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

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    Default D&D Base Class Contest XI Chat Thread

    Welcome to the chat thread for the eleventh Base Class Competition for D&D 5e. If you wish to say anything about the competition which is neither a submission nor a vote, then it belongs here. You do not need to be a contestant to post here. You are allowed to critique a competitor’s work and offer suggestions on how to improve their homebrew through this thread, but it is preferred if you do so through that class’ specific thread (if applicable).

    Current Contest: Contest XI: Signature Creation

    Voting Thread: https://forums.giantitp.com/showthre...7#post24599477

    Spoiler: Former Competitions
    Show
    1st contest: Who Needs Swords or Sorcery?, won by WarrentheHero with the Inventor

    2nd contest: Expect a low Margin of Terror, Won by Mourne with the Sleepwalker

    3rd Contest: The Elements, and not the Periodic Ones (Probably?), won By Pygmybatrider with The Shaman

    4th contest: Does Not Meet Expectations, won with a tie by Molemage with the Destined and Pygmybatrider's Mesmer

    5th contest: Time to Chill out, won by Molemage with the Wintreborn

    6th contest: The Monster Mash, won with a three-way tie by Molemage with the Golem, theVoidWatches with the Lycanthrope, and daemonaetae with the Elemental Scion

    7th contest: Remix Mastery, won by KOLE with the Ranger Remixed

    8th contest: Contest VIII: Magic Without Slots, won by MoleMage with the Cultist

    9th contest: It's Time for Time, won by MoleMage with the Clockwinder

    10th contest: Blast from the Past, won by PairO'DiceLost with the Martial Adept


    Spoiler: Contest Rules
    Show

    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.
    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. 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.

    Contests stay up for 8 weeks unless an extension is requested by participants. Voting threads then go up for 3 weeks before the next contest begins.


    Spoiler: Suggested Themes
    Show

    Dragons
    Based in Science
    Heroes from Myths
    Partial Casters
    Hybrid Vigor
    Other Media
    Last edited by MoleMage; 2020-07-06 at 04:26 PM.

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    Barbarian in the Playground
     
    Breccia's Avatar

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by sengmeng View Post
    Reserving for Kombatant.

    Should be a hybrid similar to the half casters, but special combos instead of spells and monklike for the martial side.
    Actually, a monklike who specializes in fighting one-on-one duels seems highly appropriate for this contest. Don't forget hadoken tho!

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    Barbarian in the Playground
     
    Breccia's Avatar

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by Leathalsandwich View Post
    And yes, Elemancy is definitely discount Bending
    I object to anything equal to a 9th-level spell being discount anything. Seriously, go nuts at higher levels.

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    ElfRangerGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by sengmeng View Post
    Reserving for Kombatant.

    Should be a hybrid similar to the half casters, but special combos instead of spells and monklike for the martial side.
    Have you ever played duantless, cause if you have, sort of reminds me of their gauntlets ( in a good way)

    http://playdauntless.com
    Its poisoned, obviously

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    Barbarian in the Playground
     
    MindFlayer

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    Default Re: D&D Base Class Contest XI Chat Thread

    The Protagonist, They have a pool of interest points. These are not necessarily bad or good just interesting.

    Roll a nat 1 vs intimidate a gnome, I use an interest point. You were attacked but small children and never got over it, this gnome looks like a child.

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

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    Lanth Sor
    Pls take a look at this for inspiration:

    https://drive.google.com/drive/folde...Q_hdypQAKeZGtL

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    So, a Monster Class with archetypal subclasses that can be flavored to lean into “villain” roles more like a heist group than heroic party.

    I’m considering allowing higher level Subclass abilities be swapped for equal or lower level abilities from other Monster subclasses so you can really flavor the monster to taste.

    Start with “Monstrous Form” this would be a list of resistances, Attack types you can pick from and layer onto a race of your choosing. Maybe a baseline of “magic resistance” against most spells but particular weaknesses to specific abilities like turn undead/detect evil/magic circle etc.

    From there we segue into Subclasses

    I’m thinking
    Parasite- you eat some biological resource, could be blood, could be brains, could be something like beauty or years of life.

    Hulk- your large monstrous form makes you a terror

    Creeper- you use stealth or subterfuge to kill, maybe a sneak attack mechanic with a unique kill mode, like a Medusa whose gaze does psychic damage until you’re stone?

    Later you can get followers maybe
    Hulks might get toadies
    Parasites might get Spawn or Thralls
    Creepers will probably get some organization of similar monsters.

    So a Hulk that takes Spawn could be like a Slaad, while one that takes “Magical Gifts” could be an Oni.

    We’ll see how it turns out.

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    Here's the Monster Base, still working on subclasses.
    https://docs.google.com/document/d/1...it?usp=sharing

    It's open for comment on the doc

    Also have a bunch ported into the spoilers in the entry. I'll get to formatting soon.
    Last edited by BerzerkerUnit; 2020-05-19 at 08:09 PM.

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    Early thoughts on Petitor:

    I think you might be porting in text from a previous edition's write up? I saw reference to BAB as a prereq.

    I'm also seeing a lot of percentile values. For the mathletes that like figuring out percentage chance of success on the fly, I'm sure it's a treat, but for the average player it might be easier if you made it something like "When you roll 18-20 on the die for an ability check." or "when your dice come up the same number when you have advantage or disadvantage" for Fate points or something.

    Not sure if you can marry your desired outcomes to a system more like that.

    Just a thought.

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    RedWizardGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    Ok rough outline for the Meta, the guy with the signature superpower.

    Sort of a monk/paladin/warlock hybrid.

    Powers, Journeys and Origin stories to come. The idea is that there will be a nice range of Speed powers that only speedsters can use. So like a chain of "phase through" stuff Powers and a chain of "Hit things faster and harder" powers. Superstrength is gonna have "Break stuff" and "Hit people" and "Shockwaves", in addition to the general powers they will get as they level.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  11. - Top - End - #11
    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    I look forward to your Meta write up, the Monster is probably going to be replaced with “The Adaptive” a psionic survivalist Class.

    Spoiler: The Adaptive
    Show

    In a world where magic runs wild some inhabitants have no choice but evolve their minds and bodies to survive. These few are known as Adaptives and they live on a razor’s edge of supernatural power and bodily horror.

    Hit die: d10
    Armor: none
    Weapons: simple
    Saves: Con, Cha
    Skills: 2 from Arcana, Nature, Medicine, Athletics, Acrobatics, Perception, Survival, Stealth

    1 Enhanced Metabolism, Survival Instinct
    Enhanced Metabolism: food 1/2 the food normally required, rest for 4 hours instead of 8 (elves get no benefit from rest Feature). Your unarmed attacks deal 1d4 Bludgeoning and you regain 1 additional hitpoint when rolling hit dice during rest.
    Survival instinct- Psi die Feature. You may Add die to Survival, Perception checks. 1x per turn add to damage with unarmed strikes and Attacks granted by this class (includes die size increase/reduction mechanic from UA)

    2 Reactive Resistance
    As a reaction when damaged you can roll your Psi die and reduce the damage by that amount. You then gain resistance to the triggering damage type until the beginning of your next turn. If the triggering damage included multiple types (like an Ice Storm that deals Cold and Bludgeoning), choose only one.

    3 Survival Mode
    Choose your survival mode from the following: Mimic, Symbiogen, Apex. These modes are detailed below.

    4 ASI

    5 Survival Mode Feature

    6 ASI

    7 Overwhelm Resistance
    Your attacks with Unarmed Strikes and Natural weapon’s granted by this class are considered magical for the purposes of overcoming damage resistance.

    8 ASI

    9 Swift Escape
    You may add your Psi die to any roll to escape or avoid a grapple or restrained condition. Alternatively, you may roll your Psi die as a reaction to move a number of feet equal to 5x the die result when a creature moves within 5 feet of you.

    10 Survival Mode Feature

    11 Pain Management
    You can roll your Psi die as an action and suppress one of the following conditions: Poisoned, Exhausted, or Wounded (such as from a Sword of Wounding). You suppress the effects of these conditions for a number of rounds equal to the result on the die.

    12 ASI

    13 Compartmentalized Mind

    14 Survival Mode Feature

    15 Regeneration
    As an Action you can spend a hit die and roll your Psi die and add them together. You regain 1 hitpoint per turn for a number of turns equal to the result. If you hold a severed limb to the stump during this time, the limb will reattach.

    16 ASI

    17 Reactive Immunity
    When you use your Reactive Resistance Feature you can choose to become Immune to the triggering damage. When you do you reduce the size of your Psi die regardless of the result.

    18 Survival Mode Feature

    19 ASI

    20 Paragon
    You gain +6 ability points which you assign to your Ability scores as desired. If you are playing with optional Feat rules you can choose up to two feats and gain +2 ability points.


    Spoiler: Survival Modes
    Show

    Your Survival Mode is the specific means by which you excel at surviving, through the power of Mimicry. Duplicating the deadly threats present and disguising yourself as something harmless, as a Symbiogen, pairing up with other powerful or well adapted creatures to thrive, or as an Apex, dominating a particular environment as the most deadly.

    Spoiler: The Mimic
    Show

    3 Swift Disguise and Psychic Gear
    You can cast Disguise Self at will but it does not Disguise your equipment. You can choose to instead roll your Psi die as a bonus action, casting Alter Self and adding the result to the difficulty to pierce your disguise. Your form can include armor and weapons of any sort however they are part of your form, cannot be discarded. Instead of its normal benefit, Armor allows you to calculate your AC as 10+Dex+Proficiency. Your weapon damage is based on your Psi die but otherwise behave normally for its form.

    5 Mimic’s Flurry
    As a bonus action you can choose a creature you can see within 30 feet and roll your Psi Die. For a number of rounds equal to the result you can duplicate that creature’s attacks, including multiattack, breath weapons, eye rays, etc. but not spells. Your form warps wildly as you temporarily transform you body parts to make the attacks. You use the target’s bonus to hit and damage as well as any save DC. If the target creature’s CR or level is more than 1/3 of your level in this class, you reduce the size of your Psi die regardless of the result.

    10 Shapeshift
    As an action you can roll your Psi die and shapeshift into another creature you have seen that is one size larger or smaller than your base form. You retain your own personality, ability scores, and hit points in this form but have the target creature’s senses and movement modes and are limited to the actions the form can take. You can remain in this form for a number of hours equal to the result on the die or until you change back as an action.

    14 One of Us
    At this level, when you use your Swift Disguise you can attempt to charm a number of creatures of a similar or associated type equal to the result on the die. The targets must succeed on a Wisdom save DC 8+ Con+Proficiency. On a failure the targets are Charmed by you for the duration of that Disguise.

    18 Master of Infinite Forms
    As an action you may reduce the size of your Psi die to cast the Shapechange spell once, ignoring the material component. When the spell ends reduce the size of your psi die again. You regain the use of this ability after a long rest.


    Spoiler: Apex
    Show

    As an Apex you adopt a simplest is strongest approach. Once you’ve adapted to an environment you learn to dominate it and it’s inhabitants.

    3 Iron Body
    You may calculate your AC as 10+Con+Proficiency Bonus when not wearing armor or using a shield. Your unarmed attacks can deal bludgeoning, piercing, or slashing damage. Their damage improves as a Monk’s Damage does. When you attack with an unarmed strike, you can make an unarmed strike as a bonus action. You can add your strength modifier to this damage.

    Terrain Adaptation
    Choose a terrain from the following: Forest/Jungle, Coastal/Aquatic, Mountain, Underdark, Plains
    While in your preferred terrain you can add your Psi die to Stealth, Athletics, and Acrobatics checks.
    When you complete a long rest in a new type of terrain you can attune to that type of terrain and apply your bonuses there.

    5 Rending, Extra Attack
    When you take the attack action on your turn you can attack twice instead of once. When you hit a creature with 2 or more unarmed strikes on your turn you deal additional damage equal to your Psi die. You can forgo this additional damage to instead reduce one of the target’s speeds to 0 until the end of your next turn.

    10 Sky Lord
    Regardless of terrain you become death from above. You can roll your Psi die as a bonus action. You gain a fly speed equal to your speed for a number of minutes equal to the result.

    14 Enzyme
    When a creature attacks you in melee your body creates an offensive mucus that eroded their defenses and efficiently consumes their substance. When you use your Reactive Resistance ability against a melee Attack the triggering creature gains vulnerability to your unarmed attacks until the end of your next turn.

    18 King of Monsters
    As an action you can reduce the size of your Psi die and cast Invulnerability once. When the spell ends you reduce the die size again. You regain the use of this feature after a long rest.


    Spoiler: Symbiogen
    Show

    You form a psionic bond with another creature So both of you can thrive.

    3 Psionic Symbiont
    You can form a symbiotic bond with a Plant or Beast (including swarms) of your size or smaller that is unconscious or willing. The creature’s CR or level cannot be more than 1/3 your level in this class. (Inanimate plants use the Awakened Shrub or Twig/Vine Blight Stats as appropriate for size and possible CR.) Once the bond is formed the creature is Charmed by you and its hitpoints become 5 x your level in this class. It otherwise retains its normal Traits and abilities. At any time you may roll your Psi die to enhance its attacks, damage, saving throws, ability checks, and AC by your proficiency bonus for a number of rounds equal to the result on the die. You may use your reaction to apply your Reactive Resistance to your Symbiont if it’s within 60 feet.

    The creature moves as you direct and can use its reaction without being instructed. It automatically takes the dodge, dash, or disengage action when you do unless directed otherwise.

    You must use a bonus action to direct the creature. If you direct it to attack, it makes a single attack. If the creature has the Multiattack action, you can instead use your action and direct it to multiattack.

    As long as you’re on the same plane, you can roll your Psi Die to use your Symbiont’s senses for a number of minutes equal to the result. You are deaf and blind while you maintain concentration on this ability.

    When you rest with your Symbiont you can divide the results of your hit dice as desired between you.

    If you die and your Symbiont lives, it remains friendly to your allies and will travel with them for 1d10 weeks or until you are brought back to life. The bond otherwise ends when you form a bond with another creature or the Symbiont dies.

    5 Superior Symbiosis
    When you rest with your Symbiont you may roll your psi die and add the result to each hit die expended to heal. You gain proficiency in one skill your Symbiont is proficient in until your bond ends. Your Symbiont gains the benefits of your Enhanced Metabolism.

    10 Monstrous Symbionts
    You may now become a Psionic Symbiont to an Ooze, Monstrosity or Aberration. These generally ill tempered and wild creatures do not remain friendly to your allies and depart immediately upon your death.

    14 Endosymbiosis
    If your Symbiont is within 5 feet you can roll your Psi die, temporarily fusing with it as an action, absorbing it into your body or being absorbed into it. This fusion lasts for a number or minutes equal to the result of the die and has the following effects.
    You gain temporary hp equal to the symbiont’s current hit points.
    You gain all of its traits, movement modes, senses and attacks. You may enhance your traits with your Psi die as described in the Psionic Symbiont feature.
    The fusion ends when the duration expires or you choose to end it as an action. If you die while fused the Symbiont dies as well. When the fusion ends your Symbiont appears in an empty space within 5 feet with Hitpoints equal to the Temp HP remaining or 1, whichever is higher.

    18 Parasitic Symbiosis
    You can reduce the size of your Psi die as an action and direct your Symbiont to begin fusing with the remains of another creature that has been dead for less than 200 years. If there are no remains you can reach out psychically to the soul of the creature and the Symbiont will painfully transform into a suitable vessel for it. This torturous process requires your full concentration and takes 1 hour and has the effect of a True Resurrection spell. Your Symbiont is killed in the process, the whole of its body and soul consumed with the effort. It can only be restored if a Wish is used to restore its soul first.
    Last edited by BerzerkerUnit; 2020-05-22 at 09:43 PM.

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    ElfRangerGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by BerzerkerUnit View Post
    I look forward to your Meta write up, the Monster is probably going to be replaced with “The Adaptive” a psionic survivalist Class
    I actually like the idea of the monster(villain?) class, though it is your choice in the end, I would like to encourage your to continue with the Monster/Villain class.
    Its poisoned, obviously

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    ElfRangerGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    How I made this : The Gunslinger Edition

    (Read with British or Australian accent)

    First, I know that a Gunslinger/Gun Smith Class is as plentiful as the Ranger Homebrews, which I have stopped looking at due to some really bad ones I have seen, so yeah. Feel free to not look at this.


    When making this homebrew I first looked at all the things not in DND right now. Brutal Critical for ranged weapons, a system to create a weapon for yourself, pouching from other classes—oh wait— scratch that last one. I then imagined a picture of a gunslinger (Insert image of Talisan Jaffe), I immediately threw that out the window.

    The Gunslinger starts at low levels customizing their 💪, I mean 🔥 💪, though this will continue, the later levels consist of being able to shoot said gun really well or really interestingly.

    From the Champion Fighter, Improved and Superior Critical was pouched, and from Barbarian a form of Brutal Critical. Thus making a critical fishing, gun wielding, murder hobo class for you to play.

    You can also make stuff to add to your murder hoboing like hitting better, or firing more, or building another gun and taking the Dual Wielder feat.


    As a Marksman, you can choose were you murder hobo, like on there arms, legs, chest, or head?. You can also look into the distance like Legolas, and find were your enemies are weak.

    As a Spell Shot, you can cast spells and cantrips, or just Smite— I mean Arcane Shot and be total ranged Paladin. Later you can see magic and use magic better 🙀.


    Then the writer of the class got tired but wanted to show that he was still participating, thus the lack of schematics. I Blame the Writers.
    Last edited by Leathalsandwich; 2020-05-25 at 01:39 PM.
    Its poisoned, obviously

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by Leathalsandwich View Post
    I actually like the idea of the monster(villain?) class, though it is your choice in the end, I would like to encourage your to continue with the Monster/Villain class.
    Thank you!

    I'm pretty happy with the Adaptive as is (so much so I'm going to ask to playtest it during the next home game my group starts), but I don't think it matches "signature feature" as a theme as well as the very customizable Monster does.

    Messing with the monster I've made what I feel are pretty successful creatures. The danger is spells. By design they acquire higher level spells at the wizard rate though they'll never have the staying power a full caster will or even a warlock. The spells are really intended to let you duplicate signature monster abilities consistently but no ad nauseum. So a "mindflayer" can get planeshift and Dominate Person ASAP, but would never be able to do both in one combat. That said, if... I don't know... FFVII "Genova" or a regular old Djinn were your concept, at 17th level you can Meteor Swarm or Wish after every short rest...

    As a DM, I'm okay with that but know not all will be and I can see some players assuming they can dig up or make up whatever wacky folklore to make a creature that gets to treat mystic powers like a smorgasbord.

    The damage is actually pretty middling but I think it's a fair trade for unique concept and the potential to get some very strong benefits (permanent flight?) at fairly early levels.

    A Flesh golem can range from "Frankenstein's Monster" to "Monster from Van Hellsing" to Promethean: The Created reanimates, and a Vampire can go full WoD to Strahd, to 30 Days of Night, to Castlevania. So I'm happy with it over all. I'll post some builds later and try and break out some of the math.

    Edit: Here are those builds!
    Last edited by BerzerkerUnit; 2020-05-25 at 01:16 AM.

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    ElfRangerGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    My Thoughts on: The Petitor

    Okay looking at it, it seems like it is meant for a different system. Skill Points? Bucklers? They aren’t in 5e.

    The percentages have already been addressed.

    Then we get into class features, in which there are too few and too many at the same time.

    Focus points: So you get feats ? If so, NO all dnd 5e class do not offer feats explicitly because it is an optional rule.


    I personally get the whole, mix and match make your own, but this mess of tales and talents is confusing and against the 5e belief in simplicity.

    I think with more time this class could become fleshed out, simplified, fun to play, and really cool.

    The Concept is Amazing, the execution is the problem.
    Last edited by Leathalsandwich; 2020-05-25 at 01:48 PM.
    Its poisoned, obviously

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    Here’s the finalish copy. Might add a few things later: got some art in there too.

    The Monster
    Last edited by BerzerkerUnit; 2020-06-01 at 07:10 PM.

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    MoleMage's Avatar

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    Default Re: D&D Base Class Contest XI Chat Thread

    I started work on The Chef, a sort of support/combat hybrid. Their core feature is Chef's Special, a little mini-potion they can make at the same potency and frequency as Bardic Inspiration. Their main supporting feature is Secret Ingredients, a sort of Eldritch Invocation that modifies the effects of Chef's Special.

    I've still got to write the Secret Ingredients and spell list for the class and then I'll post it.
    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
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

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    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by MoleMage View Post
    I started work on The Chef, a sort of support/combat hybrid. Their core feature is Chef's Special, a little mini-potion they can make at the same potency and frequency as Bardic Inspiration. Their main supporting feature is Secret Ingredients, a sort of Eldritch Invocation that modifies the effects of Chef's Special.

    I've still got to write the Secret Ingredients and spell list for the class and then I'll post it.
    This sounds adorable but I’m shocked you didn’t name their schtick “Signature Dish.”

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    MoleMage's Avatar

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by BerzerkerUnit View Post
    This sounds adorable but I’m shocked you didn’t name their schtick “Signature Dish.”
    The phrase is in the first line of the feature description. I may change it still but it felt too on the nose given the contest name (less so than the class I briefly considered about literally signing its name on things but still pretty on the nose).
    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
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

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    RedWizardGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    Ok base Archetypes of Speedster Superstrength and Energy Projection (god i need better names for them) are added, as well as what the Cape, the Cowl and the Cloak do.

    Powers are next.
    Jeez what have I gotten myself into...


    Taking suggestions on the basics, like HD, Save profs that sort of thing.
    Last edited by Lvl45DM!; 2020-05-29 at 02:29 AM.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  21. - Top - End - #21
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D Base Class Contest XI Chat Thread

    Meta- I’m liking it so far. Early thoughts-

    Speedster
    Level 17 gadget upgrade nerfs lvl 1 speedster feature as Advantage is something they can always have?
    Speedster: Level 1 feature needs a power up: maybe, Dash as bonus action, con mod/day you can make 1 melee or ranged Attack after you have moved 10 feet while dashing. Increases to 2 attacks @17th
    I’d give the Speedster Action Surge but allow them to do it more if they take a level of Exhaustion.
    Energy guys (Might just call them Manipulators since they could take Poison and make it plant or snake manipulation etc)
    Origin- Maybe a pool of dice for energy wielder and the con mod Damage is the always on back up. So you get 2 dice per level and can throw half level rounded up at one time. Give them a “recharge” to use a bonus action to get one die back or an action to get 2. So they can recharge fairly quickly. I’d change the con mod bonus damage to Martial Arts die or Proficiency.
    L14 Feature is out of balance, Cold petrifies and Poison Poison’s is incongruous. Maybe Cold Slows instead?

    Right now it’s skewing very strong in some ways, that makes me think the Powers won’t be that powerful.

  22. - Top - End - #22
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by BerzerkerUnit View Post
    Meta- I’m liking it so far. Early thoughts-

    Speedster
    Level 17 gadget upgrade nerfs lvl 1 speedster feature as Advantage is something they can always have?
    Speedster: Level 1 feature needs a power up: maybe, Dash as bonus action, con mod/day you can make 1 melee or ranged Attack after you have moved 10 feet while dashing. Increases to 2 attacks @17th
    I’d give the Speedster Action Surge but allow them to do it more if they take a level of Exhaustion.
    Energy guys (Might just call them Manipulators since they could take Poison and make it plant or snake manipulation etc)
    Origin- Maybe a pool of dice for energy wielder and the con mod Damage is the always on back up. So you get 2 dice per level and can throw half level rounded up at one time. Give them a “recharge” to use a bonus action to get one die back or an action to get 2. So they can recharge fairly quickly. I’d change the con mod bonus damage to Martial Arts die or Proficiency.
    L14 Feature is out of balance, Cold petrifies and Poison Poison’s is incongruous. Maybe Cold Slows instead?

    Right now it’s skewing very strong in some ways, that makes me think the Powers won’t be that powerful.
    Yeah its pretty rough. I just wanted to get something down you know.

    Lvl 1 Speedster too weak and gels badly, yeah got it. I like the exhaustion mechanic

    Ooooh ooh! Kinetics? like Pyrokinetic? Hrm. Manipulators is good. Allows for better fluff.
    Hrm that is interesting. Puts the focus on pre-existing elements, and more like a Ki pool for their laser blasts.
    Cold Slowing does fit, but then its weaker right? bah. Needs work.

    The powers are much more about altering the basic chassis rather than granting full on new powers, but of course they are also trying to reference as much superhero lore as possible. The hardest part is going to be scaling the powers down to below level 5, so much superhero stuff is...superheroic.

    I was thinking, to weaken it overall, making it a d8 Hit Die character? Not that I have Hit Die down anyway.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  23. - Top - End - #23
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by Lvl45DM! View Post
    Yeah its pretty rough. I just wanted to get something down you know.

    Lvl 1 Speedster too weak and gels badly, yeah got it. I like the exhaustion mechanic

    Ooooh ooh! Kinetics? like Pyrokinetic? Hrm. Manipulators is good. Allows for better fluff.
    Hrm that is interesting. Puts the focus on pre-existing elements, and more like a Ki pool for their laser blasts.
    Cold Slowing does fit, but then its weaker right? bah. Needs work.

    The powers are much more about altering the basic chassis rather than granting full on new powers, but of course they are also trying to reference as much superhero lore as possible. The hardest part is going to be scaling the powers down to below level 5, so much superhero stuff is...superheroic.

    I was thinking, to weaken it overall, making it a d8 Hit Die character? Not that I have Hit Die down anyway.
    I think a D8 hit die works well. maybe give the Strength character +1 hp/level.

    Not sure what I expected the Cape/Cloak/Cowl to be, but it wasn't those. Not necessarily against the concept, just unexpected. I guess, since it seems a significant RP choice I thought they'd branch a little more like Pact Boons. Maybe you could block Powers together to make different Metas more niche. Like, a wizard is a wizard is a wizard, their spells impact play a lot more than their subclass, but Different Pact Boons and patrons make very different warlocks.

    The pool of dice thing I think of a little like Dragonball Z. You can throw a big blast or lots of small ones and then you can stand there charging up to get it back. You could let them substitute or tack it on to their unarmed damage.

    You could think of Powers as Cantrips with level requirements. Weak effects that expand automatically as you level. You could have them in Steps so the later you take one the less powerful it will be at 20th, or just have them be like cantrips.

    So let's look at Flight. It might just be floaty leaps, or the Storm Sorc level 1, use a power, fly your speed till end of turn. At 5th it boosts to give yourself a fly speed of your speed for 10 minutes. At 11th it's like boots of flying. At 17th you can fly all the time.

    Detection. Level 1 you can sense a specific object you have seen or heard described within 30 feet. At 5, it's objects or creatures within 100. At 11 it's 300. At 17 it's 1 mile. Blocked by metal, wood, etc.

    Maybe you could apply the dice pool mechanic to each.
    - You have a pool of strength dice, roll to add to feats of strength or melee or ranged weapon damage/
    - you have a pool of speed dice, roll to add to feats of acrobatics or melee or ranged weapon damage/
    - you have a pool of energy dice, roll to add to applicable tool or survival checks or melee or ranged weapon damage.
    You could even add in an optional sidebar about how if the maximum total of strength/speed/energy dice exceeds the max damage of a nonmagic weapon it causes them to break or melt.

    Maybe brick your powers together based on subclass or give them riders based on Cowl/Cloak etc.

  24. - Top - End - #24
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Sep 2009

    Default Re: D&D Base Class Contest XI Chat Thread

    Changes and additions have been made to the Metahuman.

    Some powers Ive taken a stab at, the Power list is still a WIP. Things like prereqs need to be added. Alot of them are just ribbons to their Origin Story powers.

    Huge changes to Cape, Cowl and Cloak.

    This class is so dumb, why did i do this
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  25. - Top - End - #25
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    I do not know if this is the right topic to ask this, but has the voting began? Are we, the participants, allowed to vote? Are there going to be polls of some sort? Thanks in advance.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  26. - Top - End - #26
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by ARTHAN View Post
    I do not know if this is the right topic to ask this, but has the voting began? Are we, the participants, allowed to vote? Are there going to be polls of some sort? Thanks in advance.
    Contest runs until early july (6th i think?). That's when final copies have to be in the thread and we start voting. It's ranked choice for top 3.

  27. - Top - End - #27
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: D&D Base Class Contest XI Chat Thread

    Quote Originally Posted by BerzerkerUnit View Post
    Contest runs until early july (6th i think?). That's when final copies have to be in the thread and we start voting. It's ranked choice for top 3.
    Thanks for the fast reply. I had misread the deadline. I thought it was June 5th instead of July 5th, that is the reason I started to panic. :P
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  28. - Top - End - #28
    Bugbear in the Playground
    Join Date
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    Default Re: D&D Base Class Contest XI Chat Thread

    The Kombatant is playable. That was a lot of work! Anyone's favorite character left out?
    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.

  29. - Top - End - #29
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: D&D Base Class Contest XI Chat Thread

    OK so I have a working class. I plan on working on the spell list, and adding some new archetypes. The class is a Shaman based on casting spells via totems. There may be major holes as It required re-contextualizing how many spells function fundamentally.

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

  30. - Top - End - #30
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: D&D Base Class Contest XI Chat Thread

    I suppose if I'm going to write a class I should at least post it.

    Reviews coming over the next week. Hopefully it isn't too late to be helpful this time.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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

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