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  1. - Top - End - #1
    Bugbear in the Playground
     
    Phhase's Avatar

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    Default Subclass Contest XVIII: Five Stars

    It's time for our next subclass contest! Subclass Contest XVIII: Five Stars. Sharpen your knives, prepare the glass cannons, and get ready to be the best there ever was, this time the contest is all about your subclasses' sheer excellence!

    1. The class must fit the theme of the contest. For our seventeenth contest, that means subclasses which focus on excellence. You could create a rogue that is not only technically but conceptually invisible, a fighter that can learn any style or technique used against him, or just about anything you can imagine, as long as it's really good at one thing.
    2. Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
    3. You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
    4. Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
    5. Your subclass must be complete by 11:59 PM Central Time on Sunday October 18th. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
    6. Have fun, be respectful.



    Chat thread: https://forums.giantitp.com/showthre...st-Chat-Thread
    Voting thread: To be created October 5th.
    Last edited by Phhase; 2020-10-05 at 04:48 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Phhase's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    Generally, I try to avoid doing the same class twice in a row, but this is a...special....case. Reluctant props to my sibling for pointing this one out.

    Bardic College
    College of Fate's Beloved

    90% of Bards, at least once: "I roll to seduce the door!"
    DM: "..."
    Bard: "What?"
    DM:"...roll..."
    Bard: "Natural 20!"
    (Entire table erupts with noise)

    The name "College" is something of a misnomer in this case. There is no schooling oneself for this sort of thing. Generally, what happens is that some rowdy village bard, or a winesop with a nice voice, or what have you, spends the night in a tavern. The alcohol flows, and there are generally many solicitations for a hookup, requited or no. The details are never really remembered fully by any, but what is sure is that the bard was completely off his or her rocker, dancing with brooms as if they were their dearest lover, whispering sweet nothings to the bottle of liquor they are making out with, even confessing their undying affection for the lamppost just outside the door (Tell none!). Come morning, things are as they were, and yet not quite (hangovers aside). The bard feels a profound wanderlust, and the world around them seems to treat them with particular care that it affords to few others. Perhaps a god was watching the night's revels, and enjoyed the show so much that they now protect their precious goofball wherever they go. Or perhaps the secret to success, in whatever endeavor, is simply to ask nicely. Who can know for sure?

    How Could You?
    At 3rd level, reality starts to afford you a bit more leeway with regard to crazy plans. If an ally within 30ft fails a skill check that targets an inanimate object (including one held by another creature), you can use your reaction to lambast the object for not cooperating. The DC for the next attempt made within 1 minute is reduced by your Charisma Modifier.

    Hey, you're on our side, right?
    At 3rd level, your winning smile is truly omnirelevant. If you spend 1 minute and a use of your Bardic Inspiration taking care of an object (for example, greasing a door's hinges), the next time an enemy tries to interact with it, they must succeed on a appropriate skill check equal to your spellpower + a roll of your Bardic Inspiration die, or else the object does not cooperate. For example, the aforementioned door might require a Strength(Athletics) check to open, or a sword you sharpened might require a Dexterity(Sleight of Hand) check or refuse to be drawn that turn. An object won't deal direct damage, or deliberately break. The object must be Medium-sized or smaller, but can be a part of something larger, such as a flagstone.

    Remember Me?
    At 6th level, objects tend to remember your kind treatment of them, and repay you in kind. When you use Hey, you're on our side, right? on an object, any skill check you or an ally make involving the object adds your charisma modifier to the roll for the remainder of the day.

    Rude!
    At 6th level, you can make bad things ashamed of happening to you. Once per short rest, when you take damage from an object (Including one carried by another creature), you can use your reaction and a use of your Bardic Inspiration to reduce the damage by your Charisma Modifier. For 1 hour thereafter, any further damage you take from that source is reduced by your Charisma Modifier. You cannot target a creature, but you can target a creature's weapon, for example, or the floor if you take falling damage.

    Refuge in Audacity
    At 14th level, you can use magical items that have special requirements if you have used Hey, you're on our side, right? on them.

    Once per long rest, you can create one of the following effects out of sheer moxie:

    He's Just Sleeping: as an action, target a creature within 5 feet that died within the past minute. If enough of the creature's vital parts are present (but not necessarily intact or attached), then they come back to life with 1 hp, unconscious. Any severed limbs reattach correctly (Including head), blood goes back where it's supposed to be and sausage casing turns back into the guts it used to be. Curses and diseases persist, but poisons are cured.

    Excuse Me, Pardon Me: Roll Charisma(Intimidation) as an action. In a 10ft radius around you, obstructing objects (caltrops, chairs, doors...) and difficult terrain shy away, unwilling to stop you. Walls are too polite to object, creating an effect similar to passwall. Creatures are not affected, but any ally inside the radius of effect does not provoke attacks of opportunity by moving. This lasts for 1 minute, or until you have moved a number of feet equal to the check result * 10.

    Too Fabulous to Die: As a reaction when you or a an ally you can see within 60ft fall, either cause them to land on their face (prone) and take no damage or bounce back up to the point where they fell from on their feet and take no damage.

    He Can't Keep Getting Away With This!: as a reaction when attack misses you, make a Charisma(Persuasion) check to taunt your foes that are within 50ft, contested by their Wisdom Saves. On a failure, enemies affected can only target you with spells, offensive maneuvers, and attacks until they have made at least 1 against you. Offensive (Attack rolls, grapple checks, etc) rolls from affected creatures are made at disadvantage, and you are treated as having advantage and Evasion against spells that require a saving throw. At your option, when a projectile attack or melee weapon attack misses you, you can choose to catch the weapon your hand as if it is a bird come to visit, potentially disarming the attacker.

    After using one of these options, you cannot use any of your subclass's active features (Rude!, Hey..., and How could you?) until you finish a short or long rest.
    Last edited by Phhase; 2020-09-15 at 07:15 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

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

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    Default Re: Subclass Contest XVIII: Five Stars

    I’ll figure something out.

    Edit: got two
    Spoiler: 4posterity
    Show

    Bardic College of Education
    Lesson Plans that allow you to super Help an ally
    Resistance to Charm and psychic damage
    Final Exam that allows you to grant an ally inspiration for success or deal psychic damage by criticizing a foe’s failure.


    The entry

    Artificer Specialization: Game Master

    "All I do is win, win, win!"- A Game Master, probably.
    As a Game Master you have little interest in developing mere tools, no you seek to use the nigh infinite potential found in games of strategy and chance to bring a new form of life into existence. You create an Artificial Spirit that can inhabit a game set and use the possibilities found within to calculate the values of all manner of things, but most importantly, the potential of opponents. As you advance in experience it can use this information to influence the creatures it observes in subtle and powerful ways, allow you to emulate their performance and even enforce the rules of the Spirit's game on reality itself.

    Spoiler: Features
    Show

    Bonus Spells
    1. Bless, Bane
    2. Detect Thoughts, Augury
    3. Clairvoyance, Tiny Servant
    4. Divination, Confusion
    5. Telepathic Bond, Arcane Hand


    Bonus Proficiencies
    At 3rd level you gain proficiency in the Dragon Chess, Playing Cards, and Dice Game Sets if you are not already proficient. Additionally, you can use a Game Set you are proficient with as a focus to cast your Artificer spells in place of a Tool.

    Artificial Spirit
    At 3rd level you create a rudimentary artificial spirit that resides in a token you create such as a bracelet, ear clasp, monocle, or ring. Upon its creation and at the end of any Long rest you can direct it to inhabit a game set of your choosing. The Spirit communicates with you via your token. As long as the Game Set is within 10 feet of you, the spirit can project a tiny stylized image of itself in your space which anyone can see and hear normally, alternatively it can communicate to you telepathically via your token. The Spirit shares your Intelligence, Wisdom, and Charisma scores when relevant, at least one aspect of your alignment, and speaks a language you know. Its personality will be colored by your own, being friendly to you and your allies and bear one of the Quirks from the table below.

    While inhabited by your Artificial Spirit the game set is sufficiently animate to take the Help action to help you cheat during a game or play itself but is otherwise incapable of taking actions or moving. Normally it lacks any awareness beyond its own contents’ arrangement. If a piece goes missing, the Spirit can sense its direction but only a vague sense of distance as “near” (within 10 feet) or “lost.” Lost or destroyed pieces can be replaced or the Spirit can be directed to inhabit a new gaming set at the end of your next long rest as normal.

    While your Spirit is inhabiting a Game Set, you can use a bonus action to empower it, expanding its perceptions with your own and directing the Spirit to Observe a creature you can see within 60 feet for up to one minute. At the beginning of each of your turns the Spirit will use inscrutable arcane formulae to calculate values based on the creature's performance.
    You can glean the following:
    1. Its current hit points
    2. a resistance or immunity
    3. a movement speed
    4. its Armor Class
    5. a Trait such as Regeneration or a Gaze attack
    6. a Vulnerability
    7. a comparison of a particular Ability score to your own


    You can use this feature once and regain its use after completing a long rest. If you have already used the feature you can spend a spell slot of first level or higher to employ the feature again. Using a spell slot higher than 1st level allows you to simultaneously observe a number of creatures equal to the level of the spell slot. Regardless of the number of creatures observed, you can only get information about one creature on your turn.

    QUIRKS
    1. Absentminded (Any)
    2. Servile (Lawful)
    3. Imperious (Evil)
    4. Flirty (Any)
    5. Playful (Chaotic)
    6. Arrogant (Lawful)
    7. Monotone (Lawful)
    8. Energetic (Good)
    9. Neurotic (Any)



    Spoiler: Sidebar: Artificial Spirit Appearance and communication
    Show
    The appearance of the Artificial Spirit may change from game set to game set. A Spirit inhabiting a deck of cards may appear as a King card if its quirk is Imperiousness or a Joker if it's Playful. A Dice set Spirit may appear as a die spinning on point or the pips could form a face that smiles or frowns. The quirk list isn't meant to be exhaustive and players are invited to create their own personalities for their Spirits.

    Similarly, when the Spirit is observing a creature the values are communicated as abstract images. They are projected into your field of vision through your token and based on the Spirit’s current Game Set. A deck of cards might reveal a creature's Fire immunity as a Straight Flush with a Fire symbol while a Dragon Chess Set might refer to a creature with low AC as a pawn. Before play you may want to think of how it communicates this information so you can relay it to the party at the table, that will be a lot more fun than saying "It has an AC of 17." The only rules are, don't let the spirit take up other players' time at the table and have fun!


    Name of the Game
    Beginning at 5th level, your Artificial Spirit's power increases and at your direction it can channel that power through the conceptual format of the game set it inhabits.
    Dragon Chess: Check. When an ally that isn't incapacitated is adjacent to a creature your Spirit is Observing you can use your action to Incapacitate the observed creature until the beginning of your next turn. The creature can avoid this effect with a successful Wisdom save against your spell DC. The effect ends if the creature takes damage. Once a creature has succeeded on this save it becomes immune to this effect until you complete a long rest.

    Playing Cards: Trap Card. When a creature your Spirit is Observing fails a save against, or is hit with a Spell Attack by one of your artificer spells of 1st level or higher you can declare it has activated your trap card. Roll 1d4 to determine the suit of the card and the creature suffers an additional effect as described below. You must complete a short rest before using this feature again.
    1. Hearts. The creature becomes Charmed until the end of your next turn or the spell ends.
    2. Diamonds. The creature becomes Stunned until the end of your next turn.
    3. Clubs. The creature is rendered Unconscious until it takes damage or would wake up normally.
    4. Spades. The creature becomes Restrained until the end of your next turn or the spell ends. A creature Restrained by this effect can make an additional saving throw at the end of its turn to end the Restrained condition. Escaping the Restraint does not end the spell.


    Dice: Snake Eyes. When an observed creature makes an attack roll, saving throw, or ability check you can use your reaction to make the roll fail. You must complete a long rest to regain the use of this feature.

    Duplicate Effort
    At 9th level you can direct your Artificial Spirit to ascertain unique insight into the success of a creature it is observing for you to later employ in your own similar efforts. When an observed creature succeeds on an attack roll, saving throw, or ability check, you can use your reaction to have your Spirit record the total. Once, after recording a result, any time you would make a similar roll you can choose to substitute the recorded result instead. You must complete a long or short rest before directing your spirit to record another roll.

    Game Mastery
    At 15th level and beyond your Artificial Spirit's ability to affect outcomes advances to a dangerous degree and its ability to enforce the rules of its game becomes extreme.
    Dragon Chess: Check and Mate. Creatures that fail their save against your Check ability gain a level of exhaustion. A creature cannot be killed by these levels of exhaustion but instead falls asleep until damaged or the exhaustion ends. All these levels of exhaustion disappear after their next short rest.
    Playing Cards: Deadly Trap. In addition to its other effect you can choose to have your Trap Card deal 1d12 damage to the affected creature at the end of each of its turns for the duration of the spell. This damage is not contingent on the effect of the Trap, for example a creature immune to the Charmed condition can still suffer the Psychic damage of the Hearts suit. The suit determines the damage type as follows:
    1. Hearts. Pyschic
    2. Diamonds. Radiant
    3. Clubs. Thunder
    4. Spade. Necrotic

    Dice: Fumble. When you apply the effect of your Snake Eyes feature the creature suffers a failure so extreme and improbable it defies common sense. The creature's failed attack roll hits itself for maximum damage. A failed saving throw suspends any of the targets resistances or immunity to its effect such as allowing Red Dragons to be burned or a Yuan-Ti to be poisoned. A failed ability check ends the target's turn at a minimum but may have even more dire consequences depending on circumstance, such as an ogre attempting to hold open a portcullis being crushed beneath it.



    Last edited by BerzerkerUnit; 2020-09-27 at 11:38 AM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    sleepyhead's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    Roguish Archetype: Dirty Fighter

    Combat Shenanigans
    When you choose this archetype at 3rd level you learn tricks that are fueled by special dice called shenanigan dice.

    Tricks. You learn three tricks of your choice. Many tricks enhance an attack in some way. You can use only one trick per attack.You learn two additional tricks of your choice at 9th, 13th and 17th level. Each time you learn new tricks, you can also replace one trick you know with a diffrent one.

    Shenanigan Dice. You have four shenanigan dice, whichare d6s. A shenanigan die is expended when you use it. You regain all of your expened shenanigan dice when you finish a short or long rest. You gain another shenanigan die at 9th level and one more at 17th level.

    Saving Throws. Some of your tricks require your target ot make a saving thow to resist the trick's effects. The saving throw DC is Calculated as follows:

    Trick save DC= 8+ proficiency bonus + your Strength or Dexterity modifier (your choice).

    Slippery
    Starting at 3rd level, you become harder keep up with. Once a cerature misses an attack aganist you, you may use your reaction to move 10ft. This movement does not trigger attacks of oppertunity.

    Sly Tongue
    Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you learn how to more easily menipulate them. For the next 24 hours you gain advantage on Persuasion, Intimadation and Deception checks an amount of times equal to your Charisma Modifier aginst this target. You can use this ability once per long rest.

    Improved Combat Shenanigans
    At 13th level, your shenanigan dice turn into d10s. At 18th level, they turn into d12s.

    Conniving Cunning
    Starting at 17th level, when you instead of only one trick per attack you may instead use as many as you would like. This still expends shenanigain die as usual.

    Spoiler: Tricks
    Show

    Pocket Sand
    On your turn as a bonus action you can try to blind an opent within 10ft. The target must make a Constitution saving throw. On a failed save the target is blinded for a number of rounds equal to half a shenagain die roll (at least one round).
    (the following are shared from the Battle Master)
    Disarming Strike
    Distracting Strike
    Goading Attack
    Parry
    Riposte
    Trip Attack

    Last edited by sleepyhead; 2020-09-10 at 04:15 PM.
    My limited homebrew experience
    oh hey didn't see you there

  5. - Top - End - #5
    Bugbear in the Playground
     
    Edea's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    Cleric Subclass: Luxury Domain
    Many deities of wealth and commerce-such as Tymora, Waukeen, Shinare, or Kol Korran-enable their faithful in ways that may not immediately seem conducive to a life of adventuring. Their mercantile dogma directs followers towards leading lives of comfort and financial security, and to manage the economic affairs of already-established societies. However, there is something to be said for the element of hospitality while out on the road, and where there are dungeons, there is treasure, of all sorts: potentially vast caches of untold riches that could easily elevate a given cleric of a more mercurial bent well above their peers in the esteem of their deity. Such sybarites are more often neutral as not, though they still tend to favor good over evil by a wide margin, and their services, while atypical, can often be invaluable, providing frequent windows of succor in places or situations that would otherwise wear on even the most indomitable spirit.

    Domain Spells
    -------------
    1st - alarm, unseen servant
    3rd - arcane lock, rope trick
    5th - catnap, Leomund's tiny hut
    7th - fabricate, Mordenkainen's private sanctum
    9th - animate objects, creation

    Bonus Cantrips
    When you choose this domain at 1st level, you gain the mending and prestidigitation cantrips if you don't already know them. These do not count against your number of cleric cantrips known.

    Pursuer of Luxury
    • At 1st level, you learn two languages of your choice and gain proficiency with any three types of artisan's tools of your choice.
    • When you spend a day of downtime crafting nonmagical items, your total market value limit is increased to 25 gp.
    • When practicing a profession between adventures, you earn enough to support a wealthy lifestyle instead of a modest one.

    Channel Divinity: Resplendence
    Starting at 2nd level, you become able to cause someone to temporarily project an aura of assured comfort and absolute refinery, inuring them to the effects of mental assault.
    • As an action, choose one ally within 30 feet (you can target yourself). The target cannot be charmed or frightened, gains resistance to psychic damage, and has advantage on Wisdom- and Charisma-based saving throws. This effect lasts for 1 minute.

    Lap of Luxury
    Starting at 6th level, you become able to use certain spells with normally costly components more easily.
    • When you gain this feature, you acquire a spiritual 'purse' of 'effective gp' equal to your cleric level * 100 (so at 6th level it starts off at 600 effective gp).
    • The effective gp in this purse can be used to substitute for expensive material components normally consumed by cleric spells you cast (for example, normally the revivify spell requires 300 gp worth of diamonds, but at 6th level your 'purse' would allow you to cast it twice per week (see below) without having to worry about the diamonds at all).
    • This purse fully replenishes once per week, and can never hold more effective gp at once than your cleric level * 100. If you use the purse to substitute for an expensive material focus, you must 'pay' the listed amount each time you make that substitution for any given casting of the spell in question.

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

    Chateau of Luxury
    At 17th level, your gain access to your own resplendent abode in an extradimensional space. The Chateau of Luxury functions in many ways like a demiplane, though there are additional rules/key differences.
    • Unlike with a normal demiplane, you can conjure or dismiss the door to your Chateau as a bonus action whenever you wish (from either side), and it can be resized to admit larger creatures; you can also conjure the door in mid-air, if necessary.
    • The interior of the Chateau is similar to Mordenkainen's magnificent mansion, save that your space creation limit is 200 cubes rather than 50, and the foodstuffs therein magically replenish themselves every 24 hours.
    • When you gain this class feature, and at the end of a long rest spent within your Chateau, you can spend 1 minute mentally dictating/rearranging any or all of the created space, though you cannot harm or damage creatures or objects inside in this manner.
    • Other beings cannot use demiplane or similar magic to connect to your Chateau unless you consciously permit otherwise when mentally rearranging the created space.
    • If you have the correct forked rods, you're also able to attune the front door of your Chateau so that it opens onto a different plane, by casting plane shift on it while inside (oftentimes Chateau owners will have the appropriate forks in a special piece of furniture right next to the front door).
    • If a creature or object in your Chateau is no longer welcome there, you can banish them to the nearest unoccupied space outside the front door without consuming an action (the offending target cannot resist this eviction by any means).


    Spoiler: Design Objective
    Show
    I wanted to make something that enabled a 'five-star hotel' experience. Clerics already have a lot of support on their spell list, but they were just missing a few things that I hope this domain addresses. In its current form it hasn't been balance-checked, so it's still very much in need of review and refinement; thanks in advance for taking the time to read over it.
    Last edited by Edea; 2020-09-28 at 06:17 PM.
    "Come play in the darkness with me."
    Thanks for the avatar, banjo1985!

    Spoiler
    Show

    I guess I'm a Neutral Good Human Wizard (4th Level)
    Ability Scores:
    Strength- 14
    Dexterity- 15
    Constitution- 17
    Intelligence- 20
    Wisdom- 20
    Charisma- 12
    Take the 'What D&D Character am I?" Quiz!


    Somehow I doubt the veracity of this quiz :P
    Which Final Fantasy Character Are You?

  6. - Top - End - #6
    Orc in the Playground
     
    SwashbucklerGuy

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    Default Re: Subclass Contest XVIII: Five Stars

    Born Perfection - Sorcerer Origin
    Some sorcerers have an ancestor that is a dragon, while others are born out of shadows, but you just happened to be born excellent and flawless. It was not foreseen by the fates or written in prophecy. While it could be that your genetical code just happened to make you innately magical or that meddling gods or fey decided that you should be glorious, but regardless, your parents should just be very lucky to have just you. Words are not enough, you are just truly spectacular, beautiful, and astounding. Everyone else is blessed by being in your presence. You're welcome!

    Spoiler: Inspiration and intent
    Show

    The idea came from somewhere between Gaston in beauty and the beast, Maoi in Moana, Hercules in the greek epics, or Gilderoy Lockhart in Harry Potter. Someone born to be stuckup in their own excellence and total lack of self-awareness. And that the narcissism, the lack of self-awareness, combined with their natural beauty and innate magical powers just build on each other to continue to spiral out of control. The magic feeds on your self-importance and your narcissism feeds on the supernatural nature of yourself. Mechanically, I try to sell the experience of supernatural beauty with a deeper focus on the innate nature of your magic compared to other sorcerer subclasses.


    Perfect Embodiment of the Arcane
    At 1st level, you can use your own body as a spellcasting focus for your sorcerer spells. While you don't need a free hand to use it this way, your body will visibly sparkle with arcane energy letting anyone that can see you know that you are casting a spell.

    When you reach 3rd level in this class, you learn the Subtle Spell metamagic. It does not count against metamagic options known. When you use Subtle Spell, you can spend 2 additional sorcery points to cast the spell without a material component as long as the material component does not have an indicated cost nor is consumed by the spell.

    Captivating Allure
    Starting at 1st level, your looks are to die for. If you fail a saving throw, you can as a reaction add your Charisma modifier to the total, or when you are hit by a melee attack, you can as a reaction add your Charisma modifier to your AC, possibly changing the outcome. If this changes the outcome, you can force the creature that caused the save or attacked you to make a Wisdom Saving throw against your spell save DC or be charmed by you for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, the condition ends on the target.

    Once you use either of the reactions of this feature, you can’t use this feature again until you finish a short or long rest.

    Sorcerer Supreme
    Starting at 6th level, your way of handling sorcerous magic outpaces others. You gain two of the following Metamagic options of your choice; careful spell, distant spell, elemental spell (from class variant UA), or extended spell. You can use them without spending sorcery points.

    Stunning Attraction
    Starting at 14th level, you can leave others speechless with your looks. As an action, each creature you choose within 30 feet of you that is not blinded needs to make a Wisdom Saving throw against your spell save DC, or be stunned and deafened until the start of your next turn.

    Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

    Living Exception
    At 18th level, your complexion is no longer that of a mortal. For every 4 years that pass, your body ages only 2 years, but your looks ages only 1. In addition at 20th level, your Charisma score increases by 4. Your maximum for that score is now 24.

    Spoiler: Edits
    Show

    Replaced extra spells known with Perfect Embodiment of the Arcane
    Edit captivating allure
    Limited sorcerer supreme from some metamagic options and slimmed it down.
    Rewrote flavortext and added a section on the intent with the subclass.
    Changed living exception and moved the charisma score to level 20 to prevent multiclass shenanigans.
    Simplified Sorcerer Supreme even more.
    Last edited by Fnissalot; 2020-10-05 at 12:21 AM.

  7. - Top - End - #7
    Ettin in the Playground
     
    nickl_2000's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    Fighter: Chef
    You know the power of the right food at the right time. A good quality meal can make someone feel better, cure what ails you, and make you feel at home. However, your skills in the kitchen go beyond the normal cook, you are a master in the kitchen and are even prepared for battle with whatever you can find. No one messes with your friends, kitchen staff, or kitchen.


    1-Star Chef
    At level 3, you gain proficiency in cook’s utensils (this can be replaced with another artisan’s tool if you already have it) and you are considered proficient making attacks with cooking utensils or food. When attacking with cooking utensils or food you deal 1d6 damage and they gain the finesse and thrown (20/60) properties.


    Meal Prep
    Additionally at level 3, you may prepare meals during a long rest. You may produce meals up to your proficiency modifier per long rest, which take 1 minute to consume and must be consumed before the start of your next long rest or else they spoil.
    At level 3, you learn 3 different meals and learn an additional meal at 7, 10, 15, and 18. For any saves from meals, your cooking DC is based on Wisdom (8 + proficiency mod + wisdom Mod) .


    2-Star Chef
    At level 7, you gain expertise in Cook's utensils. Additionally, when you make an attack with cooking utensils or food you deal 1d8 damage and the attacks are considered magical for the purpose of overcoming resistance.


    3-Star Chef
    At level 10, you gain the ability to cook additional meals during a short rest. You may only have a maximum of your proficiency modifier prepared meals at once and can cook as many as needed to get to the maximum. When creating a new meal, you may destroy an old meal to replace it.


    4-Star Chef
    You have spent way too much time in front of the fire and are a master level chef. At level 15, you gain fire resistance. Additionally, when you make an attack with cooking utensils or food you deal 1d10 damage.


    5-Star Chef
    You are the master chef and the master of the kitchen, no one invades you space that you don't want there. At level 18, when you make an attack with cooking utensils or food and hit a target, you can attempt to scare them away from you. They must make a Wisdom save against your cooking DC. On failure, they are frightened until the start of your next turn. Additionally, they must use their reaction to immediately move their full speed away from you.

    You can use this ability 2 times per short rest.


    Meals:
    Spoiler: Meals
    Show
    Herbal Tea: Tea is known for its restorative properties. Anyone who consumes this meal is instantly cured of all diseases, additionally they gain resistance to poison damage and advantage when making a save against a disease or the poisoned status for the next hour.

    Oysters: Anyone who consumes this meal gains advantage on charisma checks for the next 10 minutes.

    Chicken Soup: It’s almost magical in its healing properties. Anyone who consumes this meal regains hit points equal to a 1d10+ your cooking utensils (wisdom) modifier .

    Sushi Chicken: You have convinced people that this undercooked chicken is a rare delicacy. It looks and tastes fantastic, but it doesn’t sit well in the stomach. Anyone who consumes this meal, must make a constitution save against your cooking utensils check using Wisdom (1d20 + Cook’s Tools bonus + Wisdom Bonus) or be poisoned for the next hour.

    Stuffed Ghost Peppers: This meal literally lights your mouth and breath on fire. Within an hour of consuming this meal, you may use an action to breath fire in a 30 foot cone, dealing proficient mod d6 + your fighter level fire damage. All creatures within the cone must make a dexterity save against your cooking DC to take half damage.

    Coffee Strong enough to Chew: You brew an extremely strong cup of coffee, so strong that you can chew it. Anyone who consumes it has all effects from exhaustion suppressed for the next 2 hours. While you are affected by exhaustions while drinking coffee, the exhaustion doesn't go away. When the two hours end, you are once again impacted by exhaustion. Furthermore, you may gain more exhaustion levels while under the effect of coffee. Coffee will even stave off death from exhaustion, but as soon as it wears off you instantly die.

    Additionally, you are not able to be surprised. However, during those two hours, you are unable to take a short or long rest.

    Bean Salad: During the next hour, anyone who consumes this meal may cast Poison Spray as an action using your cooking DC as the spell DC. Additionally, they may cast the Stinking Cloud spell, with the caster being the center of the cloud using your cooking DC as the spell DC. In addition to wind, someone in the cloud can light a match to disperse it.

    Once you cast stinking cloud, you no longer have the ability to cast any spells from this dish.

    Smart Cookie: Anyone consuming this gigantic cookie gains advantage on intelligence saves for the next hour.

    Empty Meal: You purposely create a meal that is high in amount, but empty in calories. Anyone who consumes this meal doesn’t really get filled and just ends up being hangry. For the next hour the creature consuming the food gains a +2 to damage and a -1 to attack rolls with weapons. This cannot be combined with any other meal, since if you have eaten one of the other meals you will be satiated and no longer hangry.

    Comfort Food: You make a meal that reminds people of home and safety, bolstering their morale. For the next hour, anyone consuming this meal gains advantage on saves versus fear.

    Piece of Cake: After consuming this cake, everything around you just seems easier. For the next hour, anyone who consumes this cake may gain advantage on any d20 roll. This can be used 3 times and must be declared prior to making the d20 roll.

    Meat and Potatoes: A simple, but hearty meal. It doesn't give you anything special, but it is filling and sticks with you. This meal can provide the daily nourishment necessary for up to 6 humanoids.

    Bread and Butter: It's simple, but what you are really good at. For the next ten minutes, you gain a +1 to all your attack rolls.

    Garlic and Onions Potatoes: This pungent meal really sticks around in your breath. For the next hour, you may replace one of your attacks with a breath weapon attack in a 15 foot cone. Anyone in this cone must make a constitution save or take 1d8 poison damage and must immediately use their reaction to cover their nose to prevent retching. Creatures immune to poison are not affected by this attack.

    Grog: This homemade hooch tastes about as good as it smells and it will take the varnish finish off your chair. Consuming a meal of grog bolsters your confidence, even to the point of being foolhardy. For the next hour you gain advantage on all checks against fear.

    Brandy: Brandy is known around the world as a restorative. It can be poured down the throat of someone unconscious to give them 1d8 hp and bring back any lost age or ability scores.

    Apple Pie: supposedly wearing one of these keeps the doctor away. Anyone consuming this meal gains 1d8+proficiency mod temporary hit points. These thp last until the start of your next rest.

    Spinach Salad: you learned this recipe from a sailor long ago, who claimed he was strong to the finish because he ate it. After consuming this meal, you have advantage on strength checks for the next 10 minutes.

    Fire Roasted Salmon: They say that fish is good for the brain. As such it gives advantage on concentration checks for the next hour.

    Ginger Carrot Soup: They say that carrots are good for the eyes and bolster your eyesight. For 1 hour after consuming this meal, you are considered proficient on perception checks that utilize your sight. If you are already proficient, it has no effect other than satiating your hunger.

    BBQ Feast: As a wise man once sang, “You don’t win friends with salad”. Anyone consuming this meal must make a saving against your cooking DC or be charmed for the next hour. Anyone failing the save enjoys the dinner, but isn’t aware of your attempt to charm them.

    King’s Cake: You have baked a delicious cake with a small crown inside it and the person consuming this meal was lucky enough to get the crown. Before the next rest, the next time they roll a 1 on a d20 roll, it automatically becomes a 19. After that roll, the effects of this cake wear off.


    Last edited by nickl_2000; 2020-10-06 at 02:24 PM.
    Pronouns he/him/his
    Spoiler: 5e Subclass Contest Wins
    Show

    ● IV-Pinball Wizard
    ● VI-Luchador Bard
    ● XIII-Rogue, Tavern Wench
    ● XV-Monk, Way of the Shrine Guardian
    ● XVI-Cleric, Madness Domain
    ● XVIII-Fighter, Chef
    ● XXI-Artificer, Battling Bowman
    ● XXV-Ley Line Sorcerer

  8. - Top - End - #8
    Orc in the Playground
     
    HalflingRangerGuy

    Join Date
    Jan 2017

    Default Re: Subclass Contest XVIII: Five Stars

    Druid: Circle of the Crystalline

    There are three main states of matter; solid, liquid and gas. Every wizard or artificer worth their salt knows this, but one state of matter is better…more organized, stronger…prettier. Crystals are the most excellent type of matter, and Druids of the Circle of the Crystalline venerate and celebrate crystals in all their shapes, sizes, and colors. Mystics and prospective magicians have always been drawn to the wonder and mystery of crystals, and there are many two-bit hustlers and hedge mages that will attempt to swindle the common folk with false cures or charms made from crystals. Crystal druids know how to unlock the true power of these supremely organized stones, and that power is multifaceted. The more time a druid spends in communion with their crystals, the more the crystals’ power pervades their very being.

    Focus Crystal

    When you reach 2nd level, you manifest a small floating crystal that is bound to your person. The crystal can be used as a spellcasting focus, and if it is lost or destroyed you can spend an hour in meditation to manifest a new one.

    Reorganizing Aura

    At 2nd level, your connection to crystal magic causes your latent power to reorganize the world around you. As a bonus action, you can emanate an aura 5 feet around you in all directions. Wherever your aura passes through, the surrounding area is transformed into a smooth, crystalline surface with objects transformed into worthless crystalline versions of themselves. Any item that is worn or carried is immune to this ability and creatures are unaffected. If an area you pass through is nonmagical difficult terrain it is no longer difficult terrain after transforming. This aura lasts for a minute, and you must complete a short or long rest before you can use this ability again. When you reach 10th level, the radius of your aura increases to 10 feet, and to 15 feet at 14th level.

    Refracting Crystal

    At 2nd level, you can use your focus crystal to refract the effect of a spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can refract the spell through your focus crystal, potentially affecting more targets. Roll 1d4. The result of the roll equals the number of additional creatures in range of the spell that you can target. You must finish a long rest before you can use this feature again.

    Crystal Formed

    Starting at 6th level, crystal energy has begun to affect your spells and your person. When you use an ability or cast a spell that causes a creature to change form into a beast, you can choose for the beast to instead be transformed into a crystalline version of that creature (summoned creatures are not transformed). The beast’s creature type is changed to a construct, it gains a +2 bonus to its AC, Strength and Constitution scores, and its attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 14th level, the bonus increases to +3.
    In addition, your appearance begins to change. You skin becomes smooth and faceted, and patches of crystal clusters may sprout from areas of your body.

    Read the Crystals

    At 10th level, whenever you use a spell slot to cast a spell of the divination school, you regain an expended use of your Refracting Crystal ability.
    In addition, you may add your Wisdom modifier to any Arcana, History, or Nature checks that you make, as flashes of insight appear in the facets of your crystal spell focus.

    Body Reorganized

    When you reach 14th level, your body is mostly made up of impossibly hard crystal lattice and you can use your perfected form to crystallize upon your enemies. You gain resistance to bludgeoning, slashing, and piercing damage while your Reorganizing Aura is active.

    In addition, as an action you can choose one creature that is currently within range of your Reorganizing Aura. All of the power of your aura is funneled into that creature and the aura ends. The creature must succeed on a Constitution saving throw against your spell save DC. On a failed save, the creature is encased in crystal. On a success they are unaffected. While encased, the creature’s speed is reduced to zero and it is incapacitated. The creature is entombed in crystal for a minute or until the crystal tomb takes thunder or magical bludgeoning damage, whichever comes first. The crystal tomb breaks whenever it is damaged by thunder or magical bludgeoning damage, and the trapped creature falls prone.

    Spoiler: Changelog
    Show
    • Split level 2 ability apart.
    • Changed focus crystal to Refracting Crystal
    • Added "no summons" clause to crystal formed
    • Edited Read the Crystals based on other changes
    • Changed Body Reorganized to be a short term incapacitation instead of petrify

    Last edited by RickAsWritten; 2020-09-24 at 12:49 PM.
    Spoiler: Homebrew Subclasses by RickAsWritten
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  9. - Top - End - #9
    Ogre in the Playground
     
    WolfInSheepsClothing

    Join Date
    Aug 2013

    Default Re: Subclass Contest XVIII: Five Stars

    Sorcerous Origin: The Savant

    While a savant is functionally a sorcerer, a spellcaster who need not dedicate himself intellectually to the pursuit of arcane knowledge, he draws his spellcasting ability not from a special bloodline; the savant's mind is simply unusually tuned toward arcane understanding, particularly within a specific arcane discipline. The way a savant thinks of magic is unique to that individual and the unusual way their mind is ordered. Perhaps one savant might "see" a spell as a complex three-dimensional shape in his mind, while another might "hear" a spell as a sequence of musical notes. The unusual organization of a savant's mind will often lead to behavior others see as unusual, such as strange obsessions or bizarre rituals, but others are simply brilliant but enigmatic maestros of magic. While most savants are born with this gift, on rare occasions an individual can develop this unusual proficiency after recovering from a traumatic brain injury.

    Arcane Prodigy
    When you select this Sorcerous Origin at first level, select a school of magic (Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, or Illusion). When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the any spell list as long as the spell is from the school you selected. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, you can learn spells of the school you selected from written sources you encounter, such as scrolls and spellbooks, even if those spells are not normally sorcerer spells. Learning a spell this way takes one hour for each level of the spell in question, and you cannot learn a spell in this way if you couldn't cast the spell normally. This does not increase the maximum number of spells you know, so usually you will have to choose to forget another spell you know to learn a spell in this way. Spells you learn this way are sorcerer spells for you.

    Spoiler: Sidebar: A Savant's Spellbook
    Show
    Because savants can learn spells from written sources, some may decide to keep a "spellbook" with them of spells they've encountered. However, this subclass doesn't actually give them the ability to transcribe magic from one source to another like wizard can: indeed, the unusual way a savant's mind processes magic often makes such an effort impossible unless they have training from another class. This means that a savant's collection of spells is more likely to be a disorganized mass of scrolls of different sizes and torn-out pages from tomes than a proper spellbook.


    Efficient Savant
    Starting at sixth level, the spells you cast from within your area of expertise make more efficient use of magical energies than those of other spellcasters. Whenever you cast a sorcerer spell from your chosen school using a spell slot, you may treat the spell slot you used to cast it as if it were one level higher. This cannot be used to cast a spell using a spell slot which is of a lower level than the spell you cast.


    Callosal Spellcasting
    Starting at 14th level, you learn to multi-task with impossible efficacy by dividing your mind in two. You can concentrate on two spells at once, as long as both spells are from your chosen school and neither spell is above fifth level. If you are forced to make a concentration save while concentrating on two spells, make two separate saves. You can choose which save is for which spell after you know the results.


    Inspired Prodigy
    At 18th level and beyond, you gain extraordinary flashes of insight into your area of expertise when you need them most. You can cast a spell from your chosen school, from any spell list, even if you do not know it. It is a sorcerer spell for you. You can use this ability once, and you regain the use of this ability whenever you complete a long rest.

    Spoiler: Q&A
    Show
    What were your design goals for this subclass?
    I was going for a lore-neutral, simple spellcaster concept. While it's functionally a sorcerer, it should feel more like a wizard in terms of lore and their place in the world.

    Does Arcane Prodigy mean I can't learn sorcerer spells that aren't in my chosen school?
    Arcane Prodigy does not limit your ability to learn spells from the sorcerer spell list.

    Can I use Arcane Prodigy to learn a spell from a scroll if the spell is too high level for me to cast normally if I've used Flexible Spellcasting to create a spellslot high enough to cast it?
    The intention is "no", and there's language in there which I hope makes that clear. However, this is not a new issue for sorcerers: there is some debate as to the RAW/RAI of a sorcerer creating a higher-than-normal spell slot, gaining a level, and thusly learning a higher-than-normal spell on that levelup. If your DM allows that, they should probably allow doing the same via scroll for a Savant.

    Efficient Savant says you can't use it to cast a spell using a lower level spell slot, so what does it actually do then?
    It's a free upcast. You can't cast Fireball with a 2nd level spell slot, but when you cast it with a 3rd level slot the feature "upgrades" the slot to 4th level. I felt this was an elegant way to universally make any spell a little better. For most damage spells, for example, this is going to add one extra dice of damage: a fireball gets +1d6 for example, reasonably comparable to features that add a stat mod to damage. The ability is more powerful on some spells than others, so a savant is more incentivized than some other sorcerers to pay attention to how their various spells change when upcast.

    Is Callosal Spellcasting balanced?
    I think so. There are a variety of ways to circumvent concentration already in the game: Simulacrum, Ring of Spell Storing, Spell Storing Item, Glyph of Warding, and others. At the time I'm writing this I feel like the ability is reasonably constrained: 5th level spells or lower and one spell school only, and the ability comes at 14th level to boot. But I am absolutely open to discussion on the matter and ways to make this more balanced without complicating the subclass too much.

    If I cast a 5th level spell at 6th level using Efficient Spellcasting, is it ineligible for use with Callosal Spellcasting?
    Yes, a spell cast using a higher level slot (or treated as if it were) assumes the level of the slot used to cast it. However, you can choose not to use Efficient Spellcasting when you cast the spell to keep it at 5th level.

    Does a spell you cast with Inspired Prodigy require a spell slot?
    Yes. A feature only does what it says it does: in this case, the only part of the normal spellcasting rules altered by the feature is the requirement that you know the spell. All other requirements of casting a spell including spell slot usage, necessary components, and casting time are not changed.
    Last edited by Damon_Tor; 2020-10-07 at 06:04 PM.

  10. - Top - End - #10
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: Subclass Contest XVIII: Five Stars

    RANGER ARCHETYPE: UNERRING MARKSMAN

    Sniping
    Beginning when you take this subclass at 3rd level, you gain the Sniping ability. Whenever you make a ranged attack with advantage, you add +2d6 damage on the first hit of that round. Your sniping damage goes up by 1d6 at 7th, 11th, and 15th level.

    Superior Accuracy
    Also at third level, you gain superior accuracy. You gain access to special ranged attacks known as trick shots, fueled by Accuracy Dice.

    Trick Shots You learn three trick shots of your choice. Many trick shots enhance a ranged attack in some way. You can use only one trick shot per attack. You learn two additional trick shots of your choice at 7th, 11th, and 15th level. Each time you learn new trick shots, you can also replace one trick shot you know with a different one.

    Accuracy Dice You have four accuracy dice, which are d8s. An accuracy die is expended when you use it. You regain all of your expended accuracy dice when you finish a short or long rest. You gain another accuracy die at 7th level and one more at 15th level.

    Saving Throws Some of your trick shots require your target to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:

    Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier.

    Parrying Shot
    Beginning at 7th level, you may spend your reaction to reduce the damage of an incoming ranged attack by an amount equal to the damage of a ranged weapon you are armed with, plus your dexterity modifier, plus any magical bonuses on the weapon, plus one of your accuracy dice if you choose to expend it, minimum zero.

    Superior Shot
    Beginning at 11th level, you score a critical hit with ranged weapon attacks on a d20 roll of 19-20, and you no longer suffer disadvantage when making an attack at your weapon's long range.

    Perfect Shot
    Beginning at 15th level, your ranged weapon attacks ignore all cover except total cover, ignore resistance to damage of that type, and can never suffer disadvantage (however, if they would normally suffer disadvantage, you cannot gain advantage on that attack).

    Spoiler: Trick Shots
    Show
    Bonus Shot This trick shot allows you to make a ranged attack as a bonus action. You add your accuracy die to the attack roll.

    Disarming Shot When you hit a creature with a ranged weapon attack, you can expend one accuracy die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the accuracy die to the attack roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

    Distracting ShotWhen you hit a creature with a ranged weapon attack, you can expend one accuracy die to distract the creature, giving your allies an opening. You add the accuracy die to the attack roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

    Follow-up Shot This trick shot allows you to make a ranged attack as a reaction when an opponent who has been hit with one of your trick shots on your last turn moves. You add your accuracy die to the attack roll.

    Gearsplitter This trick shot allows you to manipulate mechanical devices and objects with a ranged weapon attack. You add your accuracy dice to the attack roll, and may use that result in place of a thieves tools check against a lock or trap within range.

    Golem SlayerYou may make a ranged weapon attack on an object or construct, adding your sniping damage even if you did not otherwise qualify for it (and also adding your accuracy die to the attack roll).

    Holy Shot To use this trick shot, you must target an undead creature with a ranged weapon attack. Add your accuracy die result to the attack roll. If the attack hits and the creature has less than 50 hitpoints afterwards, it must make a constitution saving throw against your trick shot save DC or be destroyed.

    Horizon Shot You may use this trick shot to target a creature you can see outside of your weapon's long range. You have disadvantage as if the target was at long range. You add your accuracy die to your attack roll.

    Long Shot To use this trick shot, you must be firing at your weapon's long range. You add your accuracy die result to the attack and the damage.

    Menacing Shot When you hit a creature with a ranged weapon attack, you can expend one accuracy die to attempt to frighten the target. You add the accuracy die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

    Pinning Shot You add your accuracy die to the attack roll of this trick shot. A target hit by this trick shot must make a strength saving throw against your trick shot save DC or have their movement reduced to zero until the end of their next turn.

    Point Blank Shot To use this trick shot, you must make a ranged weapon attack against an adjacent opponent. You suffer no disadvantage and add your accuracy die to the damage.

    Powerful Shot You add your accuracy die to the damage roll of a ranged weapon attack. The target must make a strength saving throw or be knocked prone or pushed ten feet away from you (your choice).

    Ricochet You may use this trick shot to shoot around corners. There must be an open path to the target, and it must be within your weapon's normal range. You must also somehow ascertain the target's location. The attack is made with disadvantage. You add your accuracy die to the damage.

    Skirmishing Shot You add your accuracy die to the attack roll. You may immediately move up to half your movement. This does not count against your normal movement this round. You do not provoke attaks of opportunity for this movement.

    Spellsplitter
    As a reaction to an enemy in your normal range casting a spell, you may make a ranged attack adding your accuracy die result to the attack roll. The enemy must make a constitution save versus the damage or lose the spell.

    Wild Shot You use this trick shot when you miss with a ranged weapon attack. This trick shot can be used even if the shot that missed was a trick shot. You immediately make another attack with the same bonuses, penalties, advantage, or disadvantage against a different target within the same range (normal or long) as the original target. You add your accuracy die to the damage.
    Last edited by sengmeng; 2020-10-18 at 03:39 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

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

    Nod, get treat.

  11. - Top - End - #11
    Dwarf in the Playground
     
    ElfWarriorGuy

    Join Date
    Aug 2013
    Location
    Bulgaria
    Gender
    Male

    Default Re: Subclass Contest XVIII: Five Stars

    Roguish Archetype: Exemplar

    You believe that most individuals and creatures possess a wellspring of untapped talent and capability, and that the multiverse would be a better place if only they would all try to live up to their potential. To your mind, the best way to encourage this behavior in others is to exemplify it yourself. You focus your energy on improving the skills you possess until you are able to perform them with fluidity, grace, and art. You believe that even the simplest action (such as climbing a tree or building a chair) can be done with such skill and flair as to inspire awe and stimulate a desire for selfbetterment. No matter what area you excel in, be it walking a tightrope, deciphering forgotten languages, or remembering the names of every archfiend in the Abyss, you perform it with passion and joy.

    Rogue Level Feature
    3rd Skill Artistry, Lend Talent, Sustaining Presense
    9th Persuasive Performance
    13th Intellectual Agility
    17th Inspire Talent

    Skill Artistry
    When you choose this archetype at 3rd level, you start to display unparallelled talent in some areas: where other people, however skilled, see a profession, you see an art. You gain 6 artistry dice which are d6s. Whenever you make an ability check to use a skill or tool in which you have expertise (as a result of Expertise class feature, Prodigy feat, Skill Empowerment spell, another Exemplar's Lend Talent or similar ability), you can spend one of your artistry dice and add the number rolled to the result of the check after the check is made but before the outcome is determined. Your artistry dice become d8s at 9th level, d10s at 13th level and d12s at 17th level. You regain all of your spent artistry dice whenever your finish a long rest. You regain one of your spent artistry dice whenever you finish a short rest. Additionally, you can use the bonus action granted by your Cunning Action to use any skill or tool with which you have expertise, provided the corresponding ordinary application of this skill or tool takes 1 action, as deemed by the DM. When you select new applications for the Expertise class feature at 6th level, you may designate any tool you're proficient with, not just thieves' tools.
    Lend Talent
    Starting at 3rd level, you gain the ability to lend some of your expertise to your allies, allowing them to exceed their normal talents. As an action, choose an ally wihin 30 ft and one of the skills or tools in which you have expertise. You lose expertise in this skill or tool and the target gains proficiency in it or expertise if already proficient with it. The effect lasts 8 hours, or until you dismiss it or finish a short or long rest. Dismissing Lend Talent is an action as well, though it has no range limit. This feature can be used simultaneously with itself, but a single creature cannot be affected by more than one application of your Lend Talent at any given moment, and you can't choose a skill or tool when activating Lend Talent if you have an active application of this feature tied to the same skill or tool (even you manage to reacquire expertise in it after the first application takes effect).
    Sustaining Presense
    Starting at 3rd level, you learn to call upon your force of personality to help keep yourself alive in tense or dangerous situations. Whenever you fail a Constitution saving throw, you may spend one of your artistry dice and add the number rolled and your Charisma modifier (if positive) to the result of the roll potentially changing the outcome.

    Persuasive Performance
    Starting at 9th level, you can use any skill or tool with which you have expertise as means to charm creatures. To do this, you must spend at least a minute using the skill or tool in question to entertain onlookers. The demonstration itself must be nonthreatening. To be eligible for the effect of this feature, a creature must be within 30 ft of you, see you clearly and pay attention to your performance willingly. Additional restrictions may apply as deemed by the DM (for example, if you're playing a musical instrument, any potential target should be able to hear you too). After you finish your demonstration, every eligible creature is entitled to a Wisdom saving throw against DC = 8 + your expertise bonus + your relevant ability modifier. If the saving throw fails, that creature is charmed by you for 1 hour. Regardless of the saving throw result, the creature is immune to further uses of your Persuasive Performance until you finish a short or long rest. The effect is explicitly nonmagical and doesn't have any adverse consequences like a Charm Person spell, though it ends on a specific creature if you or your companions harm it in any way. Additionally, if you charm at least one creature this way, you regain one of your spent artistry dice.

    Intellectual Agility
    Starting at 13th level, you can channel your intellect to more physical needs of yours. First, whenever you roll for initiative, you may add your Intelligence modifier (if positive) to the result of the roll. Second, whenever you fail a Dexterity saving throw, you may expend one of your artistry dice and add the number rolled and your Intelligence modifier (if positive) to the result of the roll potentially changing the outcome. Third, whenever you don't have disadvantage on an attack using Dexterity and miss with it, you may expend one of your artistry dice and add the number rolled to the attack roll potentially turning a miss into a hit. If you hit as a result, the attack deals bonus damage equal to twice your Intelligence modifier and qualifies for Sneak Attack even if you didn't have an advantage on it (all the other rules for Sneak Attack still apply).

    Inspire Talent
    Starting at 17th level, when you use Lend Talent, you don't lose expertise in the chosen skill or tool, and you may bestow one of your remaining artistry dice which the affected ally can then use in the same manner as you do, but only to boost the ability check tied to the skill or tool designated. Additionally, you may activate or dismiss Lend Talent with a bonus action instead of an action.

    Spoiler: Design notes
    Show
    This is an attempt to adapt the Exemplar prestige class from 3.5e (Complete Adventurer). I must admit I love 3.5e even with all of its failings, and it still remains a massive repository of fun concepts and mechanics that could be converted to 5e.
    Basically, the original prestige class has mediocre in-combat performance (and all combat-related features are almost explicitly defensive) and shines in particular out-of-combat areas depending on skills selected for its core feature. Another important point to note is that original class is MAD with its dependense on both Intelligence and Charisma.

    Exemplar in 3.5e is 10-level prestige class one can enter no earlier than the 11th level, so if one wants to use it full progression, one has to dedicate all remaining levels to Exemplar (barring epic levels).
    The class features are:
    1. Skill Artistry: choose a skill in which you have at least 13 ranks, gain +4 competence bonus to all checks involving it. One additional skill (with 13+ ranks) may be chosen at 4th, 7th and 10th levels.
    Rogue's Expertise feature is just too good not to use it in place of another choice a player has to make and keep track of. Was going to allow to treat a 1 on d20 as 20 ("I'm an artist, it's my opinion that counts!"), but had to invent artistry dice to make it more 5e-ish and make a shared resource pool for other features.
    1. Skill Mastery: choose Exemplar level + Int modifier skills, now you can take 10 while using them even under pressure.
    Doesn't feel like applicable to 5e because of the lack of "take 10" mechanic. And rogue has Reliable Talent which is arguably the 5e analog already.
    2. Lend Talent: accept a penalty no higher than your Exemplar level to a skill you have skill artistry in, allies withing 30ft get half that penalty as in the form of competence bonus to this skill checks. The effect ends if an ally moves out of range. At 8th level the bonus becomes equal to the accepted penalty.
    Nerfed to just one target, but allowed an affected creature to move out of range without losing the effect: I think, it makes a lot of additional out-of-combat applications possible.
    3. Bonus feat from a specific list, and another one at 6th and 9th levels.
    Ignored quietly, 5e feats are too powerful to give them for free.
    4. Sustaining Presense: bonus to Fortitude saves equal to your Charisma modifier.
    Again, a flat bonus is boring, and why not use the same artistry dice pool?
    5. Persuasive Performance: spend a minute to entertain onlookers with a skill you have skill artistry in, treat the skill check as a Diplomacy check to influence their attitude towards you.
    I hate 3.5e Diplomacy rules with a passion, and I actually used The Giant's fix instead of it every time I DMed a 3.5e game. So, the closest stock condition from 5e would be charmed. I'm particularly proud of the last clause: an artist draws inspiration from the admiration of his art other people display
    8. Intellectual Agility: bonus to Reflex saves and Initiative checks equal to your Intelligence modifier.
    Same as Sustaining Presense, but should be more powerful as 13th level subclass feature. So, the same mechanic as the lower-level feature and a flat bonus to initiative (which is a 3rd level feature for Swashbuckler, so no big deal). The ability to add artistry dice to a missed attack roll is my own invention: I feel the need to add one nominally offensive feature like other non-combat-oriented rogues sublacsses (Inquisitive and Mastermind) have.
    10. Perfect Self: same as monk's capstone, you become native outsider and gain damage reduction against nonmagical weapons.
    Scrapped, monk's Perfect Self in 5e is its own beast entirely. Instead, I thought up some improvements to Lend Talent to replace the 8th-level improvement the original gets. Moreso, it's kind of common in 5e for a capstone to improve some low-level feature.


    Spoiler: Changelog
    Show

    29.09.2020:
    • Removed the ability to regain all spent artistry dice after a short rest, changed to only one die.
    • Toned down DC for Persuasive Performance.

    30.09.2020:
    • Replaced the limiting factor for simultaneous applications of Lend Talent with more elegant one.

    04.09.2020
    • Added a clause to end the effect of Peruasive Performance in case of aggressive actions towards an affected creature.
    • Replaced the third clause of Intellectual Agility for it to make use of artistry dice too.

    Last edited by Ilerien; 2020-10-05 at 04:12 AM.

  12. - Top - End - #12
    Orc in the Playground
     
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    Default Re: Subclass Contest XVIII: Five Stars

    Wizard: School of Comprehension

    Wizards’ magic come not from the gift of bloodlines or pacts, but through knowledge. For wizards, the desire to learning is a core motivation of it and mastery of magic is but a reflection of that. Some become experts in one school, but you choose different. You choose to become an expert at becoming an expert.

    Followers of this school learn not just from the school of wizardry, but study the practices and techniques of other magic practitioners or even beyond the scope of magic. They spent their time in learning how to learn.

    With this comes a greater skill in comprehension and perhaps being able to truly go beyond what most wizards can do. Often accused of being dilettantes by some of the others, they strive forward to their devotion in learning.



    Extraacademian Education
    When you choose this school at 2nd level, you are encouraged to embrace some knowledge outside of the classroom, both to prepare for the expansion of your mind along with showing your commitment to the art of learning. You gain proficiency in two of the following options of your choice:
    - 1 set of tools
    - 1 additional language
    - 1 skill
    - 1 simple weapon


    Knack of Learning
    You are taught various techniques to maximize the efficiency of learning and transcribing spells according to your needs. At 2nd level, you can choose to either halve the time or gold it takes to transcribe a spell into your spellbook.


    Instinctual Insight
    You have honed your insight to become second nature to you. You can now understand magic being cast as you experience it before you. At 6th level, whenever another character casts a spell on the Wizard spell list, you can spend a bonus action analyzing the spell. After combat, you can then spend time transcribing that analyzed spell into your spellbook as if normally copying a spell. You cannot transcribe an analyzed spell into your spellbook again until you perform a long or short rest.

    A spell you choose must be of a level you can cast, as shown on the Wizard table or a cantrip. You can only have analyze one spell at a time and analyzing another spell means discarding what you analyzed from the previous one.


    Expedited Expertise
    By 10th level, you have become an expert of learning quickly and efficiently. As such, you are encouraged to devote your greater learning to more complex arts outside of academia. You gain proficiency in one of the following options:
    - 2 sets of tools
    - 2 additional languages
    - 2 skills
    - 1 martial weapon


    Arcane Appreciation
    At 14th level, you have pushed your devotion to the art of learning to the limit and can now comprehend more on the nature of magic around you, even of those that are beyond the wizarding arts. Choose any spell, from a cantrip up to 5th level, that you have seen in the game from any class, including this one, and transcribe it in your book. That spell is now in your spellbook and treated as a wizard spell. You can transcribe an additional spell of up to 5th level from any class at 16th level, again at 18th level and once more at 20th level.

    While non-Wizard spell list spells gained through his feature may count as wizard spells in your spellbook and can be transcribed onto a back-up copy of a spellbook, they do not apply toward Spell Mastery or Signature Spells.


    Spoiler: Design Notes
    Show

    I made this partially as a form of utilitarian form of Wizard subclass, but also from other inspirations, such as what would someone like say Twilight Sparkle would pick. Another was on the idea of learning how to learn. Most of us probably wouldn't considering learning itself to be a skill to master, but I figure those that are experts at learning are better able to learn many things and thus be open to learning all sorts of things.

    EDIT 1- 09/28/2020 14:50
    I revamped it using some of the suggestions to address some of the problems and focus more on the learning!

    EDIT 2- 10/01/2020 16: 55
    Another revamp that focuses more on the learning, along with trying to simplify the wording and add more flexability.

    Last edited by CountDVB; 2020-12-22 at 04:57 PM.

  13. - Top - End - #13
    Troll in the Playground
     
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    Default Re: Subclass Contest XVIII: Five Stars

    The Pharmacist Ranger

    Introduction

    Welcome to the pharmacist ranger, a conclave/archetype/subclass that boosts the ranger’s magic support abilities at the expense of some of its personal combat edge while thematically steering the character a bit more towards a clever person who seeks to grow their understanding of nature in a manner not dissimilar to the way a wizard or artificer looks at the world. In the wider scope of things this subclass provides a character option for an alchemist type of character who is not also and primarily a magic weapon smith. This project started out as a conversion of the alchemist subclass from the artificer to the ranger, but as that just plain did not result in a balanced class it grew more and more into its own thing instead, until only thematic similarities were left. The core ability that sets the pharmacist apart from other rangers is its knack for using alchemist’s supplies to brew temporary potions that use the entire ranger spell list a bit like a prepared caster would. At low levels this is a nice support ability that the party as a whole can benefit from, but as the pharmacist goes up in levels the potential for relatively big and unexpected power moves grows, if the pharmacist is willing to look for them and work to get there.

    As always with these projects, feedback is more then welcome.



    Pharmacist
    A pharmacist ranger sees nature not just as beautiful and at times dangerous, but also as a complex biological system that can be modified using alchemy and magic. A pharmacist expands on their magical capabilities by brewing a wide array of concoctions with which they boost their own capabilities and those of their allies.

    Pharmacist Features
    Ranger Level Features
    3rd Tool Proficiency, Revelation, Expanded Spell List, Brew Concoction
    5th Extra Attack
    7th Tool expertise, Chemical Defense
    11th Coated Weapon
    15th Improved Delivery

    Tool Proficiency
    When you embrace the life of a pharmacist at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with your choice of the herbalism kit or the poisoner's kit. You also gain the ability to use alchemist’s supplies as your spellcasting component pouch. The pharmacist features that use alchemist’s supplies do not interfere with each other or with the alchemist's supplies' normal functions that any character proficient with them could use.

    Revelation
    You use the tools and experiments of an alchemist to gain an entirely new perspective on your magic. At 3rd level you can choose to change the spellcasting ability for all your ranger spells from Wisdom to Intelligence. This is a one time and permanent choice, which determines how you practice magic from here on in. If you decide to make the change you start using your Intelligence whenever a ranger spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    This feature, upon making the choice to use Int as your spellcasting ability, also changes your other Wisdom using class features to using Intelligence instead. This affects the Foe Slayer feature and certain alternative and variant features. Revelation does not affect which attribute is associated with skills, tools, saves, ability checks and other general features.

    Expanded Spell List
    Starting at 3rd level, your spell list expands, giving you access to new spells as you reach particular levels in this class, as shown in the Pharmacist Spells table. These spells count as ranger spells and as part of the ranger spell list for you. You can include these spells in your list of spells known or use them with the Brew Concoction feature. Note that these spells are not automatically known and this feature does not increase your number of spells known.

    Pharmacist Spells
    Ranger Level Spells
    3rd Disguise Self, Heroism
    5th Enhance Ability, Enlarge/Reduce
    9th Gaseous Form, Haste
    13th Death Ward, Polymorph
    17th Destructive Wave, Skill Empowerment

    Brew Concoction
    As part of a long rest you can use your alchemist’s supplies to create one or more concoctions based on spells from the ranger spell list. The spells must be of a level for which you have spell slots and target a creature or have a range of Self. The spells must have a casting time of one action or one bonus action. A concoction can be brewed based on a spell that normally targets multiple creatures, but in doing so you bring the number of targets down to one. The spells used for the concoctions do not need to be on your list of spells known, as you don't need to be as intimately familiar with a spell to use it as part of a long and careful brewing process as you would need to be to cast it in the heat of battle.

    As an action, you or another creature can drink a concoction or administer it to an incapacitated creature. This causes the spell to immediately take effect with the drinking creature as both its target (or point of origin, in the case of some Self ranged spells) and its caster for the spell’s duration. If the spell allows or requires choices to be made the creature who ingests the concoction makes those choices. If the spell requires concentration, the concentration of the drinking creature is used. If the spell calls for the use of a spellcasting ability modifier, spell attack modifier or save DC yours is used, as it was at the time of brewing. Because of the amount of time the brewing process takes (waiting steps included) these numbers cannot be improved through temporary effects lasting only a part of the long rest. Drinking a concoction counts as casting a spell with regards to the rules of casting multiple spells per turn.

    Each concoction you brew expends a spell slot of the level of the spell. If you want the concoction to have the effect of a spell cast using a slot of a higher level, the concoction instead expends a slot of this higher level. The spell slots expended are those from the day after the long rest. If the spell has a costly material component it must be used during the brewing process, and any material components consumed are consumed at this time. The concoctions last until the end of your next long rest, any concoctions not drank at that point lose their potency.

    Below are all the spells eligible for use with the Brew Concoction feature, because they either have a target of Self or specifically target a creature that could reasonably serve as the caster. This list also indicates which spells are the extra pharmacist spells from the Expanded Spell List feature, which spells can be brewed using a higher level spell slot for an enhanced effect, which spells lose the ability to target multiple creatures because they are brewed as a concoction and what the regular casting time of these spells would be when not used as a concoction:
    Spoiler: Brew Concoction Spell Table
    Show
    Spell Name Spell Level Pharmacist Spell Upcastable Loses Targets Regular Casting Time
    Cure Wounds 1st Y Action
    Detect Magic 1st Action
    Detect Poison and Disease 1st Action
    Ensnaring Strike 1st Y Bonus Action
    Hail of Thorns 1st Y Bonus Action
    Jump 1st Action
    Longstrider 1st Action
    Speak with Animals 1st Action
    Zephyr Strike 1st Bonus Action
    Disguise Self 1st Y Action
    Heroism 1st Y Action
    Barkskin 2nd Action
    Darkvision 2nd Action
    Lesser Restoration 2nd Action
    Locate Animals or Plants 2nd Action
    Locate Object 2nd Action
    Pass Without Trace 2nd Action
    Protection from Poison 2nd Action
    Enhance Ability 2nd Y Action
    Enlarge/Reduce 2nd Y Action
    Conjure Barrage 3rd Action
    Lightning Arrow 3rd Y Bonus Action
    Nondetection 3rd Action
    Protection from Energy 3rd Action
    Speak with Plants 3rd Action
    Water Breathing 3rd Y Action
    Water Walk 3rd Y Action
    Gaseous Form 3rd Y Action
    Haste 3rd Y Action
    Freedom of Movement 4th Action
    Guardian of Nature 4th Bonus Action
    Locate Creature 4th Action
    Stoneskin 4th Action
    Death Ward 4th Y Action
    Polymorph 4th Y Action
    Tree Stride 5th Action
    Destructive Wave 5th Y Action
    Skill Empowerment 5th Y Action

    (Note that this feature makes it so that the caster of the spell and the target of it are always the same person. A spell like Hunter's Mark, which targets the creature being marked yet requires the person doing the marking being the caster, does not work with this feature.)

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

    Tool Expertise
    Starting at 7th level you gain expertise with alchemist’s supplies. You can add double your proficiency bonus to any ability check made that uses your tool proficiency with them.

    Chemical Defense
    During every long rest you can pick one damage type from Acid, Necrotic and Poison. As part of your long rest using your alchemist's supplies you prepare a neutralizing agent, antivenom or other countermeasure that gives you resistance to this damage type. The resistance lasts until you use this feature again or until the end of your next long rest.

    Coated Weapon
    Starting at 11th level as part of a long rest you can use your alchemist’s supplies to coat, infuse or otherwise enhance the business end of one melee weapon or the ammunition of one ranged weapon using a poisonous, caustic or hazardous substance. On every hit with the weapon it does 1d6 extra damage. The extra damage is Acid, Necrotic or Poison damage. You decide which of these damage types the weapon uses when you coat it. The coating lasts until the end of your next long rest or until the next time you use the feature. This feature does not make the weapon magical.

    Improved Delivery
    At 15th level you optimize the delivery system of your concoctions. Any concoctions you brew from here on take only a bonus action to drink.



    Suitability for different ranger versions

    For the purpose of building and balancing the subclass and designing the expanded spell list I assumed the use of the revised ranger without variant class features. When using the PHB ranger the extra attack at 5th level is absorbed back into the main class. When using the expanded spell list from the class features variants UA note that the pharmacist’s expanded spell list overlaps with the variant expanded spell list through Enhance Ability and Death Ward. To keep the same number of extra spells I would suggest amending the pharmacist’s spell list with Alter Self and Aura of Life.

    Here is a table of all spells on the class features variants expanded spell list that are eligible for use with the Brew Concoction feature, as well as the two spells that come in because of the overlap with the pharmacist expanded spell list:
    Spoiler: Brew Concoction Expanded Variant Spell Table
    Show
    Spell Name Spell Level Pharmacist Spell Upcastable Loses Targets Regular Casting Time
    Searing Smite 1st Y Bonus Action
    Aid 2nd Y Y Action
    Enhance Ability 2nd Action
    Gust of Wind 2nd Action
    Alter Self 2nd Y Action
    Blinding Smite 3rd Bonus Action
    Revivify 3rd Action
    Tongues 3rd Action
    Death Ward 4th Action
    Aura of Life 4th Y Action
    Greater Restoration 5th Action



    Spoiler: Changes Made
    Show

    Tool Proficiency:
    Changed it from having alchemist's supplies function as a spellcasting focus/component pouch to it functioning as a component pouch. There are too many different types of focus and ways of using a focus, so this description feels clearer on what you can now actually do with it. It also makes potential multiclassing more elegant to figure out. Your alchemist's supplies (which by their description in the books do contain "a pouch of common alchemical ingredients, including salt, powdered iron, and purified water") continue to function as a component pouch, but if you can get a benefit out of using a specific focus for the spells from your other class (or even for your ranger spells, if you're using the variant druidic focus feature) instead you are free to use one.

    Changed the backup plan for if you already have this proficiency from proficiency with the herbalism kit to proficiency with either the herbalism kit or the poisoner's kit. It seems like a good minor way to allow just a little personal flavor.

    Revelation:
    Added in that it changes Foe Slayer and any alternative/variant features to using Int as well. Correlating to this I removed some text from "Suitability for different ranger versions", as this process has been streamlined.

    Expanded Spell List:
    Added some clarification on how these are not regular bonus spells that increase your number of spells known.

    Changed Comprehend Languages to Frost Fingers. Aaaaand on the last day switched it out again for Disguise Self. It feels more like something that would fit with the concept, and it's one of those spells that might be useful to feed to an ally. And unlike 5th level 1st already has some offensive spells that can even be upcast to level 2. A ranger also doesn't get a lot of spells that compete with Disguise Self for use, so it's a cool little situational tool that fits the idea of a prepared spellcasting extension.

    Swapped out Telekinesis for Destructive Wave. It's not the ultimate in thematic appropriateness, but it's a good late game power concoction, which 5th level did not have yet.

    Brew Concoction:
    Added a clarification on Hunter's Mark being ineligible.

    Added the full list of eligible spells for ease of play (and giving feedback).

    Chemical Defense:
    Changed it from being two resistances pick from Acid, Fire, Necrotic and Poison to one resistance pick from Acid, Necrotic and Poison.

    Changed it to allow a different choice per day, given you had a long rest and access to your alchemist's tools during it.

    Coated Weapon(s):
    Brought it down from two weapons to one weapon. This brings it more in line with for instance the hunter ranger who at several points has to choose for going with a melee or a ranged based attack power. It also provides a more equal increase in power across different builds, not giving an extra benefit to dual weapon wielders. On top of this the damage die was decreased from 1d8 to 1d6.

    The damage a dex based dual weapon fighter does at high level without hunter's mark but with use of their bonus action is now 3d6+2d6+2*5~27.5. Not taking the bonus action but instead figuring in Hunter's Mark makes these numbers 2d6+2d6+2d6+2*5~31. A 17th level wizard does around 27 damage throwing a cantrip with no further investment, so this feels like about as minimal as the subclass should be going.

    Removed a line about a creature without your alchemical expertise not getting the extra damage. I'm just going to trust the player to make the choice that's right for them.



    Spoiler: My Thoughts
    Show


    I went and collected some of my thoughts on my own work before posting this subclass. Here's why I think these features work and what some points of attention are.

    The name:
    I went over a bunch of different names for the subclass, including the alchemist (taken by an artificer subclass), the analyst (not clear enough that it means laboratory analyst, same thing for technician), the arcane ranger (is it though? Also doesn’t fit the general theme that the subclass name has to be a proper name by itself rather than a tag on to the ranger bit). With the final way the Brew Concoction feature shaked out I think pharmacist or maybe apothecary works pretty well. A quick google reveals at least one apothecary ranger already having been homebrewed, so pharmacist seems like a good one to default to.

    Revelation:
    The Xanathar subclasses all have 3 features at 3rd level: extra spells, something offensive and something flavorful. Between Expanded Spell List, Brew Concoction and Tool Proficiency the pharmacist has the same general areas covered. Revelation is a feature too many, but at the same time it’s a flavor ability that is going to be disadvantageous on almost all builds, with the likely exception of some multiclass options. (And even that's pretty speculative because of the wis and dex requirements for multiclassing to or from ranger.) This is also why it’s optional. It also doesn’t add any complexity to playing your character. While it’s not a feature I would expect to see on an officially published class I don’t think it can do any real harm.

    Brew Concoction:
    The feature does not give any extra spell slots, it does not give access to ritual spells, it does not give extra spells known. It does give the ranger some of the flexibility of prepared casters, but with the caveat that they need to give exact numbers for how many of each spell they’re going to cast, which combined with the limited number of spell slots a half caster has limits the feature's usefulness. And then it has the casting time of one action. However, the feature does allow for splitting spell slots up between prepared spells and spontaneous spells and it allows for the unique benefit of letting other creatures benefit from spells with target self. Those could be powerful abilities if you find the right ways to use them. Particularly if you use the concoctions for spells that are probably going to be useful somewhere along the adventuring day. A cheesy way to take advantage of this feature is to have a familiar deliver concoctions to downed party members. It’s not inherently a lot more powerful than having them deliver regular potions or goodberries, but it’s a nice option to have. Overall I think I hit about the right power level with this feature. I did consider making spells stronger if cast this way, like adding either an extra die or a proficiency/casting stat bonus to any effects, but I chose to stay on the safe side a bit.

    Alternative names for concoctions include elixirs, brews and maybe even pills. Concoctions sounds pretty thematic and doesn’t seem to be associated with any official class features yet, hence the choice.

    Tool Expertise:
    This is the other feature too many. The easy solution would be to fold this in under Tool Proficiency, where it would not look out of place. 7th level feels like a more balanced place for this feature than 3rd though, keeping a respectful distance from the levels at which rogues and bards get their expertise as to not encroach on their special feel.

    Chemical Defense:
    The level 7 features of other ranger subclasses are mostly pretty minor defensive abilities. I considered making this feature give resistance to Acid, Necrotic and Poison damage, but resistance to 3 different energy types might be a little too much here. On the other hand, how often is this really going to come into play compared to for instance the proficiency in wisdom saving throws the gloom stalker gets here or the advantage on all saving throws that the beast master’s companion gains at this level? In the first version I posted I had already decided that 3 resistances were too much and had changed it to two from Acid, Fire, Necrotic or Poison. I switched the feature over to its current state of one resistance but changeable per long rest not just because of feedback that two resistances might be too strong but also because this way the feature is tied together with both Coated Weapon and Brew Concoction in how it functions.

    Coated Weapon:
    I needed some sort of a feature to enhance weapon attacks at level 11 or the pharmacist would steer off of the path of a martial class and need a lot of boosting to its spellcasting to compensate and end up somewhere in artificer/valor bard territory. The initial version of Coated Weapon(s) was based on the unlimited smites the paladin gains at this level. However, I had made it such that it was usable with both ranged and melee weapons by having two coated weapons active at the same time and because a ranger already gets Hunter's Mark and some other small benefits 1d8 per attack might have been too strong on a ranger in general, so that's how the current version with one weapon and 1d6 extra damage came into the world.

    What I think is a nice touch of this feature is the requirement of having alchemist’s supplies during your long rest. Combined with needing those to brew concoctions and substituting them for a spell focus/component pouch the alchemist’s supplies become to the pharmacist a bit like what a spellbook is to a wizard: being without them causes enough power loss that the player will get anxious when that possibility comes up. This is also why I remodeled Chemical Defense after this idea.

    Alternatives to this feature include giving the pharmacist cantrips and the power to use a cantrip and an attack on the same turn as well as the option of giving it some sort of bomb/acid throwing ranged attack that can be used as a bonus action.

    Improved Delivery:
    This is the one that had me worried a bit. It’s a strong feature. Then again, this is level 15, it’s go big or go home time. The main alternative would be that Improved Delivery allows spells that have a regular casting time of a bonus action or a reaction to be drank in that time when in concoction form as well. It still opens up cool possibilities that invite players to rethink their spell options, just not the possibility of things like bonus action Polymorph. Other options are to only shorten the drinking time for level 1 and 2 concoctions or to keep the drinking time the same but add a bonus to the effects of the spells.

    On the other hand: a strong feature invites the player to try and put as many of their spells slots into concoctions as they dare, bringing out the unique flavor of the subclass. As the pharmacist levels up and gains more spells known the ability to cast outside of that list stops bringing quite as much extra versatility (although new spell levels certainly help), a good boost to the feature brings it back into focus.

    Because no feedback came in from people who shared my worries Improved Delivery has survived in its glorious "every spell is a bonus action" form.
    Last edited by Lvl 2 Expert; 2022-03-01 at 04:16 PM.

  14. - Top - End - #14
    Orc in the Playground
     
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    Default Re: Subclass Contest XVIII: Five Stars

    The Sidekick

    Hi Guys!

    Here is my entry! I tried to take the concept of support to the extreme, developing an idea i've got in the head for a while. It's a subclass for the UA Revised Ranger, and, I must warn you, it could be a bit...weird!

    For the concept I was inspired by iconic figures like Iolao from the old Hercules tv series. The subclass is heavily focused on the use of reactions and Help actions, and shares, de-facto, almost all its features with a chosen best buddy.

    Hope you like!


    Here's the page of the Homebrewery

    Favored Pal
    Beginning at 3rd level, you and a willing humanoid can form a strong bond, which will allow you to develop a series of signals, maneuvers and techniques, to perform combined actions and help each other. To do so you must train together for at least 8 hours, which can be divided into intervals of at least 1 hour each.

    As long as you are bonded, both of you can now perform the Help action to aid the other using your reaction or bonus action. You can use a reaction whenever a situation contemplated by the Help action occurs, such as an Ability Check or an Attack Roll. Both of you cannot, however, take more than one Help action per round.

    You can have only one Favored Pal at a time. You can change your Favored Pal by training for 8 hours with another willing humanoid.

    Extra Reaction
    Through hard training, you learn to face any threat with astonishing timeliness. When you perform a Sidekick's feature that asks you to use a reaction, you can instead choose to spend 1 of your Reactive Charges. At 3rd level you have 1 Reactive Charge, which will become 2 at 7th and 3 at 15th. If you're under an effect that doesn't allow you to use reactions, you can't spend Reactive Charges either. You recover all your Reactive Charges at the beginning of your next turn.

    Combined Attack
    At 5th level, you and your Favored Pal move as one body. As soon as one of you hits a creature with a melee attack on its turn, the other can use its reaction to make an attack against that creature.

    Assisted Casting
    The bond between you and your Favored Pal becomes almost a communion of spirits as well as intent. Also at 5th level, when one of you casts a spell, the other can use its reaction and spend a spell slot of level no higher than 5th, to raise the level of that spell by as many levels. You must be within 30 feet of each other, and if the spell requires verbal or somatic components, both of you must be able to provide them.

    Twin Protection
    Beginning at 7th level, you have specialized in doing textbook dodges. When a creature that you or your Favored Pal can see attacks one of you, the other can use its reaction to impose disadvantage on the attack roll. You must be within 5 feet of each other.

    Proficient Assistance
    Also at 7th level, you and your Favored Pal learn to give your best when aid each other. Whenever one of you use the Help action to aid the other in an Ability Check in which the helper is proficent, the other can add half the helper's proficency bonus to the rolls.

    Flanking Counterattack
    From 11th level, you and your Favored Pal learn to exploit the breaches in your opponents defenses opened by the other. Once per round each, if a creature misses one of you with a melee attack, the other can use its reaction to make a single attack against that creature.

    Arcane Affinity
    Also at 11th level, the bond between you and your Favored Pal became even stronger. Both of you can now cast spells with range of Self targeting the other, and if the spell requires a reaction, both of you can be considered as the caster for the purpose of triggering it.

    For exemple, if your Favored Pal can cast the Shield spell and you are hit by an attack, it can use its reaction and cast it on you.

    You must be within 30 feet of each other.

    Complete Synergy
    Finally at 15th level, having overcome so many dangers together has taught you how to deal with them. Whether it is through physical help, advice, encouragement or the simple awareness of the presence of the other, you and your Favored Pal can now take the Help action to give advantage on the other's next Saving Throw, provided that it makes the throw before the start of the helper's next turn.

    When either of you does this, it can still apply the effects granted by the Favored Friend feature to the Help action.

    Spoiler: FAQ
    Show
    Why this subclass have Ranger Conclave Features at 5th level?

    This subclass is made for the UA Revised Ranger, that have an additional Ranger Conclave Features at 5th level instead of an Extra Attack.

    Which features a Sidekick shares with its Favored Pal?

    A Sidekick shares all its features except Extra Reaction.

    Can a Sidekick use its Reactive Charges to perform an Attack of Opportunity?

    No, Reactive Charges can be used only to fuel Sidekick's features.

    How many attacks can a Sidekick or a Favored Pal perform with Combined Attack and Flanking Counterattack?

    A Favored Pal have only one reaction. If it use that for an additional attack it can't use it for other features, like its owns, the ones shared by the Sidekick, or the attacks of opportunity.

    A Sidekick can, however, spend Reactive Charges to use this two features, but all these additional attacks are less likely to hit than a normal Extra Attack, as they require two rolls to hit: the one that triggers the attack, and the attack itself. In addition, Flanking Counterattack can only be used by both players once per round, regardless of the number of Reactions or Reactive Charges available.

    Is it possible to cast a spell of a higher level than the original slot using Assisted Casting?

    No, you can only upscale a spell, not "merge" the spell slots into a higher level one to cast a higher level spell.

    Can a Sidekick cast a spell from its Favored Pal's spell list using Arcane Affinity, and vice-versa?

    No, a Sidekick can only cast its Self spells targeting its Favored Pal, and vice-versa.

    Can you use Flanking Counterattack toghether with Combined Attack?

    No, since you can use Combined Attack only with attacks made in your turn, or in the one of your Favored Pal.
    Last edited by Old Harry MTX; 2020-10-18 at 11:09 AM.

  15. - Top - End - #15
    Barbarian in the Playground
     
    Breccia's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    I wish I had seen this earlier.

    The Exterminator
    (Ranger Subclass)

    Many rangers see themselves as hunters, explorers, or raiders, looking for anything from a challenging delve into a bandit’s layer or simply their next meal. Exterminators are different. They aren’t looking for the thrill or the challenge – they are looking for a kill.

    Exterminators are trained in combat, but focus on specific foes – their Favored Enemies. And they’ve spent years on how to end their lives, using whatever means are the most handy. Some make their way in the world ridding the world of dangerous beasts or magical threats. Others have a vendetta against a type of creature, one they're very determined to enact. And yet others are assassins, killing for money -- often sentient creatures.

    Toxic Knowledge
    At 3rd level, the Exterminator gains proficiency in the Poisoner’s Kit if they don’t have it already.

    If an Exterminator has a Poisoner’s Kit, access to materials (typically a town or city) and a day, they may modify any number of poisons they have to work better on one of their Favored Enemies. Modifying each poison costs 10gp worth of materials (the DM may allow the Exterminator to use other resources, like rare plants or fungi)

    A modified poison has an enhanced effect when the Exterminator uses it on the chosen Favored Enemy. The DC of any saving throw increases by the Exterminator’s proficiency bonus. The effects of the poison used any other way are unchanged.

    If the Exterminator creates any poisons themselves, they may modify it as above without spending any extra resources or time.

    Depending on the setting and the Favored Enemy in question, the DM may allow the Exterminator to modify holy water, acid or other chemical weapons. Exterminators of undead and elementals do exist, after all.

    In addition, during a Long Rest, if the Exterminator has a Poisoner's Kit and access to plants and household supplies (such as by being in a forest or in a town), they may brew up to three special vials of Favored Basic Poison, each one specifically affecting one of the Exterminator's favored enemies (in any mix they want). These special vials have the same effects as Basic Poison, except they only work against the favored enemy in question. Brewing Favored poisons does not cost any effective amount of money or materials -- they are able to make these specialized poisons out of relatively commonplace items.

    At 7tth level, the Exterminator may choose to replace any of their Favored Basic Poison with Favored Spider Venom and/or Favored Assassin Blood.

    At 11th level, the Exterminator may choose to replace any of their Favored poisons with Favored Torpor and/or Favored Essence of Ether.

    At 15th level, the Exterminator may choose to replace any of their Favored poisons with Favored Burnt Ochur Fumes and/or Favored Wyvern Poison.

    An Exterminator may keep up to 12 vials of Favored poisons usable in their possession indefinitely, but outside of their possession, they expire within 24 hours. When the Exterminator uses a Favored poison, it has the same DC increase as any modified poisons detailed above.

    Vials of inhaled poison can be thrown using the same rules as Acid and creates a 15 food cube effect on impact, then are immediately dispersed.

    The Fragility of Life
    Also at 3rd level, the Exterminator can strike their Favored Enemies with precise, mortal strikes. Once per turn, when they strike one of their Favored Enemies with a weapon or spell, they may add 1d6 damage to the result. This damage increases to 2d6 at 7th level, 3d6 at 11th, and 4d6 at 15th.

    If the Exterminator hits multiple Favored Enemies with a single weapon or spell attack, they can only apply the extra damage to one of them.

    And How to Bring It
    At 7th level, any weapon or spell attacks the Exterminator uses on a Favored Enemy score a critical hit on a natural 19, as well as a 20. (If a 19 is already a critical hit, there is no further effect)

    Also at 7th level, any spells the Exterminator casts on their Favored Enemies that allow Dexterity of Constitution saving throws have those spells’ DCs increased by 2. This applies to all spells, not just ranger spells.

    Crush the Swarm
    At 11th level, the bonus damage of Fragility of Life may be applied twice per turn, but only on two different targets. If a single weapon or spell hits multiple Favored Enemies at once, the bonus damage may be applied to two of them in that single attack.

    Remove the Head or Destroy the Brain
    At 15th level, the bonus of How to Bring It improves. The Exterminator now scores critical hits against their Favored Enemies on a natural 18, 19, or 20, and the DC of their Dex and Con spell saving throws increases by 4.
    Last edited by Breccia; 2020-10-08 at 11:36 AM.

  16. - Top - End - #16
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Subclass Contest XVIII: Five Stars

    Monk Archetype: Way of the Intercepting Fist
    "I fear not the man who has practiced 10,000 strikes once, but the man who has practiced one kick 10,000 times"

    The Way of the Intercepting Fist is less a martial art discipline, with specific techniques and skills, but a methodology, a philosophy, a form of expression. It is not art or beauty, it is not brutality or violence. It is an attempt, and true masters will recognise that it is but an attempt, at the true expression of martial arts. Be like a cup, filled, and emptied, and filled again. And of course, practice your moves 10,000 times.

    Empty Your Cup
    Starting at 3rd level you learn to flow from one form, stance or style to another, adapting to the situation. As a bonus action, by spending 1 ki point you may add your highest ability modifier to armour class, initiative, one kind of saving throw or one kind of attack roll. So you may add your modifier to Constitution saves, or Melee attacks, but must spend an additional ki point to also affect Wisdom saves or Spell attacks. This bonus lasts for 1 round at levels 3-6, 2 rounds from levels 7-10 3 rounds from levels 11-14 4 rounds from level 15-18 and 5 rounds levels 19-20.

    Be Like Water
    Starting at 3rd level, as a bonus action, you can convert your unarmed strike damage to slashing or piercing damage, or back to bludgeoning, if you have changed it already.

    Game of Death
    What doesn't kill you, teaches you. As a reaction, after taking damage, you may spend 1 ki point to gain resistance to that type of damage. This resistance lasts 1 minute. In addition, if reduced to 0 hit points by any form of damage you may spend 2 ki points to instead be reduced to 1 hit point and gain immunity to that form of damage for 1 round. You may only have one resistance or immunity from this ability active at any time.

    One-Inch Punch
    At 11th level you gain the ability to focus your energy into a single devastating strike, that requires the absolute minimum of movement. As a reaction to being attacked, you may spend 4 ki points to use this ability. You make a single unarmed melee attack at a target in your reach. You gain advantage on this attack roll. Any hit you score with this ability is a critical hit. Reroll any 1s or 2s on the damage roll. You may perform this action even if Paralyzed or Stunned, and you suffer no disadvantage from any condition that physically affects you, allowing you to strike if bound or underwater without impediment.

    Enter the Dragon
    At 17th level you have achieved something very close to the pinnacle of martial arts. You are just better than other fighters who have limited themselves to one style, one path, one way. You have practiced your basic attacks and defenses 10,000 times. You are now The Dragon and gain the following benefits:

    • If unarmoured your AC now equals 13+Dex+Wis.
    • Your unarmed die is d12.
    • When you use Flurry of Blows, you gain 3 extra attacks instead of 2.
    • You may use Patient Defense as a Reaction to being attacked
    • You may use Step of the Wind as a reaction to taking damage.
    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

  17. - Top - End - #17
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    The time to write is gone, the time to vote is now! Lots of entries this time, so you've got a hard choice ahead of you.

    https://forums.giantitp.com/showthre...1#post24761411
    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.

  18. - Top - End - #18
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: Subclass Contest XVIII: Five Stars

    Quote Originally Posted by MoleMage View Post
    Alright I haven't forgotten about this, and it's time to declare our winners!

    In third place, with six points earned each, we have a tie between Edea's Luxury Domain and Ilerien's Exemplar Rogue! One's opulent, the other is optimal, which will you pick?

    In second place, with seven points apiece, we have a three-way tie between BerzerkerUnit's Game Master, RickAsWritten's Circle of the Crystalline, and Lvl 2 Expert's Pharmacist Ranger. That's too many different things to easily make a joke about, but good work all three!

    And in first place, with 11 points earned, we have nickl_2000's Chef! Let good food be your good fight, but don't forget to eat it too!

    For themes, it's a little more cut-and-dry. Something Borrowed took the cake with 9 points compared to the runner-up Refine Mayhem at 6. We'll see Refine Mayhem again in next contest's voting pool, and we'll see Something Borrowed II on its own thread shortly.
    Voting has been called! Something Borrowed II will be up shortly. Lot of good entries as always.
    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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