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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    May 2019

    Default Generalist Wizard, Void Cleric, & Mega Corporation Warlock

    Generalist Wizard:

    Limitless Potential: Starting at 2nd level, add your intelligence modifier to half your Wizard level for the purpose of calculating which spells you can recover with arcane recovery. At 10th level, increase the maximum level of a spell slot you can recover with that feature by 1.

    Enduring Magic: Beginning at 6th level, whenever an enemy attempts to dispel or counterspell your magic, the spell slot they expend to cast dispel magic or counterspell must be equal to the spell slot you expended. Otherwise, the attempt automatically fails.

    Superior Concentration: Starting at 10th level, when your concentration on a spell would be broken, you may instead expend a total number of spell slots equal in level to the slot level of the spell you are concentrating on. Your concentration is not broken.

    Spell Potency: Starting at 14th level, whenever you expend a spell slot to cast a spell from the Wizard spell list that can be heightened, treat the slot as one level higher for the purpose of determining the spell’s effects.

    Void Cleric

    Domain Spells:
    1st Arms of Hadar, Feather Fall
    3rd Blindness/Deafness, Silence
    5th Hunger of Hadar, Sending
    7th Banishment, Freedom of Movement
    9th Antilife Shell, Passwall

    Of the Void: Starting at 1st level:
    • You do not need to eat, sleep, or breathe.
    • You have resistance to cold damage from non-magical sources. If you have cold resistance from another source, you instead gain immunity to cold damage from nonmagical sources.
    • You can see in dim light and darkness as if they were bright light.

    Channel Divinity: Voidspace:
    At 2nd level, you can use your Channel Divinity to access the limitless space between the stars.

    When you use this action choose one of the following options:
    • Focus on an otherwise unattended object you are touching that is smaller than you. That object is transported to a personal demiplane located in the space between crystal spheres.
    • Visualize a single object stored in your demiplane; you summon it into your hands.

    One year after a void cleric dies, their personal demiplane collapses. All nonmagical contents stored therein are destroyed. Magical objects are scattered across the multiverse.

    Grasp of the Void: At 6th level, whenever a creature magically transports itself to a space within 30 ft. of you or whenever one or more creatures is summoned within that same area, you may use your reaction to inflict force damage equal to your cleric level to those creatures. Then, each affected creature must make a charisma saving throw (DC equals your spell save DC) or be restrained till the end of their next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

    Acausality: At 17th level, you gain immunity to force damage and can move through magical force effects as if they were difficult terrain. You may not end your turn inside magical force. Furthermore, you treat disintegrate as a cleric spell. Whenever a creature makes a saving throw against a disintegrate spell you cast, you may expend three uses of Grasp of the Void to impose disadvantage on the roll.

    Mega Corporation Patron Warlock

    Expanded Spell List
    1st- Command, Dissonant Whispers
    2nd- Calm Emotions, Enhance Ability
    3rd- Galder’s Tower, Sending
    4th- Secret Chest, Private Sanctum
    5th- Bigby’s Hand, Creation

    Personal Investment: At first level, as a bonus action, you may sacrifice any number of gold pieces on your person to your patron. For every 100 gp you sacrificed, regain 1d4 hp.

    Capital Investment: At first level, gain one infused item as per the Artificer class feature. You also gain one infusion known, from the Artificer infusion list, for which you meet the prerequisite (treating your warlock level as you artificer level). During a long rest, you may expend 100 gp to replace one of the infusions you have learned with another.

    At 6th level, gain one more infusion per day and one more infusion known.

    Tireless Dedication: Starting a 6th level, As a bonus action, you may remove a single level of exhaustion from yourself. Once you have used this ability, you cannot do so again until you finish a short or long rest. You gain proficiency in constitution saving throws.

    Product Recall: Starting at 10th level, whenever a creature succeeds on a saving throw against one of your spells, you may use your reaction to regain the spell slot that you expended to cast that spell. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses of this ability when you finish a long rest.

    Bankruptcy Policy: Starting at 10th level, when you meet any of the following criteria, you may activate this ability as an action. Typically, Bankruptcy Policy lasts until none of the following criteria are met:
    You have no uses of your Mystic Arcanum remaining
    You have no hit dice remaining
    You have expended all your uses of Product Recall

    While this ability is active, and you begin your turn with 0 hp, you regain 1d4 hp, then 10gp on your person is instantly transported to your patron. If you do not have at least 10gp on your person, Bankruptcy Policy ends prematurely.

    While this ability is active, you may dismiss it as action and choose one of the following:
    • Regain 1d4 + proficiency bonus HD.
    • Regain one use of Mystic Arcanum of 7th level or lower.
    • Regain 1d4 uses of Product Recall.

    Once you use this feature, you can't use it again until you finish a long rest.

  2. - Top - End - #2
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
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    Avatar By Astral Seal!

    Default Re: Generalist Wizard, Void Cleric, & Mega Corporation Warlock

    Generalist
    I wouldn't break the 5th level cap with Limitless Potential. A few extra slots is fine, though.
    Enduring Magic is either really good (if the DM likes tossing counters your way) or basically useless (if not). Not a very good general feature.
    Superior Concentration is interesting, but I'd require you to spend an equal slot level, not just total slots.
    Spell Potency feels perhaps too good, perhaps not. I'd want it tested.

    Void
    Why only non-magical sources? I wouldn't grant cold immunity to all cold, but resistance to all is fine.
    CD is weak, but cool.
    Grasp is cool.
    Potent Spellcasting is standard.
    Acausality probably shouldn't allow disadvantage on the save. Grasp of the Void is kinda niche, whereas damage is not.
    Overall, though, I really like this one! It's cool as heck.

    Mega Corp
    Personal Investment should allow for any trade good-100 GP is 2 lbs, 100 GP of gems is much lighter. I might slap a "Prof Mod per Rest" clause on it, to avoid abuse, though.
    That might be a bit too much Artificer-perhaps slow the rate down.
    Tireless Dedication feels a mite too good.
    Product Recall should only work on single-target spells, or if ALL creatures pass their saves.
    Bankruptcy has the wrong level listed. It's cool, though.
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Ogre in the Playground
     
    sandmote's Avatar

    Join Date
    Oct 2017
    Location
    US
    Gender
    Male

    Default Re: Generalist Wizard, Void Cleric, & Mega Corporation Warlock

    I would agree that recovering 6th level slots is a bit much. Similarly, expending 9 slots to maintain concentration seems very weak. Maybe allow the wizard to expend slots with a combined size equal to the level of the spell? Ex: expend one 3rd level, two 2nd level, and two 1st level slots to maintain concentration on a 9th level spell.

    I actually like the resistance to nonmagical cold. It feels appropriate that an eldritch horror would grant resistance to natural cold (the far north, deep waters, and air conditioning) but not their own powers. Blanket cold resistance for a 1 level dip also seems a bit much. I would also add a maximum volume for Voidspace, to avoid cheese.

    "Mega Corporation" would probably fit better as "Miser" or "Financier" in most settings. I think most of it is fine (if Bankruptcy Policy is meant for 14th level) but the prices for the 1st level features are probably too steep by an order of magnitude. Granting Infusions seems fine, although maybe you could say they are chosen instead of an invocation.

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