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

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    Default D&D Subclass Contest XXII: Follow Me! II

    It's time for our next subclass contest! Subclass Contest XXII: Follow Me!

    1. The class must fit the theme of the contest. For our twenty-first contest, we are revisiting another old theme: Leadership. Last time we had middle managers, royal paladins, and ravenous predatory druids. What will we see this time around?
    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 the end of the day on May 2nd. 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. We're getting a bonus week this contest because I have plans on April 25th, but the extension is still possible.
    6. A single extension of two weeks is available if at least three people request it in the chat thread.
    7. Have fun, be respectful.


    Chat thread: https://forums.giantitp.com/showthre...ming-Frequency
    Voting thread: https://forums.giantitp.com/showthre...8#post25033148
    Last edited by MoleMage; 2021-05-03 at 08:14 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 XXII: Follow Me! II

    Let's get down to business! (to defeat the Huns, probably)

    Way of the Cruel Master: a Monastic Tradition option for 5th Edition
    A monk option which allows you to seamlessly merge your fighting style with that of your disciples, the other PCs! (or hirelings or sidekicks...)

    Aspirants
    Beginning at 3rd level after choosing this archetype, at the end of any rest you can choose a number of friendly creatures equal to your proficiency bonus to become Aspirants, those that would follow your teachings. You can have a number of Aspirants equal to your proficiency bonus at any one time. While under your rigorous tutelage, your Aspirants excel at unarmed combat with their own unarmed strikes dealing 1d4 bludgeoning damage.

    While your Aspirants can see you, losing face is unconscionable. When you fail an ability check, attack roll, or saving throw you can expend a point of ki to gain a bonus to the roll equal to the number of Aspirants that can see you, possibly turning a failure into a success.

    Brutal Instruction
    After choosing this Archetype at 3rd level, when you take the attack action you can forego making one or more attacks to instead give a highly charged command to an equal number of Aspirants within 15 feet to make an unarmed strike which they will do reflexively, costing no action or reaction. The Aspirant uses your attack bonus and unarmed strike damage when attacking in this way. At 6th level and beyond these Unarmed Strikes benefit from your Ki Empowered Strikes feature as well.

    Dodge!

    At 6th level you recognize a weakness among your Aspirants that prevents them from properly executing defensive maneuvers in a crisis situation. You can empower your harsh commands with Ki and model proper footwork. When you use your Patient Defense feature, spending a point of Ki to Dodge as a bonus action, you can command an Aspirant within 15 feet to do the same. The Aspirant can use their reaction to take the Dodge Action, gaining its benefits until the beginning of their next turn. You can extend this command to additional Aspirants by spending an additional Ki point for each.

    Disciplined Hearts
    Beginning at 11th level your students take reassurance in your harsh teachings. During short rests your Aspirants no longer seek to laze about, instead you lead them in grueling drills that leave them invigorated and filled with confidence. At the end of each short rest your Aspirants gain a number of temporary hit points equal to your Wisdom bonus plus 1 roll of your martial arts die for each hit die they spend.

    Additionally, you can use your action to guide an Aspirant through mental exercises that are the root of your Stillness of Mind feature, conferring its benefits to them.

    One School, Many Masters
    At 17th level, the students become your Master. As an action you can expend a point of Ki to master any skill, tool, or weapon proficiency held by an Aspirant. Weapons you gain proficiency with in this way are Monk weapons for you and you retain these benefits for 1 hour.

    You can also emulate the ability to cast a spell of 5th level or below known to or prepared by one of your Aspirants. You must spend a number of Ki equal to the spell's level and meet the casting time and component requirements as detailed in the spell description. Wisdom is your Spellcasting ability for these spells. You must spend the required Ki each time you cast the spell.

    If your table uses the optional feat rules, you can emulate a feat for 2 ki points and retain its benefits for 1 hour. This feature cannot raise Ability Scores above 20. If the feat provides additional Hit Points (such as Toughness or a feat that boosts Constitution), only hit points in excess of your normal maximum are lost at the end of this hour.
    Last edited by BerzerkerUnit; 2021-04-08 at 11:11 PM.

  3. - Top - End - #3
    Orc in the Playground
     
    MindFlayer

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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Warlock: The Regulator

    You seek to bring order and regulation onto a chaotic world. Perhaps you seek to stop conflict and be an inspiration to people, following your example and leadership. Maybe you seek to bring discipline and structure to a rowdy group individuals, needing your firm hand to guide them. Or you're just a would-be leader who id following in the footsteps of a powerful leader, learning from their example of whipping this ragtag bunch of misfits into shape. Regardless, you have sought yout a patron of immense power and order for this.

    You have made a Pact of the Regulator, binding your soul to that of a powerful figure embodying the stability of authority. You learn their ways and their secrets, even having their primal magical essence of order and leadership infused into your being, all to command those under you, all in the promise to solve the chaos and bring a strong and fair structure of authority to the world. That is your responsability as a leader and that of the great hierarchy. Perhaps you made a pact with one of the legendarily powerful Maruts of Mechanus or an evolved form of modron or a similarly powerful entity who embodies the totality of the ideal of order.


    Expanded Spell List
    The Regulator lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

    Spell Level- Spells
    1st Level: Command, Tenser's floating disk
    2nd Level: Detect thoughts, warding bond
    3rd Level: Sending, tiny servant
    4th Level: Dominate beast, Mordenkainen's faithful hound
    5th Level: Geas, Rary's telepathic bond


    Bonus Cantrips
    At 1st level, you learn the guidance and message cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

    Commanding Presence
    Starting at 1st level, you begin manifesting the power of authority through you. You gain proficiency in the Intimidation (Cha) and Persuasion (Cha) skills. If you are already proficient in either one or both of these skills when you obtain this feature, then you gain advantage on either one or both of those skills.

    Tools of Leadership
    At 1st level, you gain martial training from your patron in order to further assert your authority and be prepared for what is needed. You gain proficiency with medium armor, shields, and martial weapons.

    Your Force of Will
    Starting at 6th level, your patron teaches you how to manifest your willpower into raw force for the sake of bringing order through your authority. Whenever you make a weapon attack, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This includes your unarmed strikes. You can also choose to make a Charisma check instead of Strength (Athletics) check when you are grappling.

    Additionally, whenever you make an ability check or saving throw that does not involve Charisma, you can add your Charisma modifier to the result. You apply this bonus before you make the ability check or saving throw roll. You can do this a number of times equal to your profiency bonus before you need to recover all expanded uses with a long rest.

    Herald of the Law
    Starting at 10th level, through your pact of order, your leadership capabilities and command become sharper and unwavering, restoring order where need me. Your proficiency bonus is now doubled whenever you make an ability roll involving Intimidation or Persuasion. Additionally, you can now cast the spell calm emotions without the need for spell slots. You can do this a number of times equal to half of your profiency bonus (rounded down). You gain all expanded uses after a long rest.

    Authorative Paradigm
    By 14th level, you have become closer to embodying an almighty paragon, difficult to waver, through skills and strength of will, all reinforced through your bond with your patron. Whenever you make an ability check involving Intimidation or Persuasion, you can treat a d20 roll of 9 or lower as a 10. Additionally, you are now immune to being charmed and frightened.

    Spoiler: Design Notes
    Show

    Well, if you can make pacts with the outsiders of good and evil, why not order? I figure there would be several powerful figures who would want this. I might have gotten carried away with this, but we'll see.
    Version 1.0- First draft!
    Version 1.01- Tweaked some of the spells of the expanded spell list because I forgot about the overlap.
    Version 1.02- Remembered to include saving throws in Your Force of Will
    Version 1.1- Changed some of the features to try and balance. Do not get "expertise" until late down the line, adding calm emotions bonus, specified the "reliable talent" option. Specified Force of will.
    Last edited by CountDVB; 2021-04-08 at 12:26 PM.

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

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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Sorcerous Origin: Deathtouched

    Your soul is tainted with the stench of death. Stories vary on how this came to pass: some are born with this ability, an unfortunate misalignment of the stars which cursed your birth, or perhaps a deliberate ritual tinged your soul with grave rot as you were torn from your mother's womb. Perhaps your mother died while carrying you to term and you were birthed into the world by her reanimated corpse. Others develop this affliction later; perhaps a brush with death during childhood has left a piece of the netherworld inside you. Whatever circumstances led to your cursed existence, you are natural link between the world of the living and the world of the dead, a link that allows you to manipulate the souls and bodies of the dead for your own purposes.

    Death Magic
    You learn additional spells when you reach certain levels in this class, as shown on the Deathtouched Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy spell from the sorcerer, warlock, or wizard spell list.

    Deathtouched Spells
    Sorcerer Level
    Spells
    1st
    Grim Puppet*
    3rd
    Unholy Vigor*
    5th
    Animate Dead
    7th
    Dominate Undead*
    9th
    Danse Macabre
    11th
    Create Undead
    13th
    Finger of Death

    One With Death
    Starting at first level, the part of your soul connected to the world of the dead changes how you perceive the undead, and how they see you. Undead cannot be invisible to you, and you can sense the presence of any undead creatures within 30 feet of you. Also, undead creatures sense that you are one of them: an undead creature with an intelligence score of 8 or lower is automatically charmed by you until you attack it or target it with a spell.

    Shambling Horde
    Starting at 6th level, you have the ability to cause the undead under your control to coalesce into a singular force, a mob of unliving horrors that act with one will. As a bonus action, you can choose a point within 30 feet of you and four or more undead creatures under your control within 30 feet of that point. The chosen creatures immediately form a Shambling Horde under your control at the chosen location: see its statistics below. The horde acts on your initiative, after you take your turn. The horde moves where you mentally command it (no action required), but cannot take actions. While a part of the horde, creatures cannot be targeted individually and do not take turns of their own: the horde is, for all intents and purposes, its own creature. As a bonus action you can add any number of undead creatures you control within 30 feet of the horde to it, or you can disband the horde. If you wish, you can create multiple hordes at once, limited only by the number of undead under your command.

    If you lose control over a creature that is a part of your horde, that creature immediately leaves the horde, appearing in one of the horde's spaces of your choice.


    Shambling Horde
    Large Undead Swarm
    Armor Class 10
    Hitpoints Your Sorcerer Level + Your Charisma Modifier
    Speed 20 ft.
    STR
    10 (+0)
    DEX
    10 (+0)
    CON
    10 (+0)
    INT
    10 (+0)
    WIS
    10 (+0)
    CHA
    10 (+0)
    Damage Immunities Poison
    Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
    Senses Darkvision 60 Ft., passive Perception 10
    Languages None

    Swarm The horde can occupy another creature's space and vice versa (other creatures' spaces are difficult terrain, as normal), and the horde can move through any opening large enough for a medium creature. It can move through the space occupied by another Shambling Horde, but cannot end its movement there.

    Sum of its Parts
    • Whenever the horde is reduced to zero or fewer hitpoints, one member of the horde leaves the horde and immediately takes an amount of damage equal to the horde's maximum hitpoints, then the horde returns to full hitpoints.
    • The horde can be targeted more than once by some spells and abilities that target creatures in an area, such a fireball spell or a dragon's breath. Each 5-foot square occupied by the horde is damaged individually by such effects and can remove multiple members of the horde from it at once.
    • If the horde ever has fewer than four members, it disbands.


    Grasping Horde When a hostile creature enters a space within 5 feet of the horde or starts its turn there, or when the grasping horde moves within 5 feet of a hostile creature, that creature takes 1d6 bludgeoning or slashing damage (your choice). This counts as a hit by a melee weapon attack, though no attack roll is required. A creature can only take this damage once per turn from each Shambling Horde.

    Power of the Horde The size of the horde and the damage it deals increases as it gains more members.
    • From 4-8 members, the horde is large and deals damage normally.
    • From 9-12 members, the horde is huge and it deals 2d6 damage with Grasping Horde.
    • From 13-16 members, the horde is huge and it deals 3d6 damage with Grasping Horde.
    • At 17-20 members, the horde is gargantuan and it deals 4d6 damage with Grasping Horde.
    • At 21 members or more, the horde is gargantuan and it deals 5d6 damage with Grasping Horde.

    Infectious Necrosis
    Starting at 14th level, the necrotic energies that fuel your creations become self-perpetuating, spreading as your creations take life. Whenever a living creature is killed by an undead creature you control you can immediately take control of their corpse, raising it as a zombie. If the creature that killed it was a Shambling Horde, the zombie immediately joins the horde. This zombie remains under your control for 24 hours as if animated by the spell Animate Dead. You can use this ability a number of times equal to your proficiency modifier, and regain all uses when you complete a long rest. In addition, the damage dealt by the weapon attacks of undead creatures you control (including the damage dealt by your Shambling Horde's Grasping Horde ability) is considered magical for the purposes of overcoming resistance and immunity

    Undying Loyalty
    At 18th level, you gain the ability to extend the duration of your control over some of your undead followers indefinitely. When you create a skeleton or zombie using the spell Animate Dead or your Infectious Necrosis ability, you can choose to take control of that skeleton or zombie permanently. You can have a number of creatures under your permanent control in this way equal to your Charisma score.


    New Spells
    Spoiler: Grim Puppet
    Show
    Grim Puppet
    1st level necromancy

    Casting Time: 1 Action
    Range: 10 feet
    Components: V S M (Spider silk affixed to a wooden cross)
    Duration: 1 hour
    Classes: Cleric, Wizard

    This spell creates a mindless undead servitor. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature under your control. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command one creature you created with this spell, deciding what action the creature will take and where it will move. If you issue the creature no orders during your turn, on its next turn the creature will stand in one location and take no action. If you wish for the creature to take a reaction, you must use your reaction to command it to do so. The creature is under your control for the duration of the spell, after which it collapses, becoming a corpse or pile of bones once more.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration is increased by one hour for each spell level beyond 1st.

    Spoiler: Unholy Vigor
    Show
    Unholy Vigor
    2nd level necromancy

    Casting Time: 1 Action
    Range: 60 Feet
    Components: V S
    Duration: Instantaneous
    Classes: Cleric, Wizard

    You point your finger at a living creature in range and speak a command to your minions, filling them with a burning hatred for the targeted creature. When you cast this spell, target up to four undead creatures under your command, which immediately move up to their speed toward the living target. If an undead target ends this movement within 5 feet of the living target, it immediately makes a melee weapon attack against the living target if possible.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, two additional undead creatures are targeted for every spell level above 2nd.

    Spoiler: Dominate Undead
    Show
    Dominate Undead
    4th level necromancy

    Casting Time: 1 Action
    Range: 60 Feet
    Components: V S
    Duration: 8 hours
    Classes: Cleric, Wizard

    You attempt to assert your control over an undead creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. A creature with a CR above 1 automatically succeeds on this save.

    While the target is charmed, it is under your control. You can mentally issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

    You can use a bonus action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the CR of a creature which automatically succeeds on the saving throw increases by 1 for every level above 4th.
    Last edited by Damon_Tor; 2021-04-02 at 02:24 PM.

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

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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    The Guide



    You have a reputation for guiding travallers to their destination through even the most hazardous of terrain and hostile countryside. Using your skills as a ranger you devote yourself to your party's wellbeing and security.

    Mark Target
    Whenever you hit a creature with an attack as part of an attack action, you may use your bonus action to mark the target for the next minute. A target maked by you suffers a penalty to its AC equal to your wisdom modifier. You may use this ability a number of times equal to your wisdom modifier. You may then not use this ability again until you complete a long rest.

    Guide Magic
    When you take this option at third level you learn the guidance cantrip if you don't already know it.

    Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Guide Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

    Ranger Level Spell
    3 Command
    5 Prayer of Healing
    9 Aura of Vitality
    13 Mordenkeinen's Faithful Hound
    17 Passwall

    Tactical Movement
    Using your understanding of group tactics you may position your allies effectively in combat. At third level you may use a bonus action to allow an ally you can see within 20ft to use their reaction to move up to 15ft. This movement doues not trigger attacks of opportunity.

    Supervised Watch
    At 7th level you direct the attention of those under your guidance. As long as you are conscious, any friendly creature within 60ft may use your bonuses (from both statistics and proficiency) when rolling for initiative and for insight and percption checks.

    Lead the Charge
    At 11th level you have mastered the ability to exhaught your comrades to greater acts of heroism. Whenever you take the attack action you may allow one other creature within 30ft to use their reaction to make a single weapon attack.

    Seize Victory
    At 15th level you are a true commander, a leader able to turn even untrained traveelers into a powerful force on the battlefield. Whenever you use your Lead the Charge ability you may instead allow up to two other creatures use their reactions to make weapon attacks.
    Last edited by MrStabby; 2021-04-12 at 05:37 PM.

  6. - Top - End - #6
    Bugbear in the Playground
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    Minnesota
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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Otherworldly Patron: Eldritch Pyramid Schemer

    Are you sick of scrounging for eldritch power amid dusty old tomes and making deals at crossroads with questionable supernatural entities? How would you like to be your own eldritch master? Here at the Order of Arcane Architecture LLC, we give you the tools to do just that. Just invest, sign the contract, and receive your initial share of eldritch power.

    Arcane Contract
    When you choose the Pyramid Schemer patron at first level, you gain the ability to enter into a binding arcane contract with a willing creature you can communicate with. Entering this contract can be done as part of a short rest. The contractee (creature you enter into a contract with) reduces their maximum hitpoints by 1, and gains the ability to cast spells by using up one of your spell slots, including slots gained from other classes. They can use your slots whether or not they otherwise have the ability to cast spells, and do not need components unless they have a gold piece cost. If they do not know or prepare spells, the only spells they can use your slots for are spells that you know. The contractee can only cast a spell using this ability once per long rest, and if you have no spell slots remaining of the level of the spell they attempt to cast the casting fails but their use of the ability is not used up. For every contractee you have, you gain one temporary hitpoint at the end of every long rest, and for every five contractees you have, you gain an additional spell slot that is the same level as your warlock spell slots, but this additional spell slot is refreshed on a long rest instead of a short rest.

    Arcane Franchise
    Starting at sixth level, your contractees can form Arcane Contracts with other creatures, gaining temporary hitpoints as you do and a spell slot equal to your warlock slots for every five second-generation contractees (contrctees of your contractees). Slots gained by your contractees are available to them and their contractees, and are used ahead of your slots. For every five second-generation contractees, you gain an additional 1 temporary hitpoint when you finish a long rest.

    Eldritch Supervisor
    Also beginning at sixth level, you have advantage on any charisma-related checks with your contractees and second-generation contractees.

    Arcane Incorporation
    Beginning at tenth level, your second-generation contractees can have their own conractees, gaining them spell slots and extra temporary hitpoints like your first-generation contractees. For every five third-generation contractees you have, you gain an additional 1 temporary hitpoint when you finish a long rest. You have the same advantage on charisma checks with your third generation contractees.

    Enhanced Contract
    Beginning at 14th level, you can enter into an enhanced contract with any of your first or second generation contractees with five contractees of their own. This enhanced contract can be signed as part of a short rest. The contractee's maximum hitpoint total is reduced by another 5, and you gain an additional spell slot equal to your warlock spell slots' level that refreshes on a long rest and an additional 5 temporary hitpoints each time you finish a long rest. After this, they have the option of using the spells granted by your Mystic Arcanum class ability. They can still only use this ability once before finishing a long rest.

    Spoiler: Pact Spells
    Show
    Level Spell
    1st Command, Disguise Self
    2nd Calm Emotions, Detect Thoughts
    3rd Motivational Speech, Sending
    4th Compulsion, Confusion
    5th Dominate Person, Geas
    Last edited by sengmeng; 2021-03-30 at 02:53 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.

  7. - Top - End - #7
    Halfling in the Playground
     
    SamuraiGuy

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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Circle of the Pack: A Druid Circle

    Many animals are pack hunters, and druids of the Circle of the Pack seek to emulate this method of combat with their allies. Regarding their traveling companions and allies as pack mates, these druids often end up as the "alphas" of raiding bands or shock troops and don't shy away from the front lines of a combat.

    Bonus Proficiencies
    When you choose this circle at 2nd level, you gain proficiency in simple and martial weapons.

    Circle Spells
    Your connection to the predators of nature allow you to emulate their hunting and fighting abilities using magic. When you choose this circle at 2nd level and again at 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Pack Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

    Spells marked with * are described below.
    Druid Level Circle Spells
    2nd Hunter's Mark
    3rd Enhance Ability, Magic Weapon
    5th Elemental Weapon, Haste
    7th Fire Shield, Guardian of Nature
    9th Primal Weapon*, Steel Wind Strike


    Pack Hunting
    Also at 2nd level, you see your companions as your pack and your wild instincts help you in leading the offensive with your pack on your prey. Once on your turn, when you hit a creature with a melee weapon attack, you can designate that creature as your pack's prey. Until the start of your next turn, all friendly creatures have advantage on their first melee attack roll against the creature designated.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all uses upon completing a long rest.

    Extra Attack
    Begining at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Alpha's Command
    By 10th level, you have become adept at leading your pack into battle. When you use your Pack Hunting feature, you can choose a friendly creature within melee weapon range of your prey (the creature designated as part of Pack Hunting). That creature can use its reaction to make a melee weapon attack against your prey.

    Heart of the Pack
    Starting at 14th level, you are an inspiration for your packmates, strengthening their resolve. As a bonus action you can end one effect on an allied creature that you can see within 60 feet of you that is causing them to be Charmed or Frightened.

    Spoiler: Primal Weapon
    Show

    5th-level evocation

    Casting Time: 1 bonus action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 hour

    You imbue a weapon you touch with primal power. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, weapon attacks made with the weapon deal an extra 2d8 damage of the chosen type on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to erupt with elemental energy. Each creature of your choice that you can see within 30 feet of the weapon must make a Dexterity saving throw. On a failed save, a creature takes 4d8 damage of the chosen type. On a successful save, a creature takes half as much damage.

    Spell Lists: Druid, Ranger


    Spoiler: Changelog
    Show

    1st April:
    • First playable draft
    • Reworded Pack Hunting to limit it to once on your turn (so you can't have multiple prey when you get extra attack)

    2nd April:
    • Changed wording for Pack Hunting and Heart of the Pack to make everything clearer (thanks CountDVB!)
    • Heart of the Pack now only works when allies are within 60ft of you, but also works if they can hear instead of see you.
    • Heart of the Pack now grants advantage on all wisdom saves

    12th April:
    • Reworked Heart of the Pack (it was fairly OP) so now you can use a bonus action to end a fear or charm effect on an ally.

    1st May:
    • Limited Alpha's Command to melee attacks
    • Added Circle Spells (and Primal Weapon: a homebrew spell)
    Last edited by Snowben Gaming; 2023-07-16 at 07:43 AM.
    Temporarily back from the void between realities.
    Don't ask how long I'll be here for, I have no idea.

  8. - Top - End - #8
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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Barbarian, Path of the Horde Leader
    You are the leader of a barbarian tribe, someone who is respected by the unkempt rabble that serves under you. They are undisciplined and wild, but when pointed in the right direction they can do some serious damage to those that oppose them.



    Rage Riot
    Starting at level 3, when you enter a rage you summon an angry drunken hoard with clubs and fists to assist you. This consists of a swarm of humanoids that magically comes into being (see the stat block below) that is marginally under your control.

    In combat, the swarm 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, the swarm loses its rage is wanders off the battlefield. If you do not command the angry hoard to do anything, they will fight amongst themselves attempting to use its bludgeon attack on itself.

    Spoiler: Angry Mob Stat Block
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    Angry Hoard
    Large Swarm of Medium Humanoids

    Armor Class 10 + Proficiency Bonus (natural armor)

    Hit Points 5 + five times your barbarian level (the hoard has a number of Hit Dice [d8s] equal to your barbarian level)
    Speed
    30 ft.

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    18 (+4) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

    Skills Athletics: +4 +your proficiency bonus
    Damage Resistances Bludgeoning, Piercing, Slashing
    Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

    Swarm
    The swarm can move through any opening large enough for a medium creature. The swarm can’t regain hit points or gain temporary hit points.

    Overwhelm (level 14 barbarian)
    The angry hoard can enter into the space of an opponent. When they do the opponent must make an athletics or acrobatics check against the hoard. On failure the hoard enters their space and the creature is considered grappled. On success, the hoard is not able to enter the creature's space and its movement becomes 0 until the end of its turn. During a creature's turn it may attempt to escape the grapple as per normal grappling rules.

    While grappled, the creature takes 10 bludgeoning damage at the start of each of the Angry Hoards’ turns due to being stuck inside the melee. Only one creature can be grappled in the Angry Hoard at a time. Grappling a creature this way does not reduce the Angry Hoards’ movement speed.


    Actions

    Bludgeon Melee Weapon Attack: +4 +your proficiency bonus to hit, reach 5 ft., one creature. Hit: 2d6 +4 +your proficiency bonus bludgeoning damage, or 1d6 +4 +your proficiency bonus bludgeoning damage if the swarm has half of its hit points or fewer.



    Rallying Cry
    At level 6, you learn to make a rallying cry to your allies to bolster them in combat. As a reaction to an ally or your hoard going to 0 HP in combat you may let out a battle cry that keeps them going. All allies, within 60 feet, that can hear the rallying cry gain 1 hp and 1d6 + barbarian level temporary hp. You may use this ability once, regaining the use once you complete a long rest.


    Shared Rage
    Your rage inspires anger and rage in others as well. At level 10, any ally, not including yourself, who is within 30 feet of you when you enter rage may also enter a rage like state (including your Angry Hoard). All creatures in this state are immune to fear and deal an additional 2 damage on all weapon attacks.

    Additionally, all attacks with your hoard are considered magical for the purposes of overcoming resistances.


    Overwhelming Hoard
    Your fame is enough that your hoard grows larger. At level 14, When you create a hoard, it is now giant sized and it gains this ability. Additionally, it gains the overwhelm ability listed in the Angry Hoard stat block.
    Last edited by nickl_2000; 2021-04-08 at 08:35 AM.
    Pronouns he/him/his
    Spoiler: 5e Subclass Contest Wins
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    ● 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

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Golem The Gold Temper
    (The Golem is my own creation from roughly two years ago for the Base Class Contest; it's also the first thing I uploaded to DMsGuild last spring. This is an additional subclass for it focused on leadership, obviously).

    Gold is rare and valuable, and few would waste it creating a golem, considering the enormous cost. Those who do find that the resulting creature is a natural general, more flexible of thought than stone or iron, tougher than clay or flesh, and more tactically-inclined than any of the four more common tempers. Gold golems are often associated with royalty, and it is common to sculpt them to appear to be wearing a crown, coronet, or other symbol of office.

    Golem Resilience
    At 1st level, golems get the Golem Resilience feature, which grants resistance to a damage type based on their temper. Gold Temper golems receive resistance to cold damage. The damage type of Golem Resilience is also used by the 13th level ability Golem Absorption.

    Golden Tongue
    At 1st level when you select this temper, you gain proficiency in Persuasion. Your proficiency bonus is doubled for any ability check you make that uses your proficiency in Persuasion.

    Untarnished
    Also at 1st level, you may use your Charisma score, instead of your Constitution score, when determining the Armor Class from your Unarmored Defense feature, if your Charisma score would be higher.

    Regal Command
    At 2nd level, you learn to guide your allies in combat. As a bonus action on your turn, you can issue a command to a creature you can see and that can hear you within 20 feet. The next time that ally hits with an attack roll before the start of your next turn, they deal additional damage equal to your Charisma modifier (minimum 1).

    Once you have used Regal Command on an ally, you cannot do so again until you have used it on three different creatures, until the next time you roll initiative, or until you take an action on your turn to reassess the tactical situation.

    Auric Strikes
    At 6th level, you infuse your strikes with the purity of gold. When you make a slam attack on your turn, you can choose to deal half of the damage as radiant. If the target of your regal command feature deals damage to the creature most recently damaged by your slam, you may use your Reaction to cause their attack to deal 1d6 additional radiant damage. This bonus damage increases to 2d6 once you have reached level 14 in this class.

    Invoke Greed
    At 10th level, you can tap into the sense of wealth that follows all gold to magically influence creatures you interact with. You can cast the spell charm person at will without requiring a spell slot or material components. Use Charisma as your spellcasting ability for this spell. Creatures who succeed on their saving throws against this effect are immune to further charm person spells cast using this feature, though they are affected normally by charm person spells cast from another feature or using spell slots.

    A creature naturally inclined to be greedy for material wealth has disadvantage on their saving throws against charm person cast using this feature, and is not aware they were charmed when the effect ends.

    Haste
    At 14th level, you cause the battlefield to naturally favor your allies. You can cast the spell haste without expending a spell slot. Once you have done so, you cannot do so again until you have completed a short or a long rest.

    Emperor's Strike
    At 20th level, whenever you use your Regal Command feature, you can choose two allies, instead of one, and the range increases to 100 feet. In addition, you no longer need to use your reaction to cause allies to deal additional damage with Auric Strikes.

    You no longer have to use Regal Command on three different creatures before targeting the same creature again, but you cannot target the same creature with Regal Command on two consecutive turns.
    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.

  10. - Top - End - #10
    Ogre in the Playground
     
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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    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.

  11. - Top - End - #11
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    Default Re: D&D Subclass Contest XXII: Follow Me! II

    Quote Originally Posted by MoleMage View Post
    Alrighty, even though I forgot to vote myself, it's time to tally those votes and find our...wow. clear breakway here.

    In third place, earning 8 points overall, MrStabby's Guide Ranger! Take command of the situation and direct your allies strikes where they're needed most!

    In second place, earning 10 points, we have BerzerkerUnit's Way of the Cruel Master! Your methods are questionable but the results undeniable.

    And our overwhelming first place entry, with 16 points, we have Damon_Tor's Deathtouched Sorcerer! Raise the dead. Swarm your enemies with the dead. Spread the dead. A minionmancy subclass for the ages.

    Next contest is Bunch of Fives (five fingers, that is). Thread coming soon!
    Voting has been called! New contest soon, keep those eyes open!

    It's here! https://forums.giantitp.com/showthre...5#post25050185
    Last edited by MoleMage; 2021-05-17 at 12:02 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
    Show

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

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