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

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    Jun 2009
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    Oklahoma
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    Default D&D Subclass Contest XXX: I Read This in a Book, Once III

    It's time for our next subclass contest! Subclass Contest XXX: I Read This in a Book, Once III

    1. The class must fit the theme of the contest. For our thirtieth contest, the theme is an old favorite. I Read This in a Book means creating a new subclass designed to emulate a character or set of characters from any other media you like. Got a favorite novel protagonist with unique powers that fit barbarian? Go for it! What about a spellcaster based on a video game you really liked? That's good too! Poetry, cinema, theater, music, tall tales, comics, even other RPGs or board games! Basically, if it isn't D&D it's probably fair game.
    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 published base class (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 19th. 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: Coming June 19th.
    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
    Bugbear in the Playground
     
    Chimera

    Join Date
    Jun 2020

    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III

    My first subclass contest, lets see how this goes. For this I'm making a artificer subclass based on hunters from Monster Hunter. Great game, it's main gameplay loop is see big thing, kill big thing, use body parts of big thing to make new weapons, repeat until you kill a mountain. Yes i know this is a very strong 3 level dip for martial characters but it's hard to fit this stuff in otherwise to be true to the inspiration. Without Further delay.

    Artificer: The Monster Hunter



    Yeah i'm so awesome i don't need to look back at the thing about to eat me for wearing it's parents' hide.

    Tool's of the Trade
    When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools, heavy armor and martial weapons. If you have proficiency in leatherworker's tools you instead gain proficiency in a set of artisan's tools of your choice.

    Monster Hunter Spells
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Monster Hunter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

    3rd Cure Wounds, Shield
    5th Pass Without Trace, Lesser Restoration
    9th Elemental Weapon, Protection from Energy
    13th Death Ward, Locate Creature
    17th Mass Cure Wounds, Steel Wind Strike


    Field Smith
    At 3rd level you gain the ability to craft weapons and armor from the remains of fallen monsters. You can use the remains of a creature to craft weapons or armor, this process takes an hour and can be done during a short rest. A small or larger creature can be used to create a one handed weapon, a pair of light weapons, light armor, a shield, or 20 pieces of amunition. a Large or larger creature can be used to make a one handed weapon or lance and a shield, a two handed weapon, or a set of light, medium, or heavy armor. A set of Half Plate, Breast Plate, Splint armor can only created from a creature with a CR of 3 or more, and Plate can only be created from a creature with a CR of 5 or more.

    This feature can also be used to create mundane items that can be used with your infusions, as well as furniture, vehicles, or other such items as long as the creature used is at least the same size category as the item being created. This feature can be used in more creative ways requiring considerably more time and multiple creatures as material. Some Monster Hunters have used the bodies of thousands of steel dragons to construct a single tower, for some reason.

    Hunter Weapons
    Again at 3rd level you gain additional specialized infusions to represent your unique training. You gain two additional infusions, these must be your choice of Hunter Sword & Shield, Hunter Greatsword, Hunter Longsword, Hunter Lance, Hunter Gunlance, Hunter Dualblades, Hunter Hammer, Hunter Huntinghorn, Hunter Switchaxe, Hunter Bow, Hunter Bowgun, Hunter Insectglaive, or Hunter Chargeblade. These extra infusions do not count towards your maximum number of infusions known, and if you later replace one of the infusions you gained through this feature it must be another infusion from this list.

    Spoiler: New Infusions
    Show

    Some of the infusions presented here require a set of items. In such a case the set baring the infusion only counts as a single infused item and only occupies a single attunement slot. They also only function while using all components of the item. For example a hunter sword&shield would only have its magical benefits while you hold both. Additionally all of these weapons are treated as magical even when they do not have a bonus to attack and damage rolls.

    Hunter Sword&Shield
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: A Shield, and a longsword, short sword, rapier, battle axe, or warhammer (Requires attunement by a monster hunter artificer)
    The wielder of this set of items can cast any spell from the Monster Hunter spell list as a bonus action if they took the attack action, they must still expend a spell slot as normal.

    This weapon gains a +1 to attack and damage rolls and this shield grants a +1 bonus to AC when you reach 10th level in this class.

    Hunter Greatsword
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Greatsword (Requires attunement by a monster hunter artificer)
    This greatsword deals 2d8 damage instead of 2d6 damage when used by the attuned user. Additionally, the wielder may use a bonus action on their turn to gain advantage on the next melee attack roll they make with this weapon before the begining of their next turn, the wielder cannot use this ability if they have moved at least 5 feet that turn or are mounted and cannot move for the rest of the turn after using it. The wielder has disadvantage on attacks made as a reaction unless they took the ready action during their last turn.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Longsword
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Double-Bladed Scimitar (Requires attunement by a monster hunter artificer)
    This double-bladed scimitar deals 3d4 damage instead of 2d4 when used by the attuned user, the damage dealt by the weapon when attacking with a bonus action using the weapon's special property remains 1d4. If a creature misses the wielder of this weapon with an attack roll, they may use their reaction to make a weapon attack against that creature and move up to 10 feet, this movement does not provoke attacks of opportunity.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Lance
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Shield and a Lance (Requires attunement by a monster hunter artificer)
    The lance in this set lacks the two handed property when used by the attuned user even when not mounted. The wielder can use a bonus action to take the dash action, or to move 10 feet in any direction without provoking attacks of opportunity. Hostile creatures treat the area within your reach as difficult terrain unless they take the disengage action.

    This weapon granted a +1 bonus to AC when you reach 10th level in this class.

    Hunter Gunlance
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Shield and a Spear (Requires attunement by a monster hunter artificer)
    The spear in this set deals 1d8 piercing damage when used by the attuned user, even when used with one hand. When the attuned user takes the attack action while wielding the spear in this set and wearing the shield from this set, they can use their bonus action to make a melee spell attack with energy stored in the weapon against a creature within their reach using their artificer spell attack bonus that deals 1d4 + their Intelligence modifier piercing, bludgeoning, or fire damage (their choice when infusing this item).

    This weapon granted a +1 bonus to AC when you reach 10th level in this class.

    Hunter Dualblades
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Two scimitars, shortswords, longswords, or rapiers (Requires attunement by a monster hunter artificer)
    Special: If this infusion was made using weapons which lack the light property, a creature must have the Dual Wielder feat or some other means of using two weapon fighting with weapons which lack the light property.

    The attuned user can make a number of additional attacks when taking the attack action with these weapons, this number of additional attacks is equal to the number of attacks they can normally make when using the attack action. These additional attacks deal the weapon's damage die but the wielder cannot add their ability modifier to this damage. Features which add the creature's ability modifier to the damage dealt by a weapon when using two weapon fighting's bonus action attack do not allow the wielder to add their damage modifier to these additional attacks, but if the wielder engages in two weapon fighting and attacks as a bonus action those features are added as normal to that damage,

    These weapons gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Hammer
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Maul (Requires attunement by a monster hunter artificer)
    When the attuned user takes the attack action with this weapon, they can attempt to shove a creature as a bonus action. See actions in combat. Additionally when the wielder scores a critical hit, the creature hit by the attack is stunned until the end of your next turn. A creature with the legendary resistance class feature can choose to spend a use of that feature to avoid becoming stunned.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Huntinghorn
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Maul (Requires attunement by a monster hunter artificer)
    When the wielder takes the attack action while wielding this weapon they can use a bonus action to grant a number of friendly creatures of their choice up to their intelligence modifier that can hear them one of the following benefits, this can include the wielder.
    • Gain temporary hit points equal to your intelligence modifier + half your artificer level (rounded down), these last for up to 1 minute.
    • Gain advantage on saving throws to avoid or end the charmed and frightened conditions until the end of your next turn.
    • Move speed increases by 10 feet until the end of your next turn.
    • AC increases by 1 until the end of your next turn.


    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Switchaxe
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Greatsword or Greataxe (Requires attunement by a monster hunter artificer)
    As a bonus action the wielder can cause this weapon to change from a great sword to a great axe or from a great axe to a great sword, when they do this weapon deals an additional 1d4 damage of the weapons damage type until the start of their next turn. If this weapon lands a critical hit, it deals an additional 3d6 thunder damage.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Bow
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Longbow (Requires attunement by a monster hunter artificer)
    The attuned user of this weapon can use a bonus action to apply one of the following effects, these effects last until the start of the user's next turn.
    • This weapon scores a critical on a roll of 19-20
    • The next successful attack with this weapon deals an additional 1d6 fire, electric, acid, cold, poison, or slashing damage
    • Creatures hit with attacks using this weapon have their speed decreased by 10 feet


    If a attack misses the wielder of this weapon, they can use their reaction to move up to 10 feet and make a single weapon attack against the attacker.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Bowgun
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Heavy crossbow, light crossbow, or hand crossbow (Requires attunement by a monster hunter artificer)
    The attuned user of this weapon can use a bonus action to apply one of the following effects, these effects last until the start of the user's next turn.
    • This weapon scores a critical on a roll of 19-20
    • The next successful attack with this weapon deals an additional 1d6 fire, electric, acid, cold, poison, or slashing damage
    • Creatures hit with attacks using this weapon have their speed decreased by 10 feet


    Being prone does not impose disadvantage on ranged attack rolls the wielder makes.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Insectglaive
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Glaive (Requires attunement by a monster hunter artificer)
    This glaive has the finesse property and lacks the heavy property. The attuned user's jump distance is tripled while wielding this weapon. If the wielder has a Homunculus Servant infused item, that Homunculus servant can take the dodge or disengage action as a bonus action. Additionally, if it uses it's reaction to deliver a touch range spell of 1st level or higher, it can use it's action while within 5 feet of it's master on it's next turn to grant them one of the following effects of their choice.
    • Gain resistance to one type of damage of your choice.
    • Their attacks score a critical hit on a roll of 19-20
    • They gain 1d6 + half your artificer level temporary hit points


    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.

    Hunter Chargeblade
    Prerequisite: 3rd level Monster Hunter Artificer
    Item: Greataxe or a set of a longsword and shield (Requires attunement by a monster hunter artificer)
    The attuned user can use a bonus action on their turn, a reaction when targeted for a attack, or as part of the reaction used to make a attack of opportunity to transform this weapon from a longsword and shield to a greataxe or from a greataxe into a longsword and shield, donning or doffing a shield as part of the same bonus action or reaction. When the wielder uses this bonus action or reaction they can roll 1d4 and add the result to either their next attack roll this turn or to their AC until the end of this turn. This weapon deals an additional 3d6 thunder damage on a critical hit.

    This weapon gains a +1 to attack and damage rolls when you reach 10th level in this class.


    Extra Attack
    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

    Expert Hunter
    At 9th level you gain the ability to pick out weaknesses of a creature. Whenever you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier. As a bonus action you can make a Survival check with a DC equal to 10 + half a creature you can see's CR. On a success, you learn that creature's damage resistances, weaknesses, and immunities.

    Weakness Exploit
    At 15th level you gain the ability to exploit a creature's weaknesses more easily. If you successfully use your Expert Hunter feature to identify a creature's weaknesses, the first weapon attack that deals damage to that creature each round deals an additional 2d8 damage of the weapon's damage type to that creature for the next minute.
    Last edited by Jervis; 2022-06-09 at 12:34 AM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    DruidGuy

    Join Date
    Jul 2015

    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III

    Warlock Patron: the Portrait

    "Oh, if it were only the other way! If the picture could change, and I could be always what I am now! Why did you paint it? It will mock me some day -- mock me horribly!" - O. Wilde, The Picture of Dorian Grey

    Expanded Spell List
    The Portrait 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 disguise self, silent image
    2nd magic mouth, Nystul's magic aura
    3rd meld into stone, slow
    4th compulsion, confusion
    5th mislead, modify memory


    The Aging Portrait

    Starting at 1st level, when you seal this pact, you can create a magical portrait where you are painted when you finish a short or long rest. The portrait is Small in size, has AC 11. Its hit point maximum equals twice your warlock level plus your Charisma modifier. Whenever you take damage and the portrait is within 5 feet of you, the portrait takes the damage instead. If this damage reduces the portrait to 0 hit points, you take any remaining damage. In addition, when the portrait is reduced to 0 hit points, the portrait returns to you what has been absorbed and your hit point maximum is reduced by the number of the portrait's hit point maximum until you finish a short or long rest.

    While the portrait has 0 hit points, it can't absorb damage but its magic remains. Whenever you cast a warlock spell of 1st level or higher, the portrait regains a number of hit points equal to twice the level of the spell.

    While the portrait has at least 1 hit point, your appearance can never change. It is the painting that reflects all changes that you experience, including wounds and aging effects.


    Deceitful Youth
    Starting at 6th level, you learn the charm person spell which doesn't count against the number of spells you can know.
    Whenever you cast this spell at targets while you or your companions are fighting them, the targets don't receive the usual advantage on the saving throw.


    Beauty of the Vice
    Starting at 10th level, you can make your neverchanging beauty a deadly weapon. When you see a creature within 60 feet of you casting a spell, you can use your reaction to force that creature to make a Constitution saving throw against your spell save DC or become too distracted by your beauty to finish the spell. If the creature fails the saving throw, the spell is wasted to no effect, and you regain an expended warlock spell slot.

    You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

    The Portrait of Life Trapping
    Starting at 14th level, you can use an action to activate the slumbering magic of the portrait. It remans activated until you use an action to deactivate it.

    Any creature other than you that [B}starts its turn within 30 feet of the portrait and can see it[/B] must succeed on a Charisma saving throw against your spell save DC or be trapped, along with anything it is wearing or carrying, in the portrait's extradimensional cell. Once a creature is trapped, the magic of the portrait is suspended until the end of your next turn. A creature that succeeds on the saving throw is immune to the portrait's magic for the next 24 hours, as is the creature that has been freed from the portrait. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the portrait until the start of its next turn, when it can avert its eyes again. If the creature looks at the portrait in the meantime, it must immediately make the save.

    An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creature trapped in the portrait's cell doesn't age, and it doesn't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar Travel. Otherwise, the creature is confined to the cell until freed.

    If the portrait traps a creature while its cell is already occupied, the portrait frees the previously trapped creature to accomodate the new prisoner. A freed creature appears in an unoccupied space within sight of the portrait but facing away from it. If the portrait is reduced to 0 hit points, the creature it contains is freed and appears in an unoccupied space near it.

    While within 5 feet of the portrait, you can use an action to speak "Show yourself!". The creature contained in the cell appears as an image on the portrait's surface kneeling before you. You and the creature can then communicate normally.

    In a similar way, you can use an action to free the creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
    Last edited by Oerlaf; 2022-05-30 at 10:20 AM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
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    Minnesota
    Gender
    Male

    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III

    Rogue Archetype: The Archaeologist


    Fortune and glory, kid. Fortune and glory.


    Rogues are stereotyped as greedy. Adventurers search ancient ruins for treasure. Thieves, assassins, tricksters... these rogues are not looking in the right places.

    Fisticuffs
    Sometimes the best weapon is the one you hide in plain sight. Starting when you take this subclass at 3rd level, the Archaeologist treats his fists as 1d4, light, finesse, bludgeoning weapons for all purposes including sneak attack and two weapon fighting.

    Lion Tamer
    Also at 3rd level, the Archaeologist gains proficiency with whips. They can use a whip to grapple, disarm, or shove a creature prone within the whips reach, and can pull a creature five feet towards themselves as well. They can use any of these options in place of an attack, resolving it as an attack roll with the whip and opposed by an acrobatics or athletics checks by the target.

    Academia
    Also at 3rd level, You gain proficiency with any two of your choice of History, Arcana, Religion, Nature, or Investigation. Your proficiency bonus is doubled for all checks made with the two skills you choose.

    Social Genius
    Beginning at 9th level, you add a bonus to all Charisma ability checks and saves equal to your Intelligence bonus.

    I Hate These Guys
    Also at 9th level, you develop a special enmity for certain foes. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. Thereafter, you have advantage on intelligence checks to recall information about them, and they have disadvantage on any skill or ability check opposing any charisma ability check you make. Additionally, you can add your intelligence modifier to the damage roll of one attack per round made against your favored enemies.

    Trap Sense
    Beginning at 13th level, you have advantage on saves versus traps, and resistance to damage from traps.

    You Betrayed Shiva
    Beginning at 17th level, your study of magic, religion, and history allows you to disrupt spells if you happen to know the proper incantation. As a reaction to someone you can see and hear casting a spell, you can choose to make an Arcana (for arcane spells) or Religion (for divine spells) check to identify the spell and a History check to counterspell that spell. If you choose the wrong skill, you have disadvantage on the check. The DC for both is 20 + the spell's level. Every time you use this ability, whether you succeed or fail, you add 2 to the DC of the next attempt, resetting to 20 + the spell's level when you take a short or long rest.
    Last edited by sengmeng; 2022-06-15 at 12:18 PM.

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

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    Jan 2017

    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III

    “Hello, my name is RickAsWritten and I am a Slay the Spire addict.”
    *in unison* “Hi RickAsWritten.”
    “It started out as a simple curiosity. Oh look, what’s this new game on GamePass. That art style looks neat. Huh, a roguelike deck builder. Not my usual cup of tea, but heck let’s give it a try.”



    Several hundred hours later after purchasing the game on three different systems…
    “I think I’m starting to get the hang of this game.”
    Such is my life now. Every lunch break or toilet time or idle 30 seconds has now become StS time. I can’t say I’m an expert. I’ve got three characters up to Ascension Level 16 (We don’t talk about the Watcher. Her and I don’t play nice). So yeah… I decided to combine two of my favorite things and port The Defect into D&D. It’s a first go and will probably need some massaging to get the balance right, but… have at thee:

    Artificer Specialist – The Defect

    A Defect is an artificery experiment gone wrong. You may be a warforged with a factory nonconformance that causes you to leak pure energy from your core, you may be a human that suffered a life-threatening injury that turned to artifice to save your life, or you may be a someone who was thirsty for power and sought bodily enhancements from a less-than-reputable source. Regardless of how it happened, you are now a Defect. While there are drawbacks and sometimes your body doesn’t behave like it should, there are positives… over-chargingly explosive positives.

    Tool Proficiency
    3rd-level Defect feature

    You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

    Defect Spells
    3rd-level Defect feature

    You always have certain spells prepared after you reach particular levels in this class, as shown in the Defect Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

    Defect Spells
    Artificer Level Spell
    3rd Absorb Elements, Chromatic Orb
    5th Darkness, Rime’s Binding Ice
    9th Lightning Bolt, Protection from Energy
    13th Blight, Ice Storm
    17th Destructive Wave, Enervation

    Orb Manipulation
    3rd-level Defect feature

    You gain the ability to manipulate mysterious energy orbs. Whenever you finish a long rest, you can channel the uncontrolled energy in your body into one orb. Orbs are tiny intangible spheres that hover in the air, orbiting your head at a distance of 1d3 feet. Each orb type has a passive ability and an evoked ability. Once evoked, an orb is destroyed.

    You have three channeled orbs slots. If you channel a new orb when you are at your maximum channeling capacity, the oldest orb is immediately evoked. Whenever you cast one of the spells granted by your Defect Spells feature, you can use a bonus action to channel an orb based on the spell’s effects. See table below.

    Spell Effect (deal or reduce damage) Orb Type
    lightning or thunder damage lightning orb
    cold damage frost orb
    necrotic damage or create magical darkness dark orb

    The following orbs are available for you to choose to channel. If an orb has a level requirement, you must be at least that level in this class to be able to channel it.

    Lightning Orb
    Passive: The uncontrolled electrical energy lashes out at a nearby foe. At the end of you turn, choose one creature that you can see within 15 feet. That creature takes lightning damage equal to half of your proficiency bonus (rounded up).

    Evoke: As a bonus action, you can evoke the orb causing it to explode in a shower of lightning. Choose a point within 60 feet of you. Each creature within a 10-foot radius of that point must make a Dexterity saving throw against your spell save DC, taking 2d8 lightning damage on a failed save or half as much on a successful one. In addition, each creature that fails the save cannot take reactions until the beginning of your next turn.

    Frost Orb
    Passive: Bolstering ice protects you from harm. At the end of your turn, you gain temporary hit points equal to your proficiency bonus. If you have multiple frost orbs channeled, the temporary hit points are additive up to a maximum number of temporary hit points equal to half your level in this class (rounded up).

    Evoke: As a bonus action, you can evoke the orb causing encasing ice to bolster your defenses. You can reduce the damage of the next attack that hits you within one minute by 1d4 + your Intelligence modifier, and you gain a bonus to your AC equal to half of the damage reduced until the beginning of your next turn (rounded up). Multiple evoked frost orbs increase the amount of damage reduced by 1d4 per evoked orb.

    Dark Orb (5th level or higher)
    Passive: The dark energy from your core gathers. The dark orb has a base necrotic damage equal to your proficiency bonus. At the end of your turn, the damage of the dark orb increases by your proficiency bonus. After one minute or when combat has ended, whichever occurs first, the dark orb reverts to its base damage.

    Evoke: As a bonus action, choose one creature that you can see within 30 feet. The creature must make a Wisdom saving throw against your spell save DC, taking the full damage of the dark orb on a failed save or half as much on a success. In addition, a creature that fails the save is frightened of you until the end of its next turn.

    Plasma Orb (9th level or higher)
    Passive: Whenever you take the attack action, you can make two attacks as a part of that action. Once per turn when you deal damage with a cantrip, you may roll one extra damage die of the spell’s type. Duplicate channeled plasma orbs have no passive effect.

    Evoked: As an action, you can regain a number of expended spell slots up to a combined level equal to your half of your proficiency bonus (rounded up). You may only evoke two plasma orbs per long rest. When you reach 15th level in this class, you may evoke three plasma orbs per long rest.


    Channeling Skills
    5th level Defect feature

    You learn new skills that you can use to modify you orb channeling. You can use the following skills a total number of times equal to your proficiency bonus per long rest.

    Dualcast
    As an action, evoke your oldest orb twice.

    Recursion
    As an bonus action, evoke your oldest orb. Channel an orb of the type that was just evoked.

    Rainbow
    As an action, channel one lightning, one frost, and one dark orb in that order.


    Orb Powers
    9th level Defect feature

    You learn new powers that you can use to enhance your orb channeling. Choose one of the options listed below at the end of a short or long rest. The power remains in effect until you finish your next short or long rest.

    Electrodynamics
    Your lightning orb’s passive ability can now damage a number of creatures up to your Proficiency bonus, and the damage of the evoked ability is increased by 1d8.

    Loop
    Your oldest orb’s passive ability is triggered an additional time at the end of your turn. The passive ability of plasma orbs is not affected by this power.

    Biased Cognition
    The passive effects of your orbs are tripled, but you cannot evoke orbs as a bonus action until you finish a short or long rest. The passive ability of plasma orbs is not affected by this power.

    Capacitor
    Increase the maximum number of channeled orb slots by 2.


    Artifacts of the Spire
    15th level Defect feature

    You learned to create artifacts that draw upon the magic of the endless spire. When you infuse an item at the end of a long rest, you can use the excess magical energy to create an artifact. The artifact behaves like an infused item but does not count against the maximum number of infused items you can have. You can only have one artifact active at one time. If you have infused the maximum number of items allowed by the Infused Items table, you may create one additional artifact. Choose from the following artifacts:

    Cracked Core
    When you roll initiative, you may channel one free lightning orb

    Frozen Core
    When you roll initiative, you may channel one free frost orb.

    Symbiotic Virus
    When you roll initiative, you may channel one free dark orb.

    Nuclear Battery
    When you roll initiative, you may channel one free plasma orb.
    Last edited by RickAsWritten; 2022-05-27 at 12:23 PM.
    Spoiler: Homebrew Subclasses by RickAsWritten
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  6. - Top - End - #6
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III

    Warlock Patron: The Corps

    Through the cosmos and great expanses of the Prime Material Plane, an ancient civilization known as the Guardians long ago founded a cosmic peacekeeping force. Empowered with magic rings, these heroes were each given fantastic powers and the authority to defend a sector of the Prime Material Plane from cosmic threats. Since its creation aeons ago, this corps has fractured many times, with rogue Guardians splitting off to create their own rival orders, while other corps have been founded with other power sources but similar abilities. Whichever of the many Corps have now chosen you to join them, a magic ring arrives now to inform you of your new powers and duties.

    Expanded Spell List
    The Corps 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.

    The Corps Expanded Spells
    Spell Level
    Spells
    1st
    Magic Missile, Shield
    2nd
    Enhance Ability, Spiritual Weapon
    3rd
    Daylight, Haste
    4th
    Death Ward, Otolike's Reslient Sphere
    5th
    Creation, Wall of Force

    Power Ring
    At first level when you accept your appointment into the corps, a magic ring appears to you, your Power Ring. You must use this ring as a focus to cast all your warlock spells (even those that do not normally require a material component), but you may also ignore all verbal components of spells you cast. The ring is virtually indestructible, and you can summon it to your finger instantly as a bonus action. You can use the ring to deliver a forceful punch: you can treat it as a simple melee weapon that deals 1d6 force damage on a hit. You can add your Charisma modifier, instead of Strength or Dexterity, to the attack and damage roll of this attack, or to any weapon attack delivered by a weapon created by one of your warlock spells or features.

    In addition, while the ring is well powered, it can allow you to fly. While wearing it, as long as you have at least 1 warlock spell slot remaining, you do not need to breathe, and you have a flying speed equal to 10 times the total number of spell levels remaining amongst your warlock spell slots. For example, if you have two third level warlock spell slots remaining, you have a fly speed of 60 feet.

    Spoiler: Sidebar: Spelljamming and your Power Ring
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    As a member of the Corps, you're meant to be a peacekeeper for an entire sector of the Prime Material Plane, an area far larger than just your Celestial Sphere. While flying in wildspace or phlogiston, the flight speed granted by your Power Ring increases by a factor of 10, and allows you to traverse the Prime Material Plane without a spelljamming vessel.


    Defensive Aura
    Your Power Ring's first duty is to keep its wielder safe. Starting at 6th level, your ability to use your ring's defensive capabilities reaches a new level of effectiveness: whenever you cast a spell that targets only you, you can cast other spells at the same time using the same action, ignoring the casting time of those additional spells, with the following restrictions.
    • Each spell cast this way must target only you, and can effect only you.
    • You must still expend a spell slot for each spell which requires one, and must provide any costly material components for any such spells, as normal.
    • This does not allow you to concentrate on more than one spell at a time.
    • This ability does not supersede the rule on casting spells as a bonus action: if the action taken to cast the spell is a bonus action, the extra spells cast in this way must be cantrips.
    • The maximum number of spells you can cast at the same time in this way is equal to your proficiency bonus.


    Spoiler: Sidebar: Your Pact Boons
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    The Pact Boons of a member of the Corps are usually conjuration created by their rings: most typical is the Pact of the Blade, but plenty of Corpsmen prefer the subtle summons created by the Pact of the Chain, or the additional magical effects allowed by the Pact of the Tome.


    Emergency Power
    Starting at 10th level, your ring draws in enough to ambient power to keep you aloft even while most other features are unavailable. While you have no warlock spell slots remaining you retain a fly speed equal to your walking speed, and you still do not need to breathe, as long as you are wearing your Power Ring.

    Defensive Strike
    At 14th level and beyond, you can fight effectively even while you maintain your willpower on activating your ring's defensive abilities. When you use your Defense Aura ability you can make one weapon attack as a part of the same action.
    Last edited by Damon_Tor; 2022-05-27 at 05:21 AM.

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

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    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III



    Monk: Way of the Spider
    There are many ways to join the order of the way of the spider. You may have been bitten by a Spider that a crazed wizard experimented on, you may have been cloned from a previously existing member of the order, maybe you were blessed by Lolth, maybe a Mind Flayer experimented on you or an ancestor. Either way, you have become a member of an elite, albeit unusual group. Remember though, with great power comes great responsibility.


    Does whatever a spider can
    At level 3 you gain a climb speed equal to your walking speed. When you aren’t moving, you are able to stay attached to vertical and horizontal surfaces without using your hands. Additionally, you gain 3 spider powers. When you reach level 11 you gain additional spider powers and your powers gain power.


    Tingle
    At level 6, you have attuned yourself to your Spider Tingle. As such, you can add your wisdom modifier to all initiative rolls and you cannot be surprised. If you are attacked while sleeping, you are woken up immediately and may stand as part of your initiative roll.


    Improved Spider Abilities
    At level 11 you gain the ability to telepathically speak with spiders. You have advantage on all checks when interacting with spiders.

    Additionally, you gain 2 more spider powers


    Avatar of the Great Weaver
    At level 17, when you roll initiative you can transform into the Avatar of the Great Weaver for the next minute. While active, you learn and can use all Spider Power options. Additionally, you gain the ability to predict and avoid incoming attacks. As a reaction to being attacked or having to make a save, you may spend 1 ki to impose disadvantage on a weapon or spell attack against you or you may spend 2 ki to gain advantage on any saves imposed on you by a spell or ability.

    This transformation can be used once per long rest. After the first use, you may also spend 10 ki to activate the avatar again.



    Spoiler: Spider Powers
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    Charging attack - As an action, you can spend 2 ki to shoot webs to either side of a target and use it to slingshot yourself attacking a target. That target must either be within 5 feet of a solid wall or on the ground. As part of the bonus action, you fly through the air up to your movement speed in a straight line at the target. At the end of the movement make an unarmed strike against the opponent. One hit, you deal 3 martial arts die of damage. This counts as an attack action for the purposes of flurry of blows or bonus action unarmed strikes.

    Web attack - In place of one of your attacks in an attack action, you may spend 2 ki to shoot webs attempting to restrain a target. Make a ranged attack against the target (25/60), on hit a target is restrained. A creature can use its action to make a Strength check and your Ki save DC, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the web (AC 10) also frees the creature without harming it, ending the effect and destroying the web. At level 3 you affect creatures size large or smaller. At level 11 you affect creatures Huge or smaller. At level 17, you affect all sizes of creatures.

    Venom Blast - When you hit with an unarmed strike, you can use a bonus action to unleash bioelectric energy into the target. It must make a constitution save against your spell DC. On failure, the creature cannot take reactions until the start of their next turn.

    Spider Agility - You gain proficiency and expertise in the acrobatics skill. Additionally, for 1 ki, you may cast the jump spell with a target of self only without any components. The duration of this spell is extended to 1 hour instead of 1 minute.

    Web Slinger - As a bonus action on your turn, you may spend 1 ki to swing through the air on webs attached to a solid . You shoot webs to attach to a solid object above you and swing through the air. You gain a fly speed equal to your move speed for this round only.

    Stingers - You gain the ability to develop retractable, razor sharp stingers. When you hit with an unarmed strike, you may choose to deal piercing damage instead of bludgeoning. Additionally, when you hit with an attack you may spend 1 ki to deal an additional martial arts die in poison damage.

    Mark of Kaine - Your enhanced skin allows you the ability to sear targets. When you hit a target with an unarmed strike, you may spend 1 ki to deal an additional martial arts die in fire damage.

    Five Senses Boost - You gain proficiency and expertise in perception or insight. This ability can be taken a second time to gain expertise in both.

    Web Toss - When you take an attack action, in place of one of your attacks you may grab an object that is not being held by another creature and sling it at a target. The web toss attack is a ranged attack with ranges of 40/120 and is considered a monk weapon. On hit, the target takes your martial arts die in damage + your dexterity modifier in bludgeoning damage (or another type depending on the object thrown). Additionally on hit, you may spend 1 ki to deal an additional martial arts die in damage.

    Nightvision - At the cost of 2 ki points, you can cast the Darkvision spell with a target of self only.

    Spider Strength - As a bonus action you may spend 2 ki to enhance your strength. For the next 10 minutes, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you gain advantage on all athletics checks. At level 11, you count as 2 sizes larger instead of one.
    Last edited by nickl_2000; 2022-06-02 at 03:00 PM.
    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

  8. - Top - End - #8
    Ogre in the Playground
     
    MoleMage's Avatar

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    Oklahoma
    Gender
    Male

    Default Re: D&D Subclass Contest XXX: I Read This in a Book, Once III

    Sorry I didn't get anything drawn up in time, but I can still get voting out there. Vote!

    https://forums.giantitp.com/showthre...-Voting-Thread
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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

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