New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 15 of 15
  1. - Top - End - #1
    Ogre in the Playground
     
    MoleMage's Avatar

    Join Date
    Jun 2009
    Location
    Oklahoma
    Gender
    Male

    Default D&D Subclass Contest XXIII: Bunch of Fives II

    It's time for our next subclass contest! Subclass Contest XXIII:Bunch of Fives

    1. The class must fit the theme of the contest. For our twenty-third contest, we are revisiting yet another old theme: Bunch of Fives. As with last time, the theme originally was referring to the five fingers of a fist, but we're probably open to anything five themed. Last time we had grappling paladins, luchador bards, and a warlock patron based on Master Hand from Super Smash Bros, among many others. 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 June 13th. 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. 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...7#post25085537
    Last edited by MoleMage; 2021-06-14 at 08:44 AM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
    Show

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

  2. - Top - End - #2
    Ettin in the Playground
     
    nickl_2000's Avatar

    Join Date
    Mar 2017
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Been working ahead this time. I give you.

    Druid - Circle of the 5th Element

    Most intelligent species in the realm know of the primary 4 elements (Air, Fire, Water, and Earth), but the uninitiated often don’t know about the 5th element, spirit, that fills the void in between. Spirits, on their own, are neither good nor evil. They simply are, but these Druids use their assistance in powerful and unique ways.


    Circle of the 5th Element Spells
    Druid Level Circle Spells
    2nd Bane, Sanctuary
    3rd Healing Spirit, Spiritual Weapon
    5th Revivify, Spiritual Guardians
    7th Divination, Guardian of Faith
    9th Arcane Hand, Commune

    Spirit Shield
    At level 2, as an action, you can use one of the uses of your wildshape to summon a spirit shield around yourself and your allies. When you do this, you gain 3x your druid level in temporary hit points that can be distributed to any allies that are within 60 feet of you.

    Minor Spatial Manipulation
    Additionally at level 2, you learn the mage hand cantrip. Instead of a spectral hand, this appears as a translucent ghostly spirit moving the object.

    Spiritual Repulsion
    At level 6, any creature that is currently under the effect of your spirit shield also gains resistance to Bludgeoning, Piercing, and Slashing damage from non-magical weapons. Once all the temporary hit points from this feature are lost (or replaced by temporary hit points from another spell of ability), the damage resistance is also lost.

    Haunting
    The spirits and the spirit realm can affect a creature mentally as well as physically. At level 10, as an action, you can call upon the spirits to haunt your opponents. A creature that is haunted must make a wisdom save against your spell DC. On failure, they are afflicted by one of the effects on the Short Term Madness table for 1d10 minutes. On a success, nothing happens to them.

    This ability can be used 1 time per long rest.


    Complete Spatial Awareness
    At level 14, you gain the ability to look through the eyes of those in the spiritual realms. As such, gain blindsight out to 30 feet.

    Spoiler: Changelog
    Show

    • Level 10 ability completely toss and re-written.
    • Level 14 change to true sight.
    • Level 14 change to blindsight instead of tru
    • Changed level 2 ability to gain more temp HP



    Last edited by nickl_2000; 2021-05-27 at 06:51 AM.
    Pronouns he/him/his
    Spoiler: 5e Subclass Contest Wins
    Show

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

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

    Join Date
    Aug 2013

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Roguish Archetype: The Maverick

    Whether it's an ace or a dagger up their sleeve, the maverick makes their own luck. A gambler who relies on precise hand-eye coordination to tip the odds in their favor, the same skills that allow a maverick to roll the desired number on a pair of dice or slide an ace from a hidden pocket make them lethal opponents with small, easily concealed blades. While many mavericks are nothing more than skilled cheats and frauds, others claim to simply have the benefit of fortune's favor, luck which defies all odds. Perhaps it doesn't matter: perhaps a scoundrel so skilled at cheating chance can fool the very Gods themselves, perception reshaping reality to account for their impossible luck.


    Escamotage
    Starting when you select this archetype at 3rd level, your precise manual dexterity gives you a powerful edge in gambling; you are proficient with card games and dice games, and you double your proficiency bonus when making checks with those game sets.

    In addition, the smallest blades are deadly weapons in your clever hands: daggers and darts deal 1d6 piercing damage for you, and you can add 5 times your dexterity modifier to the normal range of those weapons when thrown, and 10 times your your dexterity modifier to the long range. As a bonus action you can make a dexterity (slight of hand) check to perform a flourish with a dagger or dart in your hand which confounds opponents. If you do, until the end of your next turn you can use your Sneak Attack against any creature that has a passive perception score lower than the result of your check, even if you don't have advantage, but not if you have disadvantage.


    Hidden Pockets
    Also starting at 3rd level, you can easily hide small objects in your clothing. These objects must weigh no more than 1 pound each, such as dice, playing cards, daggers and darts. While clothed, you can hide a number of such objects on your person in this way equal to your dexterity modifier plus your rogue level. You can draw or stow these hidden items freely as a part of any other action. While hidden in this way, these objects are undetectable by a casual search, and you have advantage on any check you make opposing another creature's attempt to find them using a more thorough search.

    Spoiler: Sidebar- Using Skills: Slight of Hand
    Show
    Using Skills: Slight of Hand
    The Player's Handbook provides only basic guidance on how to use certain skills. Here are some suggestions on how Slight of Hand might be used at your table:

    The Slight of Hand skill can be used while drawing or stowing a small item to do so discretely: make a dexterity (slight of hand) check opposed by the passive perception scores of each creature observing you. If you win this contest, the other creature remains unaware of your interaction with the item. Any creature can attempt to use slight of hand in this way, but the Maverick's hidden pockets make it an especially useful ability. This can be used to do things like draw a hidden dagger without alarming a bodyguard, swap a card in your hand for one up your sleeve, or pocket stolen merchandise in plain view of the owner.

    Items hidden in a creature's clothing can usually be found using investigation: a thorough search of one minute or more could require the searcher to make an intelligence (investigation) check opposed by the dexterity (slight of hand) check of the creature that hid the object. This works in this way for any character attempting to hide an item in their clothing, but a maverick's hidden pockets give him advantage on the opposing roll.


    All In
    Blades fanned in your hands like playing cards, you can throw fistfuls at a time. Starting at 9th level, when you take the attack action on your turn you can expend the use of your sneak attack this turn. If you do, you can make a number of extra ranged weapon attacks with darts and/or daggers, up to the number of sneak attack dice you possess. Each of these attacks occur simultaneously and must target a different creature or object within 20 feet of you. If the number of extra attacks made is less than the number of sneak attack dice available to you, you can distribute the extra dice as added damage to any creatures you hit with these attacks, as long as the attack against that creature would normally be eligible for sneak attack.


    Jinx
    Gambling is as much about taking advantage of an opponents' misfortune as your own good luck: starting at 13th level, when you make an ability check you can impose disadvantage on any creatures opposing your roll (disadvantage applies a -5 modifier to a passive score). This can apply to initiative rolls as well: each hostile creature who rolls initiative when you use this ability has disadvantage on that roll. You can use this ability a number of times equal to your proficiency bonus, and recover all uses when you finish a short or long rest.


    Borrowed Luck
    The right card at the wrong time is no kind of luck at all, and fortune's favor ensures your luck shines when you need it most, allowing you to save a metaphorical ace in your proverbial pocket. Starting at 17th level, when you score a critical hit, you can treat that attack as a regular hit instead. If you do, once before the end of your next turn you can choose to treat another hit as a critical hit.


    Spoiler: Q&A
    Show

    What exactly is the nature of the "flourish" you perform using the bonus action provided by escamotage?
    It's up to you! Maybe you just toss your daggers in the air and catch them like Loki from the Marvel movies, or maybe you drop a dagger from one hand and catch it with the other like Arya in Game of Thrones. Maybe you make the dagger appear to vanish. Maybe you pull the dagger from behind an enemy's ear like your grandpa used to do with a quarter. Any cool trick that puts an enemies off balance and keeps them guessing about where the attack is coming from is fair game here.

    If I'm hidden and I throw several daggers at once using the "All In" ability, do all of the attacks have advantage?
    Yes, the multiple attacks made using this ability occur simultaneously, and so you aren't revealed until after they all resolve.

    How does "Extra Attack" work with All In?
    All In is a part of an attack action, and so Extra Attack would apply, adding one additional attack to the action without the targeting restrictions of All In.

    If I have an ability like Action Surge which lets me take another action on my turn, can I use All In twice?
    No. "Expend the use of your sneak attack" means that your sneak attack feature must be available for use, and if you've already used it once this turn for All In, then it isn't available to be used again.

    If I use All In on my turn, and later on someone else's turn I make an attack (an opportunity attack, for example) can I use sneak attack as normal?
    Yes, All In only replaces the use of Sneak Attack for the turn you use it.

    Can I use Borrowed Luck to move a crit from one target of All In to another creature targeted at the same time?
    Yes. All the attacks of All In occur simultaneously, so you know which are hits, crits and misses all at once before damage is rolled, allowing you to move a crit from one attack to another, and to decide how to allocate your remaining sneak attack dice.

    Does Borrowed Luck only work with darts and daggers?
    No, borrowed luck can work with any weapon you like. This means a high-level maverick could use All In to fish out a crit by attacking 11 different low level enemies at once, pocket the crit, then on his next turn use his longbow to fire a Fiend Slaying Arrow at an arch-devil, using the crit he had pocketed. Mavericks are especially good at using darts and daggers, but they aren't meant to be the only weapons they will ever want to use in every circumstance.
    Last edited by Damon_Tor; 2021-05-29 at 01:29 AM.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Changed my mind: it’s morphing time.

    Spoiler: Note
    Show
    I don't do cocaine, but I feel like if I did, this is what I would submit...


    Ranger Archetype: 5 Colors of Power

    As a champion of cosmic order you stand firm with chosen allies against the deadliest of forces bent on destruction or domination.

    Bonus Spells
    1. Find Familiar, Protection from Evil and Good
    2. Enhance Ability, Find Steed
    3. Beacon of Hope, Crusaders Mantle
    4. Find Greater Steed, Summon Construct
    5. Arcane Hand, Teleportation Circle

    Chosen Allies
    Beginning at 3rd level after choosing this archetype you can empower select allies with unique gifts. At the end of a long rest you can choose a number of creatures including yourself equal to your proficiency bonus and assign them a color. You can assign each color only once. Target creatures must have an Intelligence score of 6 or greater and a single creature can have only one color assigned. Colors remain assigned until you use this feature to assign them again. In addition to altering the their equipment and clothing to coordinate around the assigned color, each color has the following effects:

    Red. The creature can add your proficiency bonus to Persuasion checks and saving throws against fear.
    Blue. The creature can add your proficiency bonus to Intelligence checks.
    Black. The creature can add your proficiency bonus to Constitution saving throws and Athletics checks.
    Yellow. The creature can add your proficiency bonus to Acrobatics checks and gains a climb speed equal to its speed.
    Pink. The creature is immune to falling damage and its jumping distances are doubled.

    Mighty Steeds
    Beginning at 7th level you can conjure forth powerful steeds of steel hide and wire sinew to swiftly carry your chosen allies. When you cast Find Steed or Find Greater Steed you can use this feature to create a number of creatures equal to your proficiency bonus that share the colors of your Chosen Allies. Each steed is Large or sized to be a mount for the Chosen Ally, whichever is smaller. These Steeds are bonded to the ally that shares their color and remain until you choose different allies to bear your colors, you cast either of these spells again, or they are reduced to 0 hit points. Only the creature whose color matches the steed can ride it. You can use this feature once and must complete a long rest before doing so again.

    In addition to being constructs which do not require food, water, or sleep, each Steed's color confers certain benefits as detailed below.

    Red. While mounted the steed and rider have resistance to Fire Damage.
    Blue. While mounted the steed and rider have resistance to Lightning and Thunder Damage.
    Black. While mounted the steed and rider have resistance to Bludgeoning Damage.
    Yellow. While mounted the steed and rider have resistance to Acid and Poison Damage.
    Pink. While mounted the steed and rider have resistance to Psychic Damage and do not provoke attacks of opportunity.


    Unity Assault
    At 10th level and beyond it becomes possible to perform a potent combination attack with a nearby Chosen Ally. When you are within 5 feet of a Chosen Ally you can perform a Unity Assault. When the ally makes an attack or casts a spell you can use your reaction to expend a spell slot and empower it as follows:
    One target of the spell or attack must make a Dexterity save against your Spell DC and suffers 2d8 additional damage + 1d8 for each level of the spell slot, a successful save halves the damage. Additional Chosen Allies within 5 feet can use their reaction to add 1d8 additional damage as well. The type of damage is determined by the color of the ally that made the triggering attack. You can use this feature a number of times equal to your proficiency bonus.

    Red. Fire.
    Blue. Lightning.
    Black. Bludgeoning or Piercing.
    Yellow. Acid.
    Pink. Psychic.

    Prismatic Golem God Zetamagnus
    At 15th level the secret power of your allies can be realized in full. You can now assign a previously unknown color of your choosing, such as green or white, to yourself or a Chosen Ally which confers the following benefits:

    Unknown Color. The creature can use a bonus action to teleport up to 60 feet to space within 5 feet of any Chosen Ally. While mounted on an Elemental Steed the mount and rider are resistant to force damage. The damage type of the Unknown Color's Unity Assault is Force.

    When you cast Summon Construct each willing Chosen Ally including you can use their reaction to sacrifice their steed and have it transform and combine with the summoned Construct. The steeds disappear leaving the Chosen Ally in a space they occupied and the construct's size increases to Huge. For every steed added to the construct, the spell is treated as if cast with a slot one level higher to a limit of 9th. If 4 or more Steeds are added the size increases to Gargantuan. You can treat this construct as a Chosen Ally for your Unity Assault feature. If the Construct is destroyed you gain a level of exhaustion. You can cast Summon Construct in this way once and must complete a long rest before doing so again.
    Last edited by BerzerkerUnit; 2021-05-30 at 05:40 PM.

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

    Join Date
    Sep 2020
    Location
    Canada
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    You gotta hand it to me, I've worked on this one for a while beforehand.

    Spoiler: Design Notes
    Show
    Yup! I based this off of things like handsigns and palm-reading and of course, the two magic hand spells. Would also be really cool for a sign-language caster.
    Version 1.1: Buffed "Hex Hands" to avoid debuffing compared to other Wizards and added an additional bonus regarding Dexterity. Also changed the bonus of Mastery of Manos.
    Version 1.15: Elaborated on "Hex Hands" regarding Spell Mastery and Signature Spell features.
    Version 1.5: Clarified more on various features and tried blanacing affects. Replaced Mastery of Manos with Hand of Hamsa.
    Version 1.6: Simplified matters with the help of Damon_Tor in terms of text and adjusted some stuff..


    Wizard: School of Chiromancy
    Magical handsigns and palm-reading are just two examples of magic’s association with hands. However, they derive from a powerful form of magic coming from just the power of your hands themselves. Rather than using spellbooks to contain them, it is contained through magical mnemonic techniques associated with the hand.

    The School of Chiromancy is founded on this devotion to handcrafting sublime spells. Five digits on each hand, representing the five senses or the five points of a star, they consider their hands the true focal point of wizardry. While perhaps not able to carry as many spells as other wizards, your very hands radiate the power of magic and utilized fiercely.



    Hex Hands
    At 2nd level, you no longer carry a spellbook for your spells. Using specially prepared inks and ancient incantations passed down by the school, your arms and hands are marked with special flowing sigils and hieroglyph-like patterns, granting you powerful capabilities and turning your hands into hex hands, which function as your spellbook in terms of documenting your list of known and transcribed spells. Your hex hands grant you the following abilities:
    • You can replace the vocal components of spells you cast with somatic components.
    • You can prepare an additional number of spells per day equal to your Dexterity modifier (minimum 1).
    • If you have your hands damaged or cut off, you can spend a long rest to heal and even regrow your lost limb, as if you had regenerate cast on you. Starting at 10th level, you only need to spend a short rest.



    Magical Handiwork
    Your devotion into the magical arts through your hex hands has granted you some special gifts. At 2nd level, you now learn the cantrip mage hand if you did not know it already. The cantrip does not count toward your total number of cantrips known. If you already do know it, you learn one additional wizard cantrip of your choice.

    Whenever you cast mage hand, it now has a range of 60 ft and can be cast as a bonus action. You can also spend a bonus action to move the mage hand up to 60 ft.

    Additionally, you now gain proficiency in the Sleight of Hand (Dexterity) skill.


    The Magic Touch
    By 6th level, your practice of spellcasting through sacred gestures primarily has honed your magical handiwork, your hex hands now glowing with further power. You gain the following benefits:
    • Whenever you make a spell attack roll, you can choose to add your Dexterity modifier (min 1). You do this before or after the roll result, but before knowing if the roll succeeded or not. You can do this a number of times equal to your Dexterity modifier. You regain all expanded uses after a short or long rest.
    • You can use your mage hand to provide the somatic component to cast a spell.
    • When you cast a spell with a range of touch, you can deliver the spell with your mage hand if it is already active.
    • When you make an unarmed strike, you deal force damage equal to 1d6 + your Intelligence modifer.



    Powerful Palmistry
    Beginning at 10th level, your hex hands have grow strong enough to help stand up to whatever tries to break your focus. Whenever you make a spell concentration check with a spell that has a somatic component, you can add your profiency bonus.

    Additionally, you now learn the spell Bigby’s hand if you don’t know it already. The spell does not count toward your total number of spells known. If you already know Bigby’s hand, you learn one additional wizard spell of your choice of a level you cast. When you cast Bigby’s hand, you do not need vocal or material components to cast it. You do gain the bonus of The Magic Touch feature.


    The Hand of Hamsa
    By 14th level, you have unlocked the ultimate secret of the hex hands, the power of the hamsa, the powerful palm of protection. As a bonus action, you can activate the hamsa and ward yourself with powerful magic, your hex hands glowing. For 1 minute, you have the following benefits:
    • You have resistance against the damage of spells.
    • Your AC is increased by your Intelligence modifier (min 1.)
    • If a hostile creature is concentrating on a spell, you can use an action or bonus action to disrupt their spellcasting with your protective palm, either by touching them yourself or with your mage hand. They need to make a concentration check against your spell save DC. If they fail, their spell ends and they take psychic damage equal to your wizard level.

    You are considered to be concentrating on a spell though you do not make spell concentration checks if you are attacked by a spell. You can only use this a number of times equal to your Dexterity modifier (min 1). You regain all expanded uses after a long rest.
    Last edited by CountDVB; 2021-05-21 at 01:21 AM.

  6. - Top - End - #6
    Dwarf in the Playground
     
    ElfWarriorGuy

    Join Date
    Aug 2013
    Location
    Bulgaria
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Otherwordly Patron: The Weaver

    You made a pact with a powerful entity tied closely to the nature of magic and energy leylines permeating the world, and it allows you to access whatever is the source all magic in a specific world in a way wizards can only dream of.
    Entities of this type include deities of magic like Mystra of Forgotten Realms, Wee Jas of Greyhawk and Vecna of Exandria, archmages who have transcended the limitations of magic like Srinshee and Larloch from the Realms or even vestiges of magic-users of immeasurable power like Karsus.

    Warlock level Feature
    1st Expanded Spell List, Weaver's Glove, Energy Efficiency
    6th Capture Residue
    10th Finely Attuned
    14th Conjunction

    Expanded Spell List
    The Weaver 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 magic missile, shield
    2nd Nystul's magic aura, web
    3rd nondetection, slow
    4th arcane eye, Otiluke's resilient sphere
    5th circle of power, wall of force
    In addition, when you learn a new cantrip, you can select any cantrip that appears in wizard spell list. It's a warlock cantrip for you.
    Finally, you learn detect magic spell and can cast it without expending a spell slot. It's a warlock spell for you and doesn't count against your number of known spells.

    Weaver's Glove
    Starting at 1st level, your patron gifts your with a special glove that looks like it's made from silk or some other valuable textile. You can conduct an hour long ritual to entreat you patron for a replacement glove. If you do, your existing glove disappears in a harmless burst of multicolored flame, and the same happens if you die.
    The glove can serve as a spellcasting focus for your warlock spells, even if the spell in question doesn't require any material components or requires material components with cost specified (you still have to provide costly material components in this case).
    Once per turn, when you cast a warlock spell of 1st level or higher either from your warlock spell slot or by expending a use of your Mystic Arcanum feature, you can capture a strand of energy and create a mote of it on your glove. You may cause that spell to have no effect. You can have up to 5 motes on your glove at the same time. A mote is represented by a special die, which size depends on the number of motes you have: a single mote is d4, two motes are 2d6, and so on, up to 5d12.
    When you finish a short or a long rest, all motes disappear from your glove.
    If you have at least one mote on your glove, you gain access to special options:
    Cut the Strands. Once per turn, when you deal damage with a warlock cantrip cast with the help of your glove, you can expend a mote, roll your mote die and add the number rolled to one damage roll of that cantrip. If you later gain Pact of the Blade, the benefit of this feature extends to attacks with your pact weapon.
    Weave a Shield. As a reaction to being damaged, you may expend one mote. You reduce the damage by the number rolled on your mote die + half your warlock level.

    Energy Efficiency
    Also, starting at 1st level, your unique connection to the nature of magic allows you to derive extra power from magical charge of certain items. When you expend charges from a staff or a wand to create an effect specified in the item's description, you expend 1 less charge than you would normally do, to the minimum of 1. For example, you can expend 2 charges from a wand of magic missiles to cast magic missile at 3rd level.
    Additionally, whenever you expend the last charge from a staff or a wand, it is never destroyed.

    Capture Residue
    Starting at 6th level, you learn to wield your pact magic with unparalleled efficiency. Once per turn, when you cast a spell with the help of your glove using a warlock spell slot, you can cast that spell at lower level than the slot level, down to the spell's lowest level. If you do, you gain a warlock spell slot of level equal to the difference between the original slot level and the level you cast that spell at. This slot disappears when you finish a short or long rest. If an invocation allows you to cast a spell using a warlock spell slot, you can use a spell slot gained from this feature, but only if its level is equal to or greater than the spell's lowest level. You can use this ability a number of times up to your proficiency bonus. You regain all expended uses when you finish a short or a long rest.

    Finely Attuned
    Starting at 10th level, your affinity with the nature of magic subtly evens out unfavorable circumstances. A creature can never benefit from advantage on a saving throw against your warlock spell cast with the help of your glove, and any spell attacks you make as a result of a warlock spell cast with the help of your glove never suffer disadvantage. If you have Pact of the Blade, your attacks with your pact weapon gain the same benefit.
    Conversely, as long as you have your glove you never suffer disadvantage on saving throws against spells or other magical effects, and spell attacks against you never have advantage.

    Conjunction
    Starting at 14th level, whenever you use Cut the Strands or Weave a Shield, you may expend any number of motes you have, add up the numbers rolled and use the result. If you expend 5 motes this way, you retain a mote for every number of 10 or greater rolled on your mote dice.
    Additionally, whenever you roll initiative and have no motes on your glove, you gain one mote immediately.
    Last edited by Ilerien; 2021-06-13 at 04:25 PM.

  7. - Top - End - #7
    Dwarf in the Playground
     
    sleepyhead's Avatar

    Join Date
    Dec 2018
    Location
    Mystical land of Nebraska
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Grief Domain
    Based off of the 5 stages of grief
    Domain Spells
    Wip
    Grief Domain Spells
    1st

    Bonus Proficiencys
    At 1st level, you gain proficiency with martial weapons and heavy armor.

    Deniers Resilience
    Starting at 1st level whenever you take damage you may use your reaction to gain 1d4+4 temporary hit points, you lose these temporary hit points at the start of your next round. Gain and additional 5 temporary hit points per 5 cleric levels.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Channel Anger
    When seeing an ally taking damage in your line of sight you may use your reaction to move up to 60ft. to the attacker and make an attack with advantage as well as dealing extra damage equal to your Proficiency Bonus.

    Bargainers Prayer
    When seeing an ally within 20ft. take damage you may use your reaction to give them 1d4+9 temporary hit points , causing you to take 1d4+4 damage. Temporary hit points gained this way are lost at the start of the creatures turn.

    Every 5 cleric levels you give an additional 5 temporary hit points and take an additional 4 points of damage.

    Depressions Weight
    Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

    Acceptances Grace
    Wip
    Last edited by sleepyhead; 2021-05-18 at 10:26 PM.
    My limited homebrew experience
    oh hey didn't see you there

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

    Join Date
    Jul 2015

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Monk: Way of Balance (inspired by ATLA)

    Earth, wind, fire and air are the basic elements that surround us everywhere. However, there is the fifth element - cosmic energy - which embraces every species in the world. Monks of Balance learn how to manipulate each of the elements, including energy within themselves or energy within other folk.

    Air and Water
    Starting at 3rd level, when you choose this tradition, you learn the following techniques:
    Dodge and Evade. Air is the element of freedom, and you are ever against harming people except in the direst of circumstances. After you take the Dodge action, you can can use your bonus action to hurl a blast of air against your enemy. The blast counts as a simple ranged weapon that has Thrown(20/60) and Finesse properties. The blast deals bludgeoning damage equal to your Martial Arts die. If you drop a creature to 0 hit points using this attack, you knock the target unconscious, but it is stable.
    Healing Wave. Water is cold and calm, and you can use its powers to heal your allies from harm. If you hold a full waterskin in your hand, you can use your action to create a wave of healing energy transferred through water that jumps toward a target of your choice that you can see within range. Three waves then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature and can be targeted by only one of the waves.
    The target regains 3d8 hit points. When you use this feature, you must expend a number of ki points equal to the total number of the targets.

    Tremorsense
    Earth is silent and unmoving. Beginning at 6th level, you gain tremorsense to a radius equal to your walking speed.

    Dancing Dragon
    Fire is the most misunderstood element of all.
    Beginning at 11th level, you can spend 7 ki points to use one of the following breath weapons:
    Fire Breath. You exhale fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 12d6 fire damage on a failed saving throw, or half as much damage on a successful one.
    Sleep Breath. You exhale sleep gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw, or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    Weave Blocking
    At 17th level, you learn the technique that allows you temporarily block spellcasting of other creatures.
    As an action, you can touch a creature and spend 10 ki points to attempt to cut a spellcaster off from its source of power. Make a Wisdom check contested with the target’s Wisdom check. If you succeed on the check, the creature can’t cast spells for the next minute. If you succeed on the check by 5 or more, the creature instead can’t cast spells for the next 24 hours. If you attack the target in any way, the target is freed from the effect.

  9. - Top - End - #9
    Ettin in the Playground
     
    MindFlayer

    Join Date
    Mar 2015
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Placeholder.

    Cleric Domain - Evil

    Some clerics devote themselves to gods that dwell in the Abyss or the Nine Hells and see their devotion rewarded with abilities and skills to sow discord or tyranny in the world. Such clerics take the Evil Domain.



    Evil Domain Spells2
    Level Spells
    1 Bane, Protection from Evil and Good
    2 Darkness, Alter Self
    3 Fear, Summon Lesser Demons
    4 Evard's Black Tenticles,Summon Greater Demon
    5 Circle of Power, Infernal Calling

    At first level you gain proficciency in the deception and intimidations skills. In addition when you use these skills you may add your wisdom bonus to any rolls you make.1

    Channel Divinity - Pentagram of Power
    At second level you channel your malevolent power to create an area lit by a dim red light and marked by a large penatgram. As an action you present your holy symbol and for the next minute a mark appears on the ground centred somewhere you can see within 60ft and affecting a sphere with radius 15ft and a height of 60ft. When you activate this ability you may select any number of creatures you can se to be immune to its effects. Whenever a creature attempts to enter the designated area they must make a charisma save. If they fail this save they stop outside the area and their movement speed is reduced to zero till the start of their next turn.
    After you reach 5th level you may chose to have the area of effect be centred on yourself; if you do the area moves with you.

    Channel Divinity - Binding of the Five rings
    The magic of the Outer Planes suffueses your casting of some malevloent spells. At level 6, whenever you cast one of the following spells using a spell slot of level 3 or higher you may also expend a use of your channel divinity to consider it to be cast from a level five spell slot instead. These spells are inflict wounds, command, bane, hold person, bestow curse.3


    Grasp of Fate
    The dark powers you worship bind your enemies and slow their actions. From level 6 whenever a creature fails a charisma or wisdom save against one of your spells of first level or higher, you may have that creature's movement speed be diminished by 5ft for the duration of the spell.4

    Potent Cantrip
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.5

    Burning of the five candles6
    Starting at level 17 you may undertake a ritual that harnesses the energy of the dark powers you serve. Once per day you may undertake a 10 minute ritual to summon 5 flickering candles that orbit your head, immiting a sickly green glow and providing dim light to 15ft.

    Whenever you roll for initiative you may chose a benefit from the table below. Each benefit lasts 5 minutes or until another condition ends it and each benefit may only be chosen once. These effects may not be dispelled but a wish spell or a remove curse spell will end the effect on a creature and an antimagic field will supress the effects.

    Name Benefit
    Dark Desire Chose one mundane or magic item you can see within 30ft that is held or carried by a creature that is not hostile to you. Whenever a hostile creature is within 10ft of that item they will do everything they can to possess that item, often using an attempt to disarm that creature but possibly also using any other spells or abilities that might cause the item to be dropped. Creatures with intellicence lower than 5 are immune to this effect.
    Seeds of Wrath Anytime a hostile creature within 120ft of you wishes to take an action other than the attack action or a multiattack action they must make a wisdom save. If they succed, then they may continue as normal. If they fail they use their action instead to dash and use any remaining movement to move as far towards you as they can, whist avoiding any obvious hazards.
    Restraining Order Chose five spells. For the duration of the effect those spells may not be cast within 60ft of you and any instances of those spells are supressed as if in an antimagic field.
    Shifting Bargain Chose a creature. For the duration of the effect, any creature that is hostile to the chosen creature and could target the creature with an attack must chose that creature at the target of that attack. If the chosen creature dies, then you may chose a new target. Creatures with intellicence lower than 5 are immune to this effect.
    Sellsoul Gambit Whever a creature within 60ft makes an attack roll you may use your reaction to force them to reroll that die. If the creature is hostile they may make a charisma save to resist the effect. You make this choice after you see the roll but before knowing if it is a success or failure. Once you have successfully used this ability once, the benefit ends


    Spoiler: Design intentions/Excuses
    Show

    1 So the idea is to turn you into a corruptor and able to lead people astray. Also this will help at higher levels with summoning demons
    2 OK, its a powerful spell list. I felt I needed to pull the class away from healing a bit and this was done by tempting use of spell slots for other purposes.
    3 I wanted to reenforce the theme of 5. I felt that a big at will ability would be imballanced (and need a weaker spell list to compensate) so I split the level 6 in two - using your CD to boost spells so it costs a class ability and a resource to do so seemed a decent enough tradeoff.
    4 Intended to be a nice little bonus that you will see have some efect in combat from time to time, rather than soemthing big and splashy. Er... and its 5 ft for the 5s, and er grasp is about hands and fingers and stuff I guess?
    5 Absolutely nothing to do with 5s... unless you have Max Wisdom in which case it adds 5 to damage
    6 So I totally had to put a table in with 5 items to up the number of 5s... and to reference 5s within that table

    If it were not for Tasha's Guide to Everything and what that did to clerical balance I would have worried that this was a bit brokenly powerful (OK slight exageration). Decent enough channel divinity, solid domain spell list (at least at higher levels) and some situationally very useful other abilities.

  10. - Top - End - #10
    Bugbear in the Playground
     
    Edea's Avatar

    Join Date
    Sep 2007
    Location
    In your head.
    Gender
    Female

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Path of the Dragon Queen (Barbarian Subclass)

    3rd: Tiamat's Rage
    Choose an energy type out of (acid, lightning, poison, fire, cold) whenever you start a rage.
    Your melee attacks deal +1d6 damage of the associated type for the duration of the rage, along with you gaining resistance to said type. The bonus damage increases to +2d6 at 11th level.

    6th: Fivefold Retribution
    When an enemy attacks you with advantage (such as after using your Reckless Attack feature) and hits, choose an energy type out of (acid, lightning, poison, fire, cold). The triggering enemy takes 5 damage of the associated type. If the triggering enemy is within 5 feet of you, they must also make a Dexterity saving throw (DC = 8 + your prof bonus + your Strength modifier) or gain vulnerability to said damage type for the next five rounds.

    10th: Chromatic Blessing
    Your choice of energy type whenever you rage causes wings reminiscent of the corresponding dragon to sprout from your back for the duration, granting you a fly speed equal to your land speed and the ability to hover, so long as you are wearing light or no armor. You also gain an immunity based on the type chosen (does not apply retroactively) for the duration of the rage:
    • Black (Acid) - Immunity to the Petrified condition.
    • Blue (Lightning) - Immunity to the Blinded and Deafened conditions.
    • Green (Poison) - Immunity to diseases and the Poisoned condition.
    • Red (Fire) - Immunity to the Charmed and Frightened conditions.
    • White (Cold) - Immunity to the Paralysis and Stunned conditions.

    14th: Strike of the Five Fangs
    Once per turn, you can make a special attack that strikes at up to five targets at once by using your Attack action.
    • All targets must be within 30 feet of you, and you cannot strike any given target with this use of the Attack action more than once. Attacks in excess of the number of available targets are wasted.
    • These are considered melee weapon attacks, and they use your current melee weapon for attack and damage calculations.
    • Each of these five attacks has its own corresponding energy type, which is not shared by the other attacks. All damage dealt by that attack (if it hits) is of the associated type. You choose which of the attacks strikes at any given target.
    • If you decide to use your Reckless Attack feature with this ability, its benefit applies to all five strikes.
    • You can use this ability up to a number of times equal to your Constitution modifier. Whenever you rage or take a long rest, you regain all expended uses of this attack.
    "Come play in the darkness with me."
    Thanks for the avatar, banjo1985!

    Spoiler
    Show

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


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

  11. - Top - End - #11
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    STUDENT OF THE FIVE RINGS

    fighter archetype

    Students of the Five Rings are swordsmen of a specific school founded by the legendary duelist and "sword-saint" Miyamoto Musashi and attempt to emulate his self-taught dual wielding style.

    Spoiler: V1
    Show
    Daisho
    Beginning when you take this subclass at 3rd level, longswords gain the light and finesse properties when you wield them, and shortswords grant +1 AC when you wield them. This AC bonus does not stack with itself or the bonus from a shield.

    Iaido
    At 7th level you gain proficiency with initiative rolls and the insight skill

    Nitoken
    At 10th level, when you use your bonus action to attack with a shortsword, you make two attacks instead of one.

    Iaido Focus
    At 15th level, when you roll initiative, you gain a bonus to damage equal to half your initiative result on the first attack you make. This damage can only be applied once each time you roll initiative and only against a target that has not yet acted in that combat.

    Kensai
    At 18th level, when you roll initiative, you may draw a longsword and a shortsword as a free action. If you draw a longsword with a bonus to attack and damage rolls, you add that bonus to your initiative, and if you are armed with a shortsword with a bonus to attack and damage rolls, you also gain that bonus to your armor class.


    Spoiler: V2 WIP
    Show
    The Five Stances
    Beginning at 3rd level when you take this subclass, you learn the five stances that form the basis of Musashi's style. You can only he in one stance at a time and it takes your concentration, and like concentrating on a spell, you can lose the benefits by taking damage and failing your constitution check. Once on your turn, you may switch stances.

    Daisho
    You may treat a longsword as if it has the light and finesse properties as long as you are armed with no other weapon or only a shortsword in your off hand.

    Iaido
    While in this stance, you gain a bonus equal to your charisma modifier to insight checks and initiative checks.

    Nitoken
    You gain a +1 bonus to AC while wielding a shortsword.
    Last edited by sengmeng; 2021-05-27 at 09:20 AM.

  12. - Top - End - #12
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Sep 2009

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Oath of the Paramander

    The light of the goodly realms brings healing and succor, but it can be blinding. The order of the axiomatic planes grants stability and control, but it can be binding. The freedom of the chaotic places allows for creativity and expression but it can be maddening. The cruelty of the evil pits can give power and meaning but it can be damning. Even the balance of the concordant lands can peaceful, but also inconsistent. The Paramander is one who stands beside the 5 alignments, but draws power from all of them. To be a Paramander is not necessarily to be Neutral, however. One can see the virtues of Hell without wishing to be a tyrant, and one can appreciate the beauty of Limbo without forsaking their oaths and vows. Paramanders all share one goal, to guard the Prime against the overweening control of the Aligned Planes. Mortals must be protected from undue influence and allowed to find their own path.

    Oath Spells
    3rd Sanctuary, Hellish Rebuke
    5th Fortunes Favour, Zone of Truth
    9th Dispel Magic, Protection from Elements
    13th Confusion, Blight
    17th Geas, Wall of Light

    Level 3
    Draw From Many Wells
    Each time you regain spells you can choose whether your smites damage is Radiant or Necrotic. At level 7 you may also choose Psychic or Thunder

    Channel Divinity
    Bestow Chaos: As an action present your Holy Symbol and utter a string of maddening gibberish. Choose one creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes Confused (as the spell) for 1 minute. While Confused the creature cannot make attack rolls against you, even if they roll to 'act normally'.
    Enforce Order: As a bonus action you may call upon the powers of Law to reduce the randomness of the world. Until the beginning of your next turn when you make a saving throw, ability check or attack roll you can treat a d20 roll of 9 or lower as a 10


    Level 7

    The Paladin has a choice here between Good or Evil. They may only gain one of the following abilities.

    Light of Life: You may use your healing powers more skillfully and at a distance. Your Lay on Hands ability can be used as a bonus action on any creature within 10ft. At level 15 it becomes 30ft, and you may use the Cure Wounds Spell in the same manner.

    Might of Death: You channel the powers of Evil to wound your foes and heal yourself. When a creature within 10ft of you takes damage, that you didn't cause, you may cause them to make a Constitution save. If they fail they take damage equal to your Cha Mod, and you heal the same amount. At 15th level the range of this extends to 30ft.

    Level 15
    If the Paladin chose Good earlier they have to pick Evil now, and vice versa.

    Celestial Mantle: You resist the powers of the lower planes. You are resistant to fire, poison and necrotic damage and immune to being poisoned.

    Fiendish Vengeance: Whenever you drop to 0 hit points you unleash a deadly vengeance. All creatures within 30ft take 2d8+Cha mod Fire damage and 2d8+Cha mod Necrotic damage, Dex save for half. If any creature dies due to this damage you are healed to 1 hitpoint.

    Level 20
    Avatar of Concordance
    At 20th level, you manifest a spark of Neutrality. As a bonus action, you gain the following benefits for 1 minute:

    1. Advantage on all saves vs spells.
    2. Advantage on all attacks vs creatures with at least one non-neutral component to their alignment and an extra 2d8 Force damage on any successful hit vs a creature without any neutral component to their alignment.
    3. The ability to cast Dispel Magic as a 5th level spell as a bonus action without using any spell slots.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
    Last edited by Lvl45DM!; 2021-05-31 at 04:07 AM.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  13. - Top - End - #13
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Mar 2008

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Rogue - Hand of the Dead

    Rogues who master the Hand of the Dead are masters of games of chance; the title is based on a particularly famous master who died while playing Three Dragon Ante. All rogues of this sort are incorrigible gamblers, no matter what style of gaming they dedicate themselves to.

    Itinerant Gambler
    At third level, you gain proficiency and expertise in any one gaming set of your choice. You can add half your proficiency bonus, rounded down, to any ability check you make with any gaming set that doesn't already include your proficiency bonus. If you are also proficient in Sleight of Hand, you always roll ability checks for gaming sets with advantage.

    Luck of the Draw
    Also at third level, as part of completing a short or long rest, you can play a game with a gaming set in your possession that you are proficient in, with or without opponents. Make a Dexterity-based ability check with your gaming set, and divide the result by 5, rounding down. This many times, you may re-roll any die for any reason; all remaining uses expire when you begin a rest.

    Lucky for Me, Lucky for You
    Beginning at 9th level, you may consume uses of Luck of the Draw to allow any creature you can see to re-roll any die for any reason.

    Never Tell Me the Odds
    Beginning at 13th level, you may consume uses of Luck of the Draw to force any creature you can see to re-roll any die for any reason.

    Never Tell Me the Evens
    Beginning at 17th level, you may consume multiple uses of Luck of the Draw when forcing a die to be re-rolled; instead of rolling it, set it to 5 times the number of uses you expend. Reduce any value above the maximum a die could roll to its maximum - for example, if you spend 1 use on 1d4, set it to 4, not 5.
    Last edited by quindraco; 2021-06-07 at 06:38 PM.

  14. - Top - End - #14
    Ogre in the Playground
     
    MoleMage's Avatar

    Join Date
    Jun 2009
    Location
    Oklahoma
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Time really does sneak up on us, doesn't it?

    Voting time is here already! https://forums.giantitp.com/showthre...7#post25085537
    Last edited by MoleMage; 2021-06-14 at 08:44 AM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
    Show

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

  15. - Top - End - #15
    Ogre in the Playground
     
    MoleMage's Avatar

    Join Date
    Jun 2009
    Location
    Oklahoma
    Gender
    Male

    Default Re: D&D Subclass Contest XXIII: Bunch of Fives II

    Quote Originally Posted by MoleMage View Post
    I'm back at the keyboard so here's the contest results!

    In 3rd place, with 9 points total, it's Ilerien's Weaver Patron for Warlocks. Wear a stylish glove! Manipulate the threads of magic! Use wands and staffs more efficiently!

    In 2nd place, with 10 points total, it's BerzerkerUnit's 5 Colors of Power Ranger. Be a Power Ranger! Force your friends to wear certain colors whether they want it or not!

    And in 1st place, with 13 points total, it's Edea's Path of the Dragon Queen. Unleash the wrath of the five-headed dragon god! Change your energy type each time you rage! Deal damage to hordes better than any other barbarian!

    And our winner for theme by a landslide was Bigger is Better. I'll have it formatted soon and posted to the chat thread. Warriors of Old was our runner-up so it'll stay in the voting pool for next time. Good luck in the next contest, everyone!
    Time for that new contest smell, or whatever sensation purely digital creations have!

    https://forums.giantitp.com/showthre...gger-is-Better
    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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •