a single discipline from among your associated disciplines. You learn a special way to expend maneuver dice to enhance any Attack actions or any maneuvers you initiate that involve making an attack, even if the maneuver is from a different discipline. If you use this ability in conjunction with initiating a maneuver, the dice you spend on it are expended separately from those used on the maneuver itself.

    The abilities for each discipline are as follows:
    Spoiler: Favored Discipline Ability List
    Show
    • Desert Wind - Burning Blade: Your attack deals +[Best] bonus fire damage. If you make multiple attacks as part of that action, deal the extra damage once per attack.
    • Devoted Spirit - Martial Spirit: You heal yourself or one ally within 30 feet, restoring [Size] hit points. If you make multiple attacks as part of that action, heal the appropriate amount of hit points once per attack.
    • Diamond Mind - Mind Over Body: You may make an initiator check instead of an attack roll. This ability costs 1 maneuver die the first time you use this ability in a given round, 2 maneuver dice the second time, 3 the third time, and so on.
    • Iron Heart - Adamantine Hurricane: You may make up to [Size] additional attacks against adjacent targets. You may not attack a single target more than twice with this ability.
    • Setting Sun - Toward the Horizon: You may push the target of your attack up to [Total] feet away from you and may move yourself the same distance immediately thereafter.
    • Shadow Hand - Shadow Blade Technique: If you have advantage on the attack roll when you use this ability and both rolls are high enough to hit the target's AC, you deal +[Total] bonus cold damage. If you make multiple attacks as part of that action, deal the extra damage once per attack that meets the requirement.
    • Stone Dragon - Stone Power: You gain [Total] temporary hit points, which last until the start of your next turn.
    • Tiger Claw - Mongoose Strike: If you are wielding two weapons (or wielding a shield in your offhand) when you use this ability, you may make one or more additional attacks. Making a single extra attack costs 1 maneuver die, a second extra attack costs 2 maneuver dice, a third costs 3 dice, and so on, and at least half of the extra attacks must be made with your off-hand weapon or shield.
    • White Raven - Lead the Charge: If you move at least 10 feet in a straight line before using this ability, you deal +[Total] bonus damage.


    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, and 16th 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. Alternatively, you can choose a feat.

    Fighting Stance
    At 6th level, and again at 14th level, choose a single discipline from among your associated disciplines. You learn the stance associated with your discipline, a special passive scaling benefit. Entering a stance requires a bonus action, and lasts until you choose to enter another stance (you cannot be in two stances at once) or leave it with another bonus action.

    Each stance grants three benefits: a Normal benefit, an Improved benefit, and a Greater benefit. When entering the stance, you may choose to "invest" one or more maneuver dice in it--that is, reduce your maneuver dice pool by a certain number of dice for as long as you are in the stance. If you invest 2 dice, you gain the Normal benefit of the stance for as long as you are in it; if you invest 4 dice, you gain the Improved benefit; if you invest 6 dice, you gain the Greater benefit. You can change the number of dice invested by re-entering the same stance as a bonus action.

    The stance benefits for each discipline are as follows:
    Spoiler: Discipline Stance Benefits
    Show
    Desert Wind
    • Normal - Flame's Blessing: You gain fire resistance.
    • Improved - Holocaust Cloak: Any creature that attacks you in melee takes 1d6 fire damage.
    • Greater - Rising Phoenix: You gain a fly speed equal to your land speed, but must remain within 10 feet of a solid or liquid surface, and when you take the Attack action or initiate a Strike you deal 3d6 damage to all adjacent enemies.


    Devoted Spirit
    • Normal - Iron Guard's Glare: Melee attacks against adjacent allies have disadvantage.
    • Improved - Thicket of Blades: As a reaction, you may make an opportunity attack against any creature that enters or leaves your threatened area, even if that movement would normally not provoke.
    • Greater - Immortal Fortitude: When you are reduced to 0 hit points, you can make an initiator level check (DC equal to the damage of the attack that reduced you to 0) to remain conscious at 1 hit point. Additionally, you have proficiency on death saves.


    Diamond Mind
    • Normal - Stance of Clarity: Choose one creature at the start of each turn. That enemy has disadvantage on attacks against you.
    • Improved - Pearl of Black Doubt: Any creature that misses you with an attack has disadvantage on attacks against you until the start of your next turn.
    • Greater - Stance of Alacrity: Once per round, you may initiate a Counter maneuver without using up your reaction.


    Iron Heart
    • Normal - Punishing Blows: Your melee attacks deal +1d6 damage.
    • Improved - Absolute Steel: Your speed is increased by +10 feet, and if you move at least 10 feet on your turn you gain +2 to AC until the start of your next turn.
    • Greater - Supreme Blade Parry: You gain resistance to bludgeoning, piercing, and slashing damage.


    Setting Sun
    • Normal - Shifting Defense: Whenever a creature attacks you, you may move up to 5 feet. This movement counts against your movement on your next turn.
    • Improved - Giant Killing Style: You gain advantage on attack rolls against all creatures of a larger size category than you.
    • Greater - Ghostly Defense: Whenever a creature attacks you with disadvantage on the attack roll, you may force them to attack a different creature adjacent to you instead.


    Shadow Hand
    • Normal - Child of Shadow: If you move at least 10 feet on your turn, all attacks against you have disadvantage until the start of your next turn.
    • Improved - Dance of the Spider: You gain a climb speed equal to half your land speed
    • Greater - Balance on the Sky: You gain a fly speed equal to half your land speed, so long as you keep at least one hand free. Vertical movement costs double.


    Stone Dragon
    • Normal - Stone Foot: You gain +2 AC and advantage on Strength saving throws against all creatures of a larger size category than you.
    • Improved - Crushing Weight of the Mountain: Each time you make a successful check in a grapple, the grappled creature takes 1d6+Strength damage.
    • Greater - Strength of Stone: You are immune to critical hits.


    Tiger Claw
    • Normal - Hunter's Sense: You gain advantage on Perception checks.
    • Improved - Leaping Dragon: You double your normal jump distance and always count as having a running start.
    • Greater - Wolf Pack: If you move immediately after making a successful melee attack, that movement does not provoke opportunity attacks.


    White Raven
    • Normal - Press the Advantage: Whenever you take a bonus action, you can move 5 feet for free, which does not count against your movement for the round.
    • Improved - Tactics of the Wolf: When you and one or more allies are adjacent to the same enemy, your and their attacks deal +5 damage.
    • Greater - Swarm Tactics: When you and one or more allies are adjacent to the same enemy, your and their attacks have advantage.


    Martial Perfection
    At 20th level, every time you spend maneuver dice, you gain one free bonus die to spend on the same effect.

    Additionally, each time you take a short rest, choose a single Capstone maneuver associated with a discipline you selected for your Favored Discipline or Fighting Stance class features. You treat that maneuver as one of your maneuvers known until you change your selection at a later short rest. (Capstone maneuvers are especially powerful Strike maneuvers that consume both your action and your bonus action to initiate, and are described along with the rest of the maneuvers.)


    Paths of Initiation

    Spoiler: The Crusader
    Show
    Crusaders are martial adepts who train to fight for a cause, learning their maneuvers as much through divine inspiration as through normal training. They specialize in taking the fight to the enemy, fighting in the front lines to defend their allies from harm.

    Inspired Recovery
    At the end of your turn, roll 1d6. If the result is less than the number of expended maneuvers you have, all of your expended maneuvers become readied again.

    Steely Resolve
    You gain proficiency with medium and heavy armor. Additionally, you gain a "delayed damage" pool with a capacity equal to the maximum value of your maneuver dice added together. Whenever you take damage, that damage goes into your delayed damage pool instead of directly affecting you, "overflowing" into you if its capacity is exceeded; on your next turn, any damage in your delayed damage pool is dealt to you. At the start of your turn when you refresh your maneuver dice, you gain one bonus maneuver die on that turn for every 6 points of damage in the pool, and while there is any damage in your delayed damage pool you have advantage on melee attack rolls.

    Zealous Smite
    At 7th level, once per short rest you can add [Total] radiant damage to the damage roll of a single melee attack or Strike.

    Indomitable Soul
    At 11th level, you gain proficiency in Wisdom and Charisma saves. If you are already proficient, or would later gain proficiency, you instead gain expertise in those saves.

    Crusader's Mettle
    At 15th level, you may reroll any failed saving throw, and must abide by the second roll if it is a failure as well.

    Sublime Inspiration
    At 19th level, once per short rest you may choose to regain all of your expended maneuvers and refresh all of your maneuver dice at the end of your turn.


    Spoiler: The Swordsage
    Show
    Swordsage are martial adepts who train to unlock the secrets of the Sublime Way, learning their maneuvers for their own sake as much as or more than for their practical use. They are able skirmishers and ranged combatants, raining death from the fringes of the battlefield.

    Contemplative Recovery
    You may spend your action to make two of your expended maneuvers readied again, or spend a bonus action to make one or your expended maneuvers readied again.

    Ki Defense
    You gain proficiency in Dexterity and Wisdom saves. Additionally, when you are wearing no or light armor, you add your Wisdom modifier to your armor class.

    Evasion
    As the Rogue class feature.

    Discipline Focus
    At 11th level, you add your Wisdom bonus to damage rolls make as part of a Strike maneuver from the discipline chosen for your Favored Discipline or Fighting Stance class features. Additionally, you gain advantage on Dexterity and Wisdom saving throws while in your Fighting Stance.

    Quick to Act
    At 15th level, you gain proficiency on initiative checks.

    Adaptive Style
    At 19th level, you can spend your action to make all of your expended maneuvers readied again.


    Spoiler: The Warblade
    Show
    Warblade are martial adepts who train for sheer love of combat, learning their maneuvers to grant them an advantage over the rank-and-file warriors of opposing armies. They are versatile combatants, able to adapt to the flow of battle as needed.

    Tactical Recovery
    In any round in which you do not initiate a maneuver, you make one of your expended maneuvers readied again.

    Weapon Aptitude
    You gain proficiency with all weapons, all armor, Strength saving throws, and Intelligence saving throws. Additionally, if you have any feats whose benefits depend on wielding a certain kind of weapon, such as Defensive Duelist or Great Weapon Master, those benefits apply at all times regardless of what weapon you are wielding.

    Uncanny Dodge
    As the Rogue class feature.

    Battle Cunning
    At 11th level, you can make an initiator check in place of an opportunity attack attack roll or any opposed skill or ability checks made as part of special combat actions such as Disarm or Overrun, and whenever you would be required to roll a Dexterity save you may roll an Intelligence save instead.

    Combat Superiority
    At 15th level, choose three Battle Master Fighter maneuvers and may use them as Martial Adept maneuvers, spending two maneuver dice in place of one combat superiority die when activating these maneuvers.

    Martial Flourish
    At 19th level, in any round in which you do not initiate a maneuver, you may spend a bonus action to make all of your expended maneuvers readied again.


    Maneuver List

    Spoiler
    Show
    Wyrm's Flame [Desert Wind][Strike]M
    Each creature in a 30-foot cone takes [Total] fire damage, with a Dexterity save for half damage.

    Wind Stride [Desert Wind][Boost]
    You gain a +[Range] bonus to speed until the end of your turn.

    Leaping Flame [Desert Wind][Counter]M
    When a creature within [Range] attacks you, you may initiate this maneuver to teleport adjacent to them and make a single melee attack against them.

    Firesnake [Desert Wind][Utility]M
    You solidify your ki into a serpent of living flame that occupies [Range] contiguous squares. For [Size] rounds, it moves as you direct, dealing [Total] damage to any creature whose space it enters (no more than once per turn per creature), with a Dexterity save for half damage.

    Salamander Charge [Desert Wind][Dash]M
    Move up to your speed plus [Range] and make a single melee attack. The space you moved through is filled with a roaring sheet of flame for [Size] rounds, and any creature moving into or through it takes [Total] fire damage, with a Dexterity save for half damage.

    Ring of Fire [Desert Wind][Special]M
    After initiating this maneuver as an action, move up to twice your speed plus twice [Range] along the ground, leaving a trail of fire where you go. As soon as you form an enclosed area with those flames, every creature within that area takes [Total] fire damage, with a Dexterity save for half damage.

    Inferno Blast [Desert Wind][Capstone]M
    Each enemy and unattended object within [Range] takes fire damage equal to twice the maximum value of the dice spent on this maneuver, with a Dexterity save for half damage.

    ---

    Defensive Rebuke [Devoted Spirit][Boost]
    Any creatures you attack on your turn after initiating this maneuver become "rebuked" until the start of your next turn. Whenever a rebuked creature moves or makes an attack within your reach, you can make a free melee attack against them. These attacks do not consume your reaction, but you can only make up to [Size] attacks in total.

    Divine Surge [Devoted Spirit][Strike]
    Make a single melee attack that deals +[Total] bonus damage. You may choose to accept one or more levels of exhaustion immediately after your attack; if you do, for each level you accept, you roll 3 bonus maneuver dice as part of this maneuver's damage roll.

    Shield Block [Devoted Spirit][Counter]
    When you or an adjacent ally is hit by a melee attack, you may initiate this maneuver to reduce the damage taken by [Total]. If the damage is reduced to 0, any secondary effects of the attack (such as poison or a spell effect) are negated as well. You must be wielding a shield or weapon to initiate this maneuver.

    Rallying Cry [Devoted Spirit][Utility]M
    You and all allies within [Range] heal a number of hit points equal to [Best] + key ability modifier.

    Doom Charge [Devoted Spirit][Dash]
    Move up to your speed plus [Range] and make a single melee attack. You add +[Best] to the attack roll and, if the target has at least one alignment component opposed to yours, gain +[Best] to AC and advantage on saving throws until the start of your next turn.

    Perfect Order [Devoted Spirit][Special]
    After initiating this maneuver as a bonus action, for the next [Size] rounds, once per round when you would be required to make a d20 roll you may choose to take a result of 11 (on a normal roll) or 15 (on a roll with advantage) instead of rolling.

    Strike of Righteous Vitality [Devoted Spirit][Capstone]M
    Make a single melee attack. If it hits, you immediately heal twice the maximum value of the dice spent on this maneuver.

    ---

    Mind Strike [Diamond Mind][Strike]
    Make a single melee attack. If it hits, the target suffers one level of exhaustion and disadvantage on Wisdom- and Charisma-based attacks, saves, and checks for [Best] rounds.

    Gemstone Nightmare Blade [Diamond Mind][Boost]
    The next attack you make on your turn scores a critical hit on a natural roll within [Best] points of 20. For instance, if you roll a result of 3, your attack would score a critical hit on a natural 17, 18, 19, or 20.

    Mind Over Body [Diamond Mind][Counter]
    When you would be required to make a saving throw, you can initiate this maneuver to roll an initiator check with a +[Best] bonus instead of the saving throw.

    Moment of Alacrity [Diamond Mind][Utility]
    You can initiate this maneuver as a reaction to rolling initiative to gain a +[Size] bonus to your roll, or as a bonus action during an encounter to increase your current initiative count by up to +[Total], changing your place in the initiative order accordingly.

    Bounding Assault [Diamond Mind][Dash]
    Move up to your speed plus [Range] and make a single melee attack. This movement does not provoke opportunity attacks.

    Avalanche of Blades [Diamond Mind][Special]
    After initiating this maneuver as an action, make a single melee attack with advantage. If this attack hits, make another attack against the same target normally. If this attack hits, make another attack against the same target with disadvantage. You may keep making attacks against the same target with disadvantage until an attack misses or the creature is slain.

    Time Stands Still [Diamond Mind][Capstone]
    Make [Size] melee attacks.

    ---

    Lightning Throw [Iron Heart][Strike]
    Throw your weapon in a [Range] line and attack all creatures in that line. Make a separate attack and damage roll against each target, with a +[Total] bonus to each damage roll. The weapon returns to your hand at the end of your turn.

    Exorcism of Steel [Iron Heart][Boost]
    The next melee attack you make on your turn imposes disadvantage on all your target's melee attacks for [Size] rounds. A successful Strength save negates this effect.

    Wall of Blades [Iron Heart][Counter]
    When you are targeted by a melee attack, you may initiate this maneuver to roll an initiator check with a +[Best] bonus and replace your AC against the triggering attack with that value if it is higher.

    IRON HEART SURGE! [Iron Heart][Utility]
    You can remove one or more harmful magical effects currently affecting you. Treat this as a counterspell effect with a spell level equal to the number of maneuver dice spent on this maneuver.

    Finishing Move [Iron Heart][Dash]
    Make a single melee attack. This attack deals +[Total] extra damage, or double that value if the creature is at less than full hit points, or triple that value if the creature is at less than half hit points.

    Lightning Recovery [Iron Heart][Special]
    When you fail an attack roll or saving throw, you may initiate this maneuver as a bonus action or reaction to reroll the failed roll with a +[Best] bonus.

    Perfect Clarity [Iron Heart][Capstone]
    Make a single melee attack that deals damage equal to twice the maximum value of the dice spent on this maneuver.

    ---

    Ballista Throw [Setting Sun][Strike]
    Make an Acrobatics or Athletics check against an adjacent creature, opposed by its choice of Acrobatics or Athletics. If you succeed, you throw the creature in a straight line up to [Range]. Your target, and any other creatures through whose space you throw it, take [Total] damage; these other creatures can attempt a Dexterity save for half damage, but your main target gets no save.

    Hydra Slaying Strike [Setting Sun][Boost]
    If the next melee attack you make on your turn is successful, your target cannot make more than one attack on its turn for the next [Size] rounds.

    Mirrored Pursuit [Setting Sun][Counter]
    When a creature adjacent to you moves, you may initiate this maneuver to immediately move in the same path that they do, so long as the distance moved is no more than [Range].

    Distant Horizon [Setting Sun][Utility]
    After initiating this maneuver as an action, you gain advantage on all Acrobatics and Athletics checks for [Size] rounds.

    Step of the Wind [Setting Sun][Dash]
    Move up to your speed plus [Range], ignoring any difficult terrain or other effects that would impede your movement or impose disadvantage on Acrobatics or Athletics checks.

    Clever Positioning [Setting Sun][Special]
    Make a single melee attack as a standard action. If it succeeds, you may move both yourself and your target up to [Range]. A successful Strength save prevents you from moving your target, but you may still move if desired.

    Tornado Throw [Setting Sun][Capstone]
    As an action, move up to your speed and initiate Ballista Throw against as many targets as you wish, using separate maneuver dice pools for each attempt.

    ---

    Shadow Noose [Shadow Hand][Strike]M
    Make a ranged attack against a single creature within [Range] against whom you would have advantage. If it hits, the target takes an extra +[Total] damage and is stunned for [Size] rounds.

    Drain Vitality [Shadow Hand][Boost]
    The next successful melee attack you make on your turn inflicts two levels of exhaustion on your target for [Size] rounds; a successful Constitution save halves the duration.

    Cloak of Deception [Shadow Hand][Counter]M
    When a creature attacks you, you may initiate this maneuver to impose disadvantage on the attack roll and become invisible for [Best] rounds. Like the [i]invisibility[i] spell, the invisibility is broken if you attack.

    Shadow Jaunt [Shadow Hand][Utility]M
    As an action, you teleport up to [Range]. You must have line of sight and line of effect to your destination.

    Step of the Dancing Moth [Shadow Hand][Dash]M
    Move up to your speed plus [Range]. During this movement, you walk a few inches above the ground and can move along any solid or liquid surface as easily as walking on the ground.

    Hand of Death [Shadow Hand][Special]
    Make a single melee attack. If it is successful, instead of dealing normal damage you paralyze your target for [Best] rounds.

    FIVE-SHADOW CREEPING ICE ENERVATION STRIKE! [Shadow Hand][Capstone]
    Make a single melee attack that deals +[Total] cold damage. Additionally, choose up to [Best] ability scores and impose disadvantage on any rolls the target makes that are based on those ability scores for up to [Size] rounds.

    ---

    Bonecrusher [Stone Dragon][Strike]
    Make a single melee attack. If it hits, for the next [Size] rounds your target is threated by a critical hit on a natural roll within [Best] points of 20. For instance, if you spend 5 maneuver dice and roll a result of 3, your target would be critically hit on a natural 17, 18, 19, or 20 for the next 5 rounds.

    Colossus Strike [Stone Dragon][Boost]
    If the next melee attack you make on your turn is successful, your target is knocked [Range] directly away from you.

    Roots of the Mountain [Stone Dragon][Counter]
    When a creature tries to move you involuntarily, you can initiate this maneuver to gain +[Size] to your saving throw or opposed roll to resist.

    Elder Mountain Hammer [Stone Dragon][Utility]
    Make a single melee attack against an object or structure. This attack deals +[Total] extra damage and ignores any damage resistances the target may have.

    Charging Minotaur [Stone Dragon][Dash]
    Move up to your speed plus [Range] in a straight line and make a single melee attack. Your movement does not provoke opportunity attacks and your attack, if successful, moves your target with you to the limit of your movement unless it makes a Strength save.

    Earthstrike Quake [Stone Dragon][Special]
    You strike the ground as an action, and any creatures standing on the ground within [Range] must fall prone unless they succeed on a Dexterity save. Any spellcasters casting or maintaining a spell must make a concentration check or lose the spell.

    Mountain Tombstone Strike [Stone Dragon][Capstone]
    Make a single melee attack. If it hits, the target is afflicted with [Best]-1 levels of exhaustion for [Size] rounds.

    ---

    Hamstring Attack [Tiger Claw][Strike]
    Make a single melee attack. The target takes one level of exhaustion and reduces its speed by [Range] for [Best] rounds; a successful Constitution save halves the duration and speed reduction.

    Girallon Windmill Flesh Rip [Tiger Claw][Boost]
    Any creature that you successfully damage with two or more attacks on the same turn that you initiate this maneuver takes an additional [Total] damage.

    Prey on the Weak [Tiger Claw][Counter]
    When an enemy within your melee reach is damaged, you may initiate this maneuver to immediately make a melee attack against that enemy.

    Sudden Leap [Tiger Claw][Utility]
    You may initiate this maneuver as an action to jump [Range] in any direction, even straight up.

    Swooping Dragon [Tiger Claw][Dash]
    You jump over and through an enemy's space, making a single melee attack with advantage against that enemy as you do so. The attack deals +[Total] damage if successful.

    Fountain of Blood [Tiger Claw][Special]
    When you kill a creature, you may initiate this maneuver as a bonus action or reaction to strike fear into all creatures within [Range]. Each creature who fails a Wisdom save is frightened of you for [Size] rounds.

    Feral Death Blow [Tiger Claw][Capstone]
    Make a single melee attack. The attack deals +[Total] damage, and if the target survives it must succeed on a Constitution save or die instantly.

    ---

    White Raven Hammer [White Raven][Strike]
    Make a single melee attack. The target takes +[Total] damage and is stunned for [Best] rounds.

    Leading the Attack [White Raven][Boost]
    If the next melee attack you make on your turn hits, all of your allies have advantage on attacks against the same target for [Best] rounds.

    Bolstering Voice [White Raven][Counter]
    When one or more allies within Range is forced to make a Wisdom save, you can initiate this maneuver to grant them advantage on the save.

    Clarion Call [White Raven][Utility]
    Each ally within [Range] can spend their reaction to either move up to their speed or make a single melee attack.

    Order Forged from Chaos [White Raven][Dash]
    Move up to your speed. Each ally within [Range] can spend their reaction to move up to their speed as well.

    White Raven Tactics [White Raven][Special]
    You can initiate this maneuver to allow one ally within [Range] to immediately take an action. This maneuver consumes your reaction, their reaction, and their action on their next turn.

    War Master's Charge [White Raven][Capstone]
    You and all allies within [Range] move your speed and attack a single chosen target with advantage. Your attack deals +[Total] damage and your allies attacks deal half that much extra damage.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
    Show

    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
    Quote Originally Posted by MaxiDuRaritry View Post
    Quote Originally Posted by PairO'DiceLost View Post
    <Snip>
    Where are my Like, Love, and Want to Have Your Manchildren (Totally Homo) buttons for this post?
    Won a cookie for this, won everything for this

  13. - Top - End - #13
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Jun 2009
    Location
    Oklahoma
    Gender
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    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    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.

    Spoiler
    Show

    My DMsGuild content. Most of it was written with feedback from right here on the forums.
    My Patreon content. It's mostly setting development and short fiction about the adventuring party in one of my games in the same setting.

  14. - Top - End - #14
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Jun 2009
    Location
    Oklahoma
    Gender
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    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    Quote Originally Posted by MoleMage View Post
    Alright votes are in an points are tallied, let's call this contest!

    In 3rd place, with 8 points earned, we have that gishiest of gish, heavyfuel's Duskblade. Cast your spells through your weapon! Break through magic resistance (with your weapon)!

    In 2nd place, with 9 points earned, we have a throwback to Magic of Incarnum, MoleMage's Totemist. Take on aspects of nature, from animals to elementals to plants to even a fungus!

    And in 1st place, with 10 points earned, we have the recreation of Tome of Battle rolled into one last-minute-but-still-complete entry, it's PairO'DiceLost's Martial Adept! What schools of combat will you focus on?


    All in all this contest was very close, with only a point in difference almost all the way down. We had a lot of fun and interesting classes, whether recreating a classic as faithfully as possible or reimagining a concept that once had clumsy mechanics.


    As far as theme goes, the write-in entry of Signatures--characters with a personal iconic trait like a preferred spell, a magic heirloom, or an utter devotion to one type of weapon--pulled in three votes, edging out Heroes of Myth and Dragons both at 2. I'll put the new contest chat and entry threads shortly.
    New chat and entry threads are going up in the next couple minutes.

    EDIT:
    New Chat: https://forums.giantitp.com/showthre...0#post24502350

    New Entries: https://forums.giantitp.com/showthre...5#post24502355
    Last edited by MoleMage; 2020-05-11 at 11:18 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.

    Spoiler
    Show

    My DMsGuild content. Most of it was written with feedback from right here on the forums.
    My Patreon content. It's mostly setting development and short fiction about the adventuring party in one of my games in the same setting.

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