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

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    Default D&D Subclass Contest XX: Subsystems Online

    It's time for our next subclass contest! Subclass Contest XX: Subsystems Online.

    1. The class must fit the theme of the contest. For our twentieth contest, we are trying out a new theme for the first time: Homebrew Mechanics. Obviously all of what we do here is homebrew, so what this means specifically is your subclass should implement special homebrew mechanics, either developed elsewhere or original to this creation, that can be transferred and used by another class. Did you find a good homebrew alchemy system, and want to make yourself a ranger subclass based around it? Or maybe you think someone's spellcasting variant is really good and needs an Eldritch Knight of its own? Martial Traditions, variant magic, unique crafting mechanics, even turning combat into a minigame, as long as it's homebrew and it could be used elsewhere or already was, it's on theme.
    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. The rule about obtaining permission is especially important in this particular subclass contest, since entrants are expected to borrow from other homebrew. Obviously if you use your own homebrew, you are assumed to have given yourself permission.
    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 the end of the day on January 17th January 31st, 2021 (Happy New Year all!). The next day, 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...ming-Frequency
    Voting thread: To be created January 18th. February 1st
    Last edited by MoleMage; 2021-01-14 at 12:32 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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

  2. - Top - End - #2
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D Subclass Contest XX: Subsystems Online

    I'm kind of getting an Eldritch Knight kind of vibe from the topic, so here's a Bard that replaces their spellcasting with the Works of Art analog found in the Artist, a class I designed. It was a labor of love and I take every opportunity to pull it out and wave it around, so thank you for this one.

    Subsystem Source: The Artist

    One of the folks that bought it requested a Musician type, but I had explicitly avoided music to avoid stepping on the Bard's toes, this seems like a good chance to meet their request in a different way.

    Bardic College: Musicians

    As a Bard, the arts have been an integral element of your development, however, the powerful lure of your Arcane dabbling has ever thwarted the creation of truly great works. As a Musician, you may have begun pursuing music with such dedication your arcane gifts wane over the course of months, or perhaps you awoke bereft of your magic after potent dreams inspired you to create a work unlike any that's come before, a work that not only moves hearts, but twists existence around it.

    This is your Song
    Beginning at 3rd level you lose all spell slots and any spells you know from this class. When you gain the Magical Secrets feature you can cast one of the spells you know once without using a spell slot and must complete a long rest before doing so again. In exchange for the formulaic power of Arcana you gain an endless font of inspiration that allows you to craft Works of Art through your Medium of Expression: Music. Complete rules for creating Works of Art can be found below. The Songs you create with this feature are capable of altering reality in potent ways.
    Spoiler: Limits of Song
    Show
    A creature must be able to hear the Musician to be affected by a Work. The Bard can safely assume every creature not behind full cover within 50 feet will hear a tune at normal volume with exceptionally loud performances clearly audible at 300 feet. Magic, Instruments, and weather can increase or decrease this distance even further at the DM's discretion. Though many creatures may hear the song, its effect will be limited to creatures in the area you specify.


    Overture
    At 6th level you learn to channel your Bardic Inspiration into your Musical Works. On your turn you may spend one Bardic Inspiration die to add a free point of Passion, Concept, or Execution to a Musical Work. You can use this feature a number of times equal to your Proficiency bonus and regain all uses after a long rest.

    Haunting Melody
    Beginning at 14th level you can craft Musical Works so subtle that they can be passed from one person to another before taking effect. When you assign 5 points to Execution you can choose to pass a Musical Work to another creature without it immediately taking effect. The creature will be haunted by the tune for a number of days equal to your Charisma bonus. The creature can use an action to hum, sing, or otherwise perform the song allowing its effect to manifest. The creature itself is affected and any area of effect is centered on the creature. You can only have one such Melody in existence at a time. If you create another before the previous one is expended, the power of the previous one dissipates though the target creature will remember the song itself for the duration.


    Musical Works

    A Primal Language

    The Artist is an individual with a mysterious power. Many theories have emerged regarding the source of their power and the role they play in the cosmos, but the only truth understood is that a true Artist shapes the world through their works. The Storyteller is not simply a Bard regaling others with tall tales and dabbling in magic, the Storyteller speaks and it is so. The Dancer’s stomp may upend the earth and their spin stir a cyclone, the Painter’s portrait steels one against the flow of time.

    Religious scholars argue that Artist’s are heretical by nature, their Arts are blasphemy, aping the means by which the gods fashioned the Planes. Wizards bitterly argue about whether the reality shaping effects of Art mimic magic or magic mimics Art. Artists have no commonly held belief on the matter, most are comfortable with the ambiguity. As a Bard that has cast aside magic for Music you must come to your own conclusion.

    The Media
    Each Artist focuses on a medium to translate their internal imaginings into something external and recognized by the world and its denizens. The more imperishable the Art, the more subtle and enduring its effects, but a single dance, a splash of color, or a bold narrative can evoke dramatic changes to creatures or the environment. Each Artist is given to their own techniques, but at their transcendental levels of skill, the Sculptor strikes a single blow against the stone causing all the excess to fall away and reveal the statue within, a Painter might pour all the necessary pigments in their mouth and blow them onto the canvas creating a masterpiece in a moment. Your skill with voice, instrument, or even the snap of your fingers is no different, gifting the world with music that will chill, charm, or shatter in a moment.

    Changing a Moment Captured
    An Artist is often dismissed as little more than skilled labor, some may be viewed as scholarly academics but they are rarely confused for dangerous opponents on a battlefield, and that is to their foes’ detriment. An Artist’s work can terrify or endear enemies, embolden allies, even alter the landscape. Ignoring one as they outline your failure or compose their own escape is a mistake you may only make once.

    Works of Art
    An Artist’s Works affect the world in a manner not unlike magic, but where the scholarly application of principles allows for the creation of spells and items with reliable effect, a Work of Art is an effort to capture a moment and in turn affect the moment as it occurs. When a Work’s effect is expended, no duplication is possible, the Artist must find a new moment to capture, create a new Work to influence it.

    Genius and Madness
    Terrifying as their powers may be, Artists are not gods and excessive use of their power whittles away at their will. There is a phrase common among Artists, that genius and madness are separated by the thinnest of lines. The process of continuous creation takes its toll on the Artist, first mentally, then physically. A creative fervor can lead to an Artist being hampered by weakness, illness, and madness for days or even weeks. Great works that create sweeping changes can leave one a gibbering goon at death’s door.

    As an Artist gains experience they can learn to better regulate their flow of ideas, cultivating the ability to consistently create great works.

    Flow of Ideas
    When you create a Work of Art you have to state your intent and define what the work will do. Then you must prioritize the 3 Elements of Creation- Passion, Concept, and Execution.

    Passion: This is a measure of the emotion behind the Work and will determine how drastically it impacts its audience. The more you create, the desire to innovate prevents you from endlessly hammering out identical works. Once a Condition (as defined in Appendix A: Conditions in the Player’s Handbook) listed under Passion is chosen to be part of a Work’s effect, it cannot be used again until you complete a Short Rest. The maximum number of effects a Work can apply is equal to the number of points placed in Passion +1.
    Spoiler: Passion Table
    Show

    Passion
    Points Allocated Possible Effects
    0 At this level a Work can:
    - Affect a single creature or a medium or smaller object
    - Inflict Slashing, Bludgeoning, or Piercing Damage. A successful saving throw avoids the damage completely.
    - Inflict the Prone or Deafened Conditions.
    - Create a minor change in an object, such as its color or flavor.
    - Grant a single creature Advantage or Disadvantage to their next Attack or Check.
    - Increase a creature's movement speed by 10'.
    - Creatures that fail their saves or objects can be moved 5'.
    - An object up to 5' on a side can be created. The object may look fancy but is of poor quality, being unsuitable for crafting and ceasing to function at the end of the Work's duration.
    1 At this level a 5 ft cube can be affected as above. Additionally:
    - Fire and Poison damage can be inflicted while Slashing/Piercing/Bludgeoning damage is considered magical.
    - The Poisoned condition can be applied to a target.
    - A single creature can be granted Resistance to one form of damage.
    2 At this level up to a 10' cube can be affected as above. Additionally:
    - Lightning or Cold damage can be inflicted.
    - Saving throws now only reduce damage by ½.
    - The Blinded and Charmed condition can be applied.
    - Creatures in the area can be granted a Swim Speed or Climb speed equal to their walking speed.
    - Creatures that fail their saves and objects can be moved up to 10 ft.
    3 At this level up to a 20' cube can be affected as above. Additionally:
    - Acid or Thunder damage can be inflicted.
    - Targets can be granted Resistance to 2 types of Damage.
    - Creatures in the area can be granted a Fly or Burrowing Speed equal to their walking speed.
    4 At this level up to a 20' radius sphere or a 40' line can be affected as above Additionally:
    - Psychic or Necrotic damage can be inflicted.
    - The Stunned condition can be applied.
    - Objects created can now be up to 15’ on a side and are of average quality for their type. They still cease to function at the end of the Work’s duration.
    - Non magical objects in the Work’s area of effect can be destroyed or transformed into other objects of equivalent value.
    5 At this level up to a 30’ radius sphere or 100’ line can be affected as above. Additionally:
    - Force damage can be inflicted.
    - The Paralyzed condition can be applied.
    - Creatures and objects can be granted Resistance to up to 3 damage types or Immunity to 1 damage type for the Work’s duration.
    - Creatures can be given the ability to survive in environments as harsh as vacuum.

    Concept: This determines the longevity of the work, a stronger concept will carry on long after the emotional content of the Work is forgotten.
    Spoiler: Concept Table
    Show

    Concept
    Points Allocated Effect Duration
    0 Instant or until the beginning of your next turn
    1 1 Minute
    2 1 Hour
    3 8 Hours
    4 24 Hours
    5 Until Dispelled

    Execution: This is an estimate of the effort and sacrifice made to produce the Work on a deadline. Great Art can be created in bits and pieces over time, but for the Artist, capturing the moment as it occurs is crucial for the Art to impact the moment itself.
    Spoiler: Execution Table
    Show

    Execution
    Points Allocated Creation Time
    0 1 Minute
    1 1 Action and 1 Bonus Action
    2 1 Action
    3 1 Bonus Action
    4 -
    5 Reaction

    You can freely assign as many points as you like to each element, though exceeding your Flow of Ideas limit incurs Burnout. No matter how many points you assign to Execution, only one Work can be created per Round, so if you craft a work during your Turn, you cannot craft another as a Reaction before the beginning of your next turn

    Burnout
    If the total number of points you assign to a Work exceeds the current value of your Flow of Ideas, you reduce your Wisdom Score by 2 for each point until you reach 0. Any additional points are subtracted from Constitution. Your Flow of Ideas limit is 3 at level 3 and increases by 1 at each odd level to a maximum of 11 at 19th level.

    At 0 Wisdom you roll on the Temporary madness table found in the DMG and act as if under the effects of Confusion, at 0 Constitution, you will die. This attribute loss cannot be mitigated or restored in any way other than what is described below. You recover 1 point of Wisdom lost in this way after each short rest and the Confusion ends when you have a Wisdom of 1 or more, while the madness lingers until your Wisdom returns to its normal value. You regain 1 point of Constitution lost this way after each long rest. Reducing yourself to 0 wisdom this way before returning to normal makes the madness Permanent.

    Works of Art
    A Work of Art, be it a dance or a painting, creates an effect. These effects can vary wildly depending on Artist and intent. When creating a work intended to affect a particular area, the Artist needs to be able to sense the Area they are affecting. A Work intended to affect creatures must be sensed by the targets. A Sculptor granting flight to an ally may hastily throw together clockwork wings to carry them aloft while a Painter may sketch wings onto a rendering causing the same sketchy wings to bloom into being on their ally.

    A Work of Art can manifest many changes such as moving objects, altering their orientation, or causing destructive forces to spring into being. The effects of spells however, are beyond their reach. Works cannot dispel magic, break curses, or banish summoned creatures. While a Work’s effect is magical, it does not have a level so the DC to dispel it is always 10. Effects provided by a Work do not have the same failsafes some Magic does, such as the Featherfall spell allowing a target to safely descend or Mass Suggestion affecting creatures you choose. All targets in a work’s area of effect are affected.

    A Work of Art that manifests a damaging effect, such as a caricature of a foe that adds a bloody gash to its face or a Song that causes its ears to bleed, deals damage equal to your Artist level. For every point allocated to Passion, you can increase the damage by 3 and may inflict a condition on the target as found on the Passion Table.

    Passion, Conditions, and Damage
    Passion is additive. A higher damage effect can be laden with numerous negative Conditions and deal multiple types of damage. It is unwise to do so since all the effects end with a single successful save leaving you unable to create debilitating Works until you have completed a short rest.

    Depending on the amount of Passion used, Targets can avoid some or all of a Work’s effects with a successful saving throw of the DM’s choice. In general cold, necrotic, poison, and thunder damage require Constitution saves while psychic requires Wisdom saves and all others require Dexterity saves but the DM is the final arbiter of which is applicable. The DC for this saving throw is:

    8 + Charisma Modifier + Proficiency bonus

    Damaging effects with a duration longer than instant do not add your Artist level to their damage. Creatures suffer the damage once at the beginning of their turn or upon contact with the source of damage, but no more than once per turn. Any and all persisting effects of a Work end when the target succeeds on a saving throw at the end of their turn or if they take a reasonable Action to end the effect (dousing fires, taking an Antidote, stanching a wound, etc).
    Last edited by BerzerkerUnit; 2021-01-23 at 04:46 PM.

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

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Monastic Tradition: Way of the Stone Foot

    Monks who follow the Way of the Stone Foot have learned to master their Muladhara, the Root Chakra. While entering the Stone Foot Stance they can lower their center of gravity beyond what is possible by normal means, sinking their Root Chakra into the earth beneath their feet and binding it there. This gives them unmatched leverage in combat, allowing for feats of strength and endurance beyond the limits of their physical form. Because of this, Stone Foot Monks are legendary grapplers, able to best creatures many times their size and strength.


    Stone Foot Stance
    When you devote yourself to this tradition at third level, you learn to use the Stone Foot Stance to connect your Ki with the Earth beneath your feet, anchoring yourself by lowering your root chakra into the ground. Once on each of your turns you can choose to enter the Stone Foot Stance or, if you are already in it, deepen the stance by one level. The stance has a depth of 1 when you enter it and has a maximum depth equal to your wisdom modifier. Every level of depth in this stance adds the following cumulative effects:
    • Your weight is doubled
    • All your movement speeds are reduced by 10 feet.
    • You gain a +1 bonus to your strength saves, strength checks, and melee damage rolls.
    • You gain 5 temporary hitpoints. If you already have temporary hitpoints from Stone Foot Stance, these hitpoints are added to them. You lose these hitpoints if the stance ends.
    • For every two levels of depth in your stance your effective size increases by one category in regard to grappling and shoving.

    In addition, while in Stone Foot Stance you cannot fly, drop prone, or mount a creature. Taking damage from a fall does not cause you to become prone while in Stone Foot Stance. In Stone Foot Stance you cannot swim: you sink in fluid but can walk along the bottom without an additional speed penalty.

    You can end this stance on your turn; you cannot move the same turn you end the stance, as it takes you a moment to realign your chakras, nor can you enter the stance again on the same turn you end it. In addition, the stance ends if you become prone, or if you end your turn while your feet are not in contact with a solid surface that can bear your weight.

    Spoiler: Sidebar: Stances
    Show
    A stance is a martial discipline that requires the use of your whole body: as such you cannot enter another stance if you are already in one. While The Way of the Stone Foot provides access to only one stance, via multiclassing, feats, and other sources, you might gain the ability to enter different stances in different circumstances. Just remember that in order to enter a different stance, you must exit your Stone Foot Stance first.



    Earthroot Chakra
    Starting at sixth level, you become as the earth, allowing mastery of your chakras to lend strength to your body. Whenever you make a strength save or a strength check, you can spend 1 ki point to add your wisdom modifier to the result. You can choose to do so after you know the result of the roll.


    Chakra Mastery
    By eleventh level, your mastery of your chakras allows you to sense and take advantage of the imbalances in an opponent's ki. When you hit a creature with an unarmed attack and have a free hand, you can spend 1 ki point to attempt to grapple or shove that creature as a part of the same action.


    Muladhara Binding
    By 17th level, your understanding of the root chakra gives you an unmatched insight into the weight and balance of an opponent, allowing you to use your superior leverage to strike one enemy with the body of another. While grappling a prone creature smaller than your effective grappling size, you can treat that creature as a simple melee weapon with which you are proficient. It counts as a monk weapon, deals bludgeoning damage equal to your martial arts damage die, and has the thrown property with a range of 20 feet. When you attack a target using a creature as a weapon in this way, make the attack against both the target and the creature being used as a weapon, making a separate attack roll for each.


    Spoiler: Q&A
    Show

    Doesn't this subclass seem pretty MAD?
    Yes and no. The class is designed so that it can function very well as a grappler with only a moderate investment in strength: as long as they are deep into their Stonefoot stance, they can gain up to a +5 bonus to their strength checks. In addition, starting at level 6 they can spend 1 ki to add their wisdom modifier to their strength checks. This is on top of any strength modifier they happen to have, so it should still probably be treated as a tertiary score, but the class functions as intended with the score left at 14 or so. Alternatively, a character deeply devoted to grappling excellence could opt to treat strength as their primary attribute instead. Monks can use strength for their attacks if they choose to do so, so a Stone Foot Monk who raises his strength to 20 while leaving his dex at 14 would be just as effective at dealing damage as any other, trading some AC to become one of the most effective grapplers possible. In my head I refer to this build as "the Sumo".

    If your speed is zero, does this prevent you from deepening your Stone Foot Stance?
    No, the speed penalty is an effect of the Stone Foot Stance, not a cost. So if you're a level 8 monk with a base speed of 40 and a wisdom score of 20, you can hit a movement speed of 0 at a stance depth of 4, but can deepen your stance again to 5 if you choose to do so. Your speed cannot fall below 0.

    What is your "effective size"?
    Every two levels of depth in your Stone Foot Stance raises your effective size by 1 category for the purposes of grappling and shoving. This means a medium creature in a depth 2 or 3 Stone Foot Stance is treated as a large creature for the purposes of these rules. If he goes into a depth 4 or 5 Stone Foot Stance, he's treated as a huge creature instead. This rule broadly applies to all applications of shoving and grappling, including being the target of a shove or grapple. If you are in a depth 4 or 5 Stone Foot Stance a medium creature cannot shove you because you are effectively a huge creature. It also applies to the movement penalties applied to grappling creatures of certain size categories: if you are effectively huge, medium creatures are thus two size categories smaller than you and you can move them without a speed penalty while you grapple them.

    Does Stone Foot Stance protect me from other forms of forced movement besides mundane shoving and grappling?
    Some, yes. The spell levitation, for example, is limited by the weight of the target, and Stone Foot Stance doubles your weight with every level of depth, making you easily immune with just one or two levels of depth depending on your starting weight. Other spells, like Telekinesis, are contested by your strength checks or saves, which you should excel at while deep in your stance.

    Can Chakra Mastery be used with an Opportunity Attack?
    Yes, it can; you can apply Chakra Mastery to an opportunity attack you make using your Unarmed Attack, for a powerful battlefield control effect.

    Doesn't Chakra Mastery step on the Open Palm Monk's toes?
    The features feel similar, yes, but they function differently. The Open Hand Technique adds a "shove" effect without any additional cost to your flurry of blows. Chakra Mastery adds a shove or grapple to any unarmed attack (which could include, but is not limited to, Flurry of Blows), but with an additional cost of 1 ki. In other words, Open Hand Technique is an extra effect designed to be used casually while doing the normal things a monk is expected to do. Chakra Mastery is a more expensive effect intended to be used judiciously to enable other features of the subclass.

    So how does this class adhere to the theme of subsystems?
    Stances are a subsystem which have existed in prior editions of D&D but have no presence in 5th edition. For the purposes of defining this subsystem here, a stance:
    • Is a self-applied buff of unlimited duration
    • Includes both benefits and drawbacks
    • Has multiple levels of depth which increase both the benefits and drawbacks of the stance
    • Can be entered into or deepened once per turn without using an action
    • Is limited in depth by an attribute modifier
    • Is mutually exclusive with other stances
    Last edited by Damon_Tor; 2021-01-10 at 05:58 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Artificer Specialty: Fleshwarper
    Technology is thought of as steel and cogs, devices outside yourself to ease your life. But the true power of technology, the greatest gateway to elevating mortals, lies not in clunky weapons or tools, but in the flesh itself. What need have you for a tindertwig or spyglass when you could have the eyes of an Eagle or the breath of a Dragon? We are surrounded by beings gifted with great powers, whereas all lowly mortals have is our mind. So, with our mind, the greatest of all weapons, we shall TAKE what nature and magic has given others and graft it upon ourselves! Some call us blasphemers, others madmen.
    We call ourselves...Fleshwarpers

    Tool Proficiency
    When you adopt this specialization at 3rd level, you gain proficiency with surgeon's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

    Fleshwarper Spells
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they donÂ’t count against the number of artificer spells you prepare.
    3 Inflict Wounds, Cure Wounds
    5 Gentle Repose, Enhance Ability
    9 Revivify, Bestow Curse
    13 Death Ward, Freedom of Movement
    17 Awaken, Reincarnate

    Grafting
    At 3rd level you gain the ability to Graft pieces of other creatures onto yourself. You learn 3 Grafts from the list below. You gain an additional graft at 6th, 9th, 12th, 15th and 18th level. You can replace a Graft known, with a new Graft known every time you gain a level. You can have a maximum of 2 grafts applied at any time. This increases to 3 at 5th level, 4 at 9th level, 5 at 13th level and a maximum of 6 at 17th level.

    To actually gain a Graft you must spend one minute using your surgeons tools on a helpless or dead creature of the correct type. To successfully gain a Graft you must pass a DC of 10+the creatures Hit Dice. Once you have gained the Graft you must spend a long rest to transplant it onto yourself. You can replace any Graft with another every long rest. The Donor creature cannot have been dead longer than 24 hours. You do not need to have killed the creature yourself, but you must be the one to remove the Graft.

    Any effect that requires a saving throw caused by a graft has a DC of 8+your prof. mod+your Int mod.

    Spoiler: Possible downside to the class
    Show
    However, this knowledge comes at a cost. You no longer gain Infusions Known, or Infused Items available as you gain levels


    Combat Enhancements
    At 5th Level you gain the ability to enhance the efficacy of your grafts in combat. You can choose either physical grafts or metaphysical grafts.
    Physical: If you choose this enhancement you gain the Extra Attack ability.
    Metaphysical:Any damage you deal with either a Graft, or a spell that deals Necrotic damage is increased by your Intelligence Modifier.

    Sacrificial Grafts

    At 9th level, you may sacrifice the alchemo-magical energy in any of your grafts to achieve several effects.
    Self-repair: You may either heal yourself for your Artificer levelx5 Hit points, purge a poison, or lose one level of exhaustion
    Detonate:It explodes in a flood of necrotic energy in a 10 foot radius. All affected creatures must make a Dexterity save at your Graft DC or take 8d6 damage, half on a successful save.

    Once a graft has been sacrificed in this way it is destroyed and the area of your body that it was grafted onto cannot accept a new graft for 10 days.

    The Elevation of Mortals
    Starting at 15th level you may use your skills to empower another creature. Over a long rest you may give a Graft, if you have one available, to any willing creature. Any other creature, even another Fleshwarper, may not benefit from more than one given Graft at any time.
    In addition, your Grafts have so enhanced your body, mind or soul that you gain an additional Combat Enhancement.
    Body:Your access to the power of mightier beings lets you be more devastating in combat. You gain an Extra Attack, up to a maximum of 3 extra attacks
    Mind:New pathways open in your mind, fortifying it and expanding it. You gain Expertise in 2 skills you are proficient in and gain proficiency on Wisdom Saving throws
    Soul:You defy the gods and all of their works. You gain resistance to Necrotic and Radiant damage. In addition you gain advantage on death saving throws, useable 3 times. You regain uses of this on a long rest.

    GRAFTS TO COME

    Spoiler: Grafts
    Show

    Keen Sense
    Beast graft
    Location: Head
    Eyes of an eagle, nose of a wolf, ears of a bat. The donor creature must have the Keen Sight, Smell or Hearing trait. You gain Proficiency in Perception and the Keen Sight, Smell or Hearing trait. If the donor creature has more than one, you must choose.

    Night Eyes
    Beast Graft
    Location: Head
    Requirement: Keen Sense
    The slitted eyes of a cat, or the eerie orbs of an owl. The Donor creature must have Darkvision. You gain Darkvision up to 60ft.
    This graft can share a location with the Keen Sense graft

    Gills
    Beast Graft
    Location: Neck
    Requirement: Level 6
    Whether the obvious slits of a shark or the more complex valves of an octopus. You gain a swim speed equal to your movement speed and you can now breathe underwater. The Donor creature must have either the Amphibious or Water Breathing Trait

    Wings
    Beast Graft
    Location: Shoulders
    Requirement: Level 12
    The wings of a great bird, bat or bug. The Donor must be Medium size and have a Fly speed. You gain a fly speed of 60ft

    Claws

    Bite

    Horns

    Feral Speed


    Scaled Hide
    Draconic Graft
    Location: Body
    Level Requirement:9
    You implant scales from a draconic creature into your flesh. Your base AC becomes 13, and you gain resistance to one kind of energy, either one resistance that the donor creature had, or failing that, resistance to poison.



    Last edited by Lvl45DM!; 2020-12-22 at 11:37 PM.
    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

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Rogue Archetype: The Atoner


    Based (very loosely) on the karma system I used in a 3.5 homebrew class.

    The Atoner is a rogue who's very sorry for the bad things he does, and he'll make it up to you. He promises.

    Karma
    When you select this subclass at 3rd level, you gain Karma points for performing various actions. Karma points can be good or bad, depending on what kind of action led to you accruing them. You can have either type of Karma equal to your rogue levels. When you drop an enemy to zero with a sneak attack, you gain bad karma equal to half the sneak attack damage, but no more than the hitpoints they had remaining when you made the attack. You can also use an action to heal a creature, which eliminates bad karma and gains you good karma once you reach zero bad karma. For example, if you are at neutral karma at 3rd level and you sneak attack a creature for 7 damage, you are now at your maximum bad karma of 3 points, and could heal a creature for 6 hitpoints, bringing you to your maximum good karma limit of 3. You can also use an action to cure one disease or end the poisoned condition on one creature, gaining 5 good karma points in the process. You cannot heal or use the curing action to go over your limit of good karma.

    Kantrips
    Also at 3rd level, you learn the Resistance and Spare the Dying cantrips. You can only cast them while your Karma is positive or neutral.

    Karmic Spellcasting
    Beginning at 9th level, you gain Karmic Spellcasting. You prepare a number of spells from the Cleric list equal to half your rogue levels plus your Wisdom modifier. Your spell attack rolls and saving throws are Wisdom-based. You gain a number of good karma points when casting a spell using this feature, and that and your maximum slot level is given in the table below. Your maximum slot level determines what the highest level spell you can prepare is, and also determines how much you can increase your lower level spells that can benefit from being cast out of a higher level slot. Karmic Spellcasting is considered spellcasting for the purpose of qualifying for feats or other abilities with prerequisites, but you are not considered to have any slots or know any spells. You can only use Karmic Spellcasting to cast the spells you chose to prepare via this feature. If you have slots from multiclassing, you still are not considered to know or have prepared the spells gained prepared via this feature when you use your slots.
    Spoiler
    Show

    Level Maximum Slot Level Point cost
    9th 1st 5
    10th 1st 5
    11th 1st 5
    12th 2nd 10
    13th 2nd 10
    14th 2nd 10
    15th 3rd 15
    16th 3rd 15
    17th 3rd 15
    18th 3rd 15
    19th 3rd 15
    20th 4th 20


    Karma Chameleon
    Beginning at 13th level, whenever you have bad karma points, you have advantage on ability checks with Thieves Tools, Sleight of Hand, and Stealth.

    Karmic Smite
    Beginning at 17th level, when you make a sneak attack while you have neutral or good karma, your sneak attack dice become d8's, and the extra damage is radiant instead of the same as the weapon.
    Last edited by sengmeng; 2021-01-31 at 01:36 PM.

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

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Cleric: Fortune Domain

    Many clerics follow a god and choose one of their domains, embodying various aspects. However, this one is a bit different. The gods or other similar entities who govern this domain are much more secretive for who bears this domain. The domain of luck and fortune… sometimes good and sometimes bad, the domain finds its way to those unsure of themselves. Those blessed with fortune and wish to help the less-fortunate or though down on their luck but with hope in their hearts given that chance to finally succeed. In the games of chance, they have become a piece for their deity and have gone forth with their chance.

    Cleric Level: Spells
    1st: Bless, Charm Person
    3rd: Enthrall, Suggestion
    5th: Dispel Magic, Remove Curse
    7th: Compulsion, Freedom of Movement
    9th: Circle of Power, Mislead

    Luck From Above
    Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this domain at 1st level, you learn the Guidance cantrip in additional to the three staring cantrips. Starting at 7th level, you can cast the spell on any willing creature in a range of 30 feet for you. At 14th level, it becomes a d6 and you can cast it as a bonus action.

    Path of Fortune
    Also at 1st level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set. They also serve as an additional holy symbol.
    The gaming set determines your selected Path of Fortune, dictating how luck may flow in your direction. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

    Loaded Dice: You gain a pool of d6s, with the number equal to your proficiency bonus and grows as your proficiency bonus does. When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 8th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

    Dragonchess: Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Wisdom modifier (minimum of once), and regain all uses after a long rest.
    Dragon: Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
    Griffon: Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.
    Sylph: You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.

    Playing Cards: You have learned to use the playing cards as a form of weaponry, especially channeling the divine power of your deity. You have your own deck of blessed cards, and can make their edges razor-sharp with a flick of your wrist. As an action, you can use your blessed deck of cards as a magic weapon and attack a creature within 30 feet with it. The attack roll for this feature uses your Wisdom modifier, and on a hit, it deals slashing damage equal 1d4 + your Wisdom modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner a number of times equal to your Wisdom modifier (minimum of once), and regain all uses after a long rest.

    Wild Card Suit Table
    Damage die (d4)- Suit
    1-- Blade: Roll a number of additional d4s, equal to your Wisdom modifier, and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the damage added previously.
    2-- Shackle: Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
    3-- Heart: Roll a number of additional d4s, equal to your Wisdom modifier, and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
    4-- Wild Ace: This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect.


    Channel Divinity: Divine Shuffling
    Starting at 2nd level, you can use your Channel Divinity to invoke the power of fortune when the odds begin to turn against you, enabling you to “collect your chips and get out.”
    As an action, you present your holy symbol and you seemingly vanish as fortune bends to provide you a chance to escape. You teleport yourself to an unoccupied space that you can see within 60 feet of your original location.

    At 12th level, your teleportation distance becomes up to 120 feet that you can see.


    Anointed Fate
    At 6th level, you can call upon the favor of your deity to help decide the flow of battle before it starts. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

    Hallowed Fortune
    At 8th level, you gain the ability to infuse your gaming set with divine energy, granting you additional power and strength in their usage:
    • Cards. When you attack with your cards, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
    • Dragonchess. When you spend a bonus action in making a chess maneuver, you can spend your action performing an additional chess maneuver (this is does not count toward your total number of chess maneuver you can take before a long rest). If you do so, you have advantage on all Wisdom saving throws until your next turn.
    • Dice. When you roll the die in reaction to the attack, you can also deal radiant damage to your opponent if they are within 30 ft of you. The radiant damage is equal to the number rolled on the die, regardless if the attack hit or missed.

    Sanctified Wild Card
    At 17th level, you can invoke the power of your deity to dictate your fortune, briefly breaking through circumstances to go and push your luck. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

    • You regain expended power for your Path of Fortune feature:
    ◦ Cards. You regain all spent uses of that feature.
    ◦ Dragonchess. You regain all spent uses of that feature.
    ◦ Dice. You regain all spent dice.
    • Your movement speed is doubled.
    • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
    • You are immune to being charmed and frightened.

    This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

  7. - Top - End - #7
    Orc in the Playground
     
    HalflingRangerGuy

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Wizard Arcane Tradition – Anti-Mage

    You were once a wizard, powerful and arcance, but through an intense, secretive training you have cut yourself off from the weave of magic that flows through all beings. As a result, you have become an anti-mage. An individual that has an immense talent for magic, but no actual way to outlet it. Thus, your body is suffused with arcane power, but unable to outlet for that energy.
    As a result, your body’s physiology has warped and changed. Spells and energy have difficulty harming you, and you can snuff out hostile magic with an effort of will. Often called spellsappers, spellbreakers, or weave-dun; you are an exceedingly rare specimen that is feared by practitioners of the arcane and at the same time a source of intense curiosity to them.

    Anti-Mage

    Starting when you choose this tradition at 2nd level, your spellcasting is forever altered. Your cantrips known, spells known, and spells prepared become zero and remain zero as you level-up. You retain your spell slots and experience normal spell-slot-per-level progression. In exchange for losing the ability to cast magic, you gain the innate abilities listed below and you can use the power of your spell slots to power anti-mage abilities that you gain as you level up.
    If you gain levels in another class that has access to the spellcasting feature, your levels in this class do not count towards your multiclass spellcaster level. In addition, the spell slots gained from this class cannot be used to cast spells from another class’ spell list, and you do not count as if you have the Spellcasting feature prerequisite for feats.

    Arcane Resistance

    While you have spell slots remaining, you have advantage on saving throws against spells and other magical effects, and resistance to damage from spells.
    When you reach 10th level in this class, if you have not sacrificed any spell slots since your last long rest, friendly creatures within 5 feet of you gain the benefit of your Arcane Resistance.

    Minor Deflection

    Whenever you or a creature that you can see takes damage, you can use your reaction to reduce that damage by 1d4. When you reach 6th level in this class, the damage reduction increases to 2d4; it increases to 3d4 at 10th level and 4d4 at 14th level.
    As a part of this reaction, you can expend a spell slot to reflect back to the attacker the amount of damage reduced plus the level of the spell slot expended. If you sacrifice a spell slot of 3rd level or higher, the attacking creature must succeed on a Strength saving throw against your spell save DC, or be knocked prone.

    Martial Training

    You gain proficiency in light armor, medium armor, and all simple and martial weapons. In addition, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

    Nullify Magic

    As an action, you can attempt to completely nullify the effects of a spell. To do this you must expend a spell slot of a level of your choice, and you are treated as concentrating (as if concentrating on a spell). The next hostile spell that is cast that you can see within one minute is nullified as if affected by the spell counterspell.
    If the spell that was cast is of a higher level than your sacrificed spell slot, the enemy creature must attempt a Wisdom saving throw against your spell save DC. They receive a +1 bonus to this roll for each spell level greater than your sacrificed spell slot. On a success the spell is cast as normal, and on a failure the spell is nullified.

    Spell Breaker

    At 6th level, you have honed your anti-magic skills and increased your martial talents. You gain the following features:

    Arcane Evasion

    When you are subjected to a spell or magical effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a spell slot of at least 2nd level to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Surged Strike

    When you take the attack action, you can expend a spell slot to make one additional attack as part of that action. If that attack hits, the target takes extra damage equal to the level of the spell slot expended or the weapon's damage type.

    Sense Arcana

    Starting at 10th level, your body innately knows when there is magic nearby. While you have spell slots remaining, you count as if affected by the Detect Magic and See Invisibility spells. In addition, you have advantage on all Arcana skill checks.


    Arch Anti-Mage

    At 14th level, you have reached the pinnacle of your anti-magic training. You gain the following effects:

    • Whenever you use an action to use your Nullify Magic ability, you can make one weapon attack as a bonus action.
    • Your Arcane Evasion can be applied to all saving throws that allow for a save to take half damage.
    • If you sacrifice a spell slot of 6th level or higher as part of your Surged Strike ability, you can instead make two additional attacks as part of that action. If you sacrifice a spell slot of 9th level, you can instead make three additional attacks.
    • When you gain the Spell Mastery ability at 18th level, you do not gain the abilities listed, and instead cannot be targeted or affected by spells of 2nd level or lower, while you have spell slots remaining.
    • When you gain the Signature Spell ability at 20th level, you do not gain the abilities listed, and instead you can use a bonus action to project an anti-magic field (as in the Antimagic Field spell) for one minute. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest. You can choose to exclude any magic items that you can see within the field from the effects.
      If you have not sacrificed any spell slots since your last long rest before using this ability, you may extend the duration to ten minutes.



    Spoiler: Changelog
    Show
    • Added light armor proficiency
    • Changed Surged Strike and its upgrade to better match existing WoTC wording
    • Added several instances of the "while you have spell slots remaining" mechanic
    • Changed the flavor text
    • Added bonus ability to Signature Spell replacement
    • Added phrasing to to limit some feats
    • Added limited 10th level aura to Arcane Resistance.
    Last edited by RickAsWritten; 2021-01-21 at 01:49 PM.
    Spoiler: Homebrew Subclasses by RickAsWritten
    Show

  8. - Top - End - #8
    Dwarf in the Playground
     
    ElfWarriorGuy

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Subsystem source: the winner of base class contest X by PairO'Dice Lost

    Arcane Tradition: Jade Phoenix Magic

    Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial discipline. They discovered that the mental austerity and economy of action each swordsage had cultivated in his martial studies opened the door to a powerful and unique form of arcane mastery. Properly applied, martial stances and maneuvers provided wizards with exceptional power and control in their arcane spellcasting, and by channeling the arcane energy of their spells into their martial maneuvers, they achieved supernatural perfection in their chosen disciplines.

    Wizard level Arcane tradition feature Maneuvers known Maneuver dice Arcane escalation limit
    2nd Maneuvers, Martial Training, Arcane Escalation 2 1d6 1
    3th 2 1d6 1
    4th 3 2d6 1
    5th 3 2d6 1
    6th Fighting Stance, Martial Study 3 2d6 2
    7th 3 2d6 2
    8th 3 3d6 2
    9th 4 3d6 2
    10th Phoenix Strike 4 3d6 3
    11th 4 3d6 3
    12th 4 4d6 4
    13th 4 4d6 4
    14th Emerald Immolation 5 4d6 4
    15th 5 4d6 4
    16th 5 5d6 4
    17th 5 5d6 4
    18th 5 5d6 5
    19th 6 5d6 5
    20th 6 6d6 5

    Maneuvers
    Beginning when you select this tradition at 2nd level, you learn 2 maneuvers from Desert Wind or Devoted Spirit martial disciplines (the capstone maneuvers aren't available). You learn new maneuvers as you advance in levels. Whenever you gain a level in this class, you may replace a single maneuver you know by a new maneuver from Desert Wind or Devoted Spirit martial disciplines.
    Intelligence is your key ability for initiating maneuvers, so your maneuvers' DC and initiator check modifier are normally equal to your spell save DC and spell attack modifier respectively.
    When you cast a spell or a cantrip as an action, you can make one of your expended maneuvers readied again as a bonus action on the same turn. When you cast a spell or a cantrip as a bonus action, you can make up to two of your expended maneuvers readied again as an action on the same turn.
    Multiclass note: if you have levels in Martial Adept or some other class with access to martial maneuvers, your maneuvers known and maneuver dice are added up. If the class's in question key ability is something other than Intelligence, you can use either that ability or Intelligence while initiating any maneuvers you know. You can use methods provided by both classes to recover expended maneuvers, but only one method of recovery per turn: for example, if you are on the Crusader Path of Initiation and cast fire bolt as an action, you can ready one expended maneuver as a bonus action or roll 1d6 at the end of your turn to see if you can make all of your expended maneuvers readied again, but not both. If you have levels in Martial Adept, Desert Wind and Devoted Spirit are added to your list of associated disciplines.

    Martial Training
    Starting at 2nd level, you become proficient with light armor, all simple melee weapons and two martial melee weapons of your choice.

    Arcane Escalation
    Starting at 2nd level, at any time during your turn you may choose to expend a spell slot (no action required) and gain an additional maneuver die for every level of the slot expended, up to the number outlined in the arcane escalation limit column of Jade Phoenix Magic table. Once you use this feature, you cannot use it until the beginning of your next turn.


    Fighting Stance
    At 6th level you learn a stance associated with either Desert Wind or Devoted Spirit martial discipline.
    You may enter a stance using dice you get from Arcane Escalation feature, but if you don't have enough maneuver dice at the start of your turn to fuel your stance, you exit the stance immediately, and your bonus action is considered expended for this turn. You may use Arcane Escalation at the start of your turn to prevent this from happening.
    Additionally, you learn to alter your stance to incorporate your unique blend of martial and arcane arts. Whenever you enter a Desert Wind or Devoted Spirit stance, you may choose to replace the benefit of the stance with the alternative benefit of corresponding grade. You may replace benefits of Desert Wind stance with benefits of Firebird stance and benefits of Devoted Spirit stance with benefits of Mystic Phoenix stance.
    Firebird Stance.
    • Normal: Burst into Flame. Whenever you deal damage with a cantrip, it deals additional 1d4 fire damage to one target (your choice). Bonus damage increases to 1d8 at 10th level and 1d12 at 14th level.
    • Improved: Searing Radiance. Whenever you cast a spell of 1st level or higher that deals fire or radiant damage as an action, it is cast as if you used a slot two levels higher than the slot you actually used, up to 9th level. You can't use a slot of a level lower than the spell's actual level.
    • Greater: Blazing Aura. You have immunity to fire and resistance to radiant damage. Any creature ending its turn within 10ft of you (except yourself) suffers 2d6 fire damage and 2d6 radiant damage.
    Mystic Phoenix Stance.
    • Normal: Emerald Reflection. You gain +1 to AC. Whenever you are forced to make a Constitution saving throw to retain concentration on a spell, you may make an Intelligence saving throw instead.
    • Improved: Mystic Rejuvenation. Whenever you deal damage with a spell of 1st level or higher, you regain 1d4 hit points per level of the spell.
    • Greater: Jade Warding. You and all allies within 10ft of you have resistance to cold and necrotic damage. Any ally of yours who starts their turn within 10ft of you (including yourself) gains 20 temporary hit points until the beginning of their next turn.

    Martial Study
    At 6th level you can select an additional maneuver from any discipline. It doesn't count against your maneuvers known.


    Phoenix Strike
    Starting at 10th level, your gain the ability to use residual mental focus from initiating a maneuver to augment your spells in a specific way. Choose one option:
    Empowering Strike. Whenever you hit with an attack made as part of a maneuver, you may spend maneuver dice to reroll up to [Size]+1 damage dice of one spell or cantrip you cast before the end of your next turn.
    Heightening Strike. Whenever you hit with an attack made as part of a maneuver, you may spend maneuver dice to impose disadvantage on the saving throw to up to [Size]+1 targets of one spell or cantrip you cast before the end of your next turn.
    Quickening Strike. Whenever you deal damage as part of a Strike or Dash maneuver, you may spend maneuver dice to cast a spell of level [Size] or lower with a casting time of 1 action as a bonus action instead until the end of your current turn. A cantrip is considered a 0-level spell for the purpose of this effect.
    You can choose to spend no maneuver dice when activating this ability, in which case [Size] is 0. You cannot spend more dice on this ability than your Arcane Escalation limit.


    Emerald Immolation
    Starting with 14th level, you gain the ability to immolate yourself in emerald flames and be reborn as a result. As an action, you can expend a spell slot of 7th level or higher and any number of maneuver dice. All creatures and unattended objects within 20ft of you except yourself suffer d6 radiant damage per level of the slot expended and [Total] fire damage. Creatures may attempt a Dexterity saving throw against your spell save DC to halve the damage. This action is purely mental and can be taken as long as you are conscious even if you're incapacitated.
    You disappear immediately with all of your equipment for 1d6 rounds, leaving a handful of fine ash. After that, you appear in the closest free space to the space you occupied when you activated this ability and are restored to full hit points and cured of blinded, deafened, stunned, paralyzed and poisoned conditions. After that, you become stunned until the beginning of your next turn due to the ordeal of rebirth.
    Until you reappear, you do not exist and cannot perceive anything or be affected in any way.
    Once you use this feature, you can't use it until you finish a long rest.

    Spoiler: Design notes
    Show
    First, special thanks go to PairO'Dice Lost for designing an awesome adaptation of 3.5 ToB mechanics, granting me the permission to use it and taking a look at initial version of the subclass. Kudos to you, good sir!
    So, this is an attempt to marry spellcasting and maneuvers mechanics, and Jade Phoenix Mage prestige class from ToB was chosen as a victim.
    What we have here:
    • Damage potential is greater than that of an "ordinary" wizard: maneuvers generally do more damage than cantrips, metamagic-like 10th level feature allows to squeeze even more damage into a single round, firebird stance straight-up upcasts all fire/radiant spells.
    • If the wizard is willing to sacrifice spell slots, their maneuvers can reach martial adept levels of awesomeness (with some multiclassing, even 12d6 dice pool is possible).
    • The features provided provoke the player to burn through spell slots very quickly, which I find kind of fun as resource management in 5e goes. :D
    • A bit of MADness here: Int to hit with spells, Str/Dex to hit with maneuvers, though I find it a kind of balancing factor.

    Last edited by Ilerien; 2021-01-29 at 07:03 AM.
    My homebrew. Feel free to use!


  9. - Top - End - #9
    Dwarf in the Playground
     
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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Based on this chat thread: https://forums.giantitp.com/showthre...ot-style-class
    And Rangers drakewarden UA


    Circle of the Beast Spirit


    Spirit Form

    The rites of your circle grant you the ability to transform into your spirit animal. Starting at 2nd level, you choose your spirit animal. Your spirit animal can be any beast with a challenge rating as high as 1. You may transform into your spirit animal with your Wild Shape feature. Your spirit animal ignores movement restrictions from the Wild Shape feature. While wild shapes into your spirit animal your stats become further altered.
    • Your Armor Class becomes 14 + PB (natural armor)
    • Your Hit Points becomes 5 + five times your druid level
    • You add your Proficiency Bonus to attack rolls.
    • Your natural weapons now deal 2d6 damage and at 6th level you gain the multi attack action allowing you too attack with two natural weapons of your choice.


    Animal Spirit

    At 2rd-level you can magically summon your spirit animal to you. As an action, you can summon your spirit animal, which appears in an unoccupied space of your choice that you can see within 30 feet of you.

    Your Spirit Animal is friendly to you and your companions and obeys your commands. You can determine the cosmetic characteristics of your Spirit Animal such as its color. Your choice has no effect on its game statistics.

    Add your proficiency bonus to your Spirit animals AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. Like any creature, the spirit can spend Hit Dice during a short rest.

    In combat, your Spirit Animal shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your Spirit Animal can take any action of its choice, not just Dodge.

    Once you summon your Spirit Animal, you can’t do so again until you finish a long rest.

    Your Sprit Animal remains until it is reduced to 0 hit points, until you use this feature to summon your Spirit Animal again or until you die. Anything your Spirit Animal was wearing or carrying is left behind when it vanishes.


    Enhanced Spirit

    Starting at 6th level, when wild shaped into your spirit animal you gain the option to increase your size by one category (maximum of large) and your Strength, Dexterity and Constitution increase by 2.

    In addition, your attacks while wild shaped into your spirit animal count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


    Spirit Calling

    Starting at 10th level, you can summon an additional number of spirit animals equal to your wisdom modifier (minimum of one)
    of once per long rest.

    These additional spirit animals disappear after 1 minute.


    Master of Spirit


    Starting at 16th level, when wild shaped into your spirit animal you gain the option to increase your size by two categorys (maximum of huge) and your Strength, Dexterity and Constitution increase by 4.

    In addition you may increase the size of any spirit animals by one size category (maximum of large).
    Last edited by sleepyhead; 2021-01-10 at 11:08 PM.

  10. - Top - End - #10
    Ogre in the Playground
     
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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Stormscar Fighter
    (Using Damon_Tor's stance mechanic)
    You have faced the storm, and you know its dangers.

    To certain cultures, the weather represents the largest threat to their livelihood, worse even than monsters, bandits, or the drums of war. In those places, the greatest warriors prove themselves by facing down the storm, or the tornado, or the crashing waves of a typhoon. Some special few not only survive, but develop understanding of the storm, and learn to harness the lashing winds or cracking thunder.

    Stormscar Stances
    When you first take this archetype at 3rd level, you learn to channel the fury of the storm through two different stances: the Cutting Gale stance and the Crashing Thunder stance. Once on each of your turns, you can choose to enter a stance if you are not already in one, or to deepen your current stance by one level if you are. A stance has a depth of 1 when you enter it and has a maximum depth equal to your Wisdom modifier. Every level of depth in a stance gives different cumulative effects.

    You can end a stance on your turn instead of deepening it. You cannot enter a new stance on the same turn you end it, and each stance has a unique penalty on the turn that you end it.

    Spoiler: Sidebar: Stances
    Show
    A stance is a martial discipline that requires the use of your whole body: as such you cannot enter another stance if you are already in one. While the Stormscar Martial Archetype provides access to only two stances, via multiclassing, feats, and other sources, you might gain the ability to enter different stances in different circumstances. Just remember that in order to enter a different stance, you must exit your current stance first.


    Cutting Gale Stance
    The cutting gale surrounds you, protecting you as long as you respect its dangerous winds.
    While in the cutting gale stance, you gain the following effects:
    • Your melee slashing weapons can launch slashing winds against targets up to 20 feet away times your depth in this stance. Treat this as a ranged attack using the weapon's damage. You can use either Strength or Dexterity for determining this attack and its damage.
    • Your armor class against ranged attacks increases by 1
    • As a reaction when attacked in melee, you can cause your attacker to take 1d6 slashing damage per two levels of depth in this stance
    • If you move more than half your speed on your turn, you take 1d6 slashing damage per level of depth in this stance, as you outpace the dangerous gale you have formed around yourself.



    When you exit the cutting gale stance, you are blinded until the start of your next turn, as the winds lash at your face.

    Crashing Thunder Stance
    You focus your efforts on breaking down a creature through repeated blows. When you attack a creature for the first time while in crashing thunder stance, it becomes your focused target. You may only have one focused target; attacking a different creature causes that creature to become your focused target. Some of this stance's benefits deal with your focused target.
    While in crashing thunder stance, you gain the following effects:
    • Your melee weapon attacks deal 1 additional thunder damage to your focused target.
    • You ignore up to 5 feet of difficult terrain each turn
    • Your armor class against attacks made by your focused target is increased by 1 per two levels of depth in this stance
    • When you attack a new creature for the first time, before it becomes your focused target, you deal 1d6 reduced damage to that creature with that attack per level of depth in this stance



    When you exit the crashing thunder stance, all of your weapon attacks deal 1d4 reduced damage until the end of your next turn, as your focused energies dissipate.

    Stormchaser
    At 7th level, natural storms do not reduce your or your companions' overland traveling speed or affect ships on which you are traveling, and you never suffer disadvantage on melee or ranged attacks due to high wind or stormy weather.

    Stance Mastery
    At 10th level, you can enter a new stance on the same turn that you exit a different stance. You cannot re-enter the same stance that you just left using this feature.

    In addition, when you exit a stance, you can choose ignore its penalty. You must complete a short or long rest before you can do so again.

    Wind Dancer
    At 15th level, you have a fly speed equal to your land speed plus ten, but you must touch solid ground at least once on each of your turns in order to stay aloft.

    Perfected Stances
    At 18th level, your maximum depth with all stances increases by 1. In addition, you can choose to increase your depth by 2 or decrease your depth by 1 whenever you could increase the depth of a stance you are in.
    Last edited by MoleMage; 2021-01-31 at 05:54 PM.
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  11. - Top - End - #11
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Loan Shark
    Rogue Subclass


    You've got so many gifts to share with everyone! They'll have to pay you back with interest, of course, but there's no need to worry about that now. You there! You've always wanted to understand Giant, right? Of course you have! Trade in your athletic ability and start speaking with Storm Giants today! They'll surely want to be your friend and take you on all sorts of journeys as they traverse their ocean homes!

    Smooth Talker
    When you choose this archetype at 3rd level, you gain proficiency in the Deception skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses that proficiency. Alternatively, you learn two languages of your choice.

    Loan the Intangible
    Starting at 3rd level, you gain the ability to lend moments of great capability to others. To do so, you use a bonus action on your turn to choose one willing creature other than yourself within 60 feet of you who can see or hear you. That creature gains one Intangible Loan, the benefit of which you choose from the table below. You can give out Intangible Loans a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    The chosen creature then owes you one Debt, which you can use to gain a benefit of your choice from the second table. All Debts are removed when you finish a long rest. Using a Debt restores one use of an Intangible Loan.


    Intangible Loans
    The creature's speed increases by 30 feet during its next turn
    The creature gains proficiency in Dexterity (Stealth) checks for 1 minute
    The creature can speak and understand Thieves' Cant for 1 hour
    The creature is invisible for the duration of their next turn
    The creature gains temporary hit points equal to your level
    The creature can use a bonus action on their turn to teleport, switching places with you
    If the creature succeeds on a Charisma check during a social interaction within the next 10 minutes, the creature they are interacting with is charmed by them for 1 hour
    The creature can see from any location within 10 feet of their physical location for 1 minute
    The creature can speak and understand any language you know for 1 hour
    The creature gains proficiency in Wisdom (Insight) checks for 1 minute
    The creature gains a climb speed equal to their walking speed for 1 minute
    The creature gains darkvision out to a range of 60 feet for 1 hour


    Debts
    When spending hit dice to heal, you can remove one Debt to use the hit dice of the creature that owes you the Debt in addition to your own hit dice, up to a number equal to your Dexterity modifier
    When you make an attack, you can remove one Debt to gain advantage on the attack. The creature whose Debt you removed has disadvantage on their next attack roll
    You can remove one Debt as a bonus action to gain proficiency in one skill the creature whose Debt you removed is proficient in. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. This proficiency lasts for 1 hour and for the duration, the creature whose Debt you removed loses their proficiency in the skill.
    You can remove one Debt as a reaction when you fail a saving throw against a spell. You are the creature whose Debt you removed teleport, swapping places, and that creature receives the effects of the failed saving throw.
    You can remove one Debt as an action to see through the eyes of the creature you removed the Debt from for 1 minute. For the duration, the creature whose eyes you look through has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks. Your own ability to make these checks while looking through their eyes is unimpeded.
    You can remove one Debt at the start of your turn to double your speed for 1 minute. The creature whose Debt you removed has their speed halved for the same duration.

    Debts Must Be Paid
    At 9th level, you gain another use for the Debts you are owed. If you are owed at least one Debt, when you are reduced to 0 hit points you can drop to 1 hit point instead. Choose one of the creatures that owes you a Debt and remove one Debt from them. That creature then takes all of the damage you would have taken in excess of the damage that reduced you to 1 hit point.

    Offer Many Loans
    At 13th level, when you use Loan the Intangible, you can choose two willing creatures within 60 feet of you and can choose different benefits for both. As normal, both creatures will owe you a Debt.

    Sell to Anyone
    When you reach 17th level, the creatures you target with Loan the Intangible no longer have to be willing targets.

  12. - Top - End - #12
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: D&D Subclass Contest XX: Subsystems Online

    https://forums.giantitp.com/showthre...6#post24909996

    Voting thread is up! Two weeks to get your votes in, folks!
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  13. - Top - End - #13
    Ogre in the Playground
     
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    Default Re: D&D Subclass Contest XX: Subsystems Online

    Quote Originally Posted by MoleMage View Post
    Alright votes are tallied up, and the point differences were narrow this time, with only one point here or there making the difference!

    Our third place winner, with 7 points earned, we have Twelvetrees's Loan Shark Rogue! Share intangible abilities, then call the loan due at the right time!

    In second place, with 8 points earned, we have MoleMage's Stormscar Fighter. Slashing winds and crashing thunder are your weapons, but be careful because they can hurt you too if misused!

    In first place, with 9 points earned (all of them top pick points), we have Damon_Tor's Way of the Stone Foot. Suplex a dragon! Become very heavy, but remember that anchoring yourself to the ground can work against you.

    The next contest was set in digital stone already, and I put the thread up earlier. Check out Contest XXI: I Read this in a Book Once II!
    Voting has concluded and the new contest is up!
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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

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