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

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    Default D&D Subclass Contest XXXI: Something Borrowed III

    It's time for our next subclass contest! Subclass Contest XXXI: Something Borrowed III

    1. The class must fit the theme of the contest. For our thirty-first contest, we're once again revisiting a twice-trodden theme. For Something Borrowed we want to see a subclass for one class that gives it the trappings of another class. Arcane Trickster and Eldritch Knight already do this in the PHB, but that's barely scratching the surface. What about a barbarian with divine smite, or an unarmored duelist fighter? Why should artificers have all the fun with crafting, after all, rogues are known for their skill with traps? We've had a stunning variety in the past with this theme, even when the same pairing was used, and I suspect that most of us are far from out of ideas.
    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 August 7th. 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 August 8th.
    Last edited by MoleMage; 2022-07-07 at 12:34 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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

  2. - Top - End - #2
    Orc in the Playground
     
    HalflingRangerGuy

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    Jan 2017

    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    This is a barbarian that borrows elements from the two Psionic subclasses that have been released for 5e.

    Barbarian: Path of the Psi-Fury

    Barbarians of the path of Psi-Fury harbor a rage so deep that it has unlocked strange and mysterious powers in their brain. Often these warriors lock their emotions in a cold rage, seething below the surface and a mere breath away from violence, but appear as placid as a lamb to others. Some don’t though. Some are bat-guano crazy and have fully embraced that their otherworldly anger has unlocked something in them. Regardless of temperament, Psi-Furies are formidable warriors with battlefield altering powers and violent, violent momentum.

    Psionic Power
    3rd-level Psi-Fury feature

    You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

    When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

    The powers below use your Psionic Energy dice.

    Unstoppable Force You can supercharge your movement with irresistible psychic force. As a bonus action, you can expend one Psionic Energy die to move up to your walking speed in a straight line. This special movement allows you to move through an enemy creatures space without hindrance. Each creature in that line must make a Strength Saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature takes force damage equal to the number rolled on the die plus your Constitution modifier and is knocked prone into an adjacent unoccupied space. A creature takes half damage and is not knocked prone on a success but is pushed into an adjacent unoccupied space.

    A nonmagical object that isn’t being worn or carried also takes the damage if it is in the path of your movement. Walls or other structures are vulnerable to this damage. If an object blocks your path entirely and is not destroyed by this ability, then your movement is forcibly ended at the object.

    Psionic Restraints Your Psionic fury can entrap foes with invisible bands of force. While you are raging, you can expend one Psionic Energy die to increase the range of grappling attacks by 30 feet. If you succeed in grappling a creature using Psionic Restraints, the creature takes force damage equal to the number rolled on the die and is restrained until the beginning of your next turn.

    On your next turn, you can use an action to extend the duration of Psionic Restraint one round by expending another Psionic Energy die. The creature again takes force damage equal to the number rolled. While you have a creature restrained by this ability, if you use it on a different creature the first creature is released from Psychic Restraints.

    Shared Fury Your psionic might allows you to funnel a fraction of your rage into your allies. When a creature you can see within 30 feet of you attempts an ability check using their Strength modifier or a Strength saving throw, you can use your reaction to expend one Psionic Energy die to grant them a bonus to the roll equal to the number rolled on the die.

    When you reach 10th level in this class, you can use the Shared Fury reaction in response to a creature within range taking bludgeoning, piercing, or slashing damage. The creature reduces the damage taken equal to the number rolled on the Psionic Energy die.


    Furies of the Mind
    6th-level Psi-Fury feature

    You have mastered new techniques using your altered state of mind.

    Immovable Object You can alter the battlefield with immovable psionic projections. As an action, you can expend one Psionic Energy die to cause an invisible wall of force to appear. The wall is a single, straight, continuous vertical barrier that is 10 feet tall and can have a length up to 5 times your Constitution modifier. The wall is 1/4 inch thick and lasts for a number of rounds equal to the number rolled on the die.

    If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. The wall has an AC of 15 and hit points equal to 10 times the number rolled on the Psionic Energy die. Reducing the wall to 0 hit points destroys the entire wall. A dispel magic or disintegrate spell will instantly destroy the wall. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

    Psychic Terrain Your state of psychic fury allows you to alter the very world around you. While you are raging, you can expend one Psionic Energy die as a bonus action to transform difficult terrain in an area centered on you into normal terrain. The terrain can be magical or non-magical difficult terrain, and the area transformed has a radius equal to 5 times the number rolled on the die. Any secondary effects of the difficult terrain, such as damage or visibility, is unaffected by this ability.

    In addition, when you use your Unstoppable Force ability the 30-foot line that you moved through and 5 feet on either side of the line for the length is transformed into difficult terrain.


    Guarding Fury
    10th-level Psi-Fury feature

    The psionic energy flowing through you has bolstered your mind. While you are raging, you have resistance to psychic damage. Moreover, while raging if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions. In addition, you can expend one additional Psionic Energy die to end the effects on creatures of your choice within 30 feet of you up to a number equal to the roll on the additional die if they are effected by the same source of charm or frighten.


    Psychic Juggernaut
    14th-level Psi-Fury feature

    Your psychic powers, when wielded in conjunction, create devastating results. You gain the following abilities:

    A creature that is restrained by your Psionic Restraints and that fails its saving throw against your Unstoppable Force ability, takes damage equal to six rolls of the expended Psionic Energy die plus your Constitution modifier.

    When you use your Unstoppable Force ability, you can pass through the barriers created by your Immovable Object ability. When you do, increase your walking speed by 10 feet for each barrier that you pass through until the end of your turn and increase the width of the difficult terrain created by 10 feet for each barrier that you pass through.

    When you use your Shared Fury ability, the targeted creature gains temporary hit points equal to the number rolled on the Psionic Energy die, can pass through the barriers created by your Immovable Object ability, and can move unhindered through any difficult terrain that you have created. When a creature passes through one of your Immovable Objects, their walking speed is increased by 10 feet until the end of their current turn.
    Last edited by RickAsWritten; 2022-07-29 at 11:51 AM.
    Spoiler: Homebrew Subclasses by RickAsWritten
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  3. - Top - End - #3
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Martial Archetype: The Weaponsmith

    Your experience wielding weapons of all types has left you with a deep and intimate understanding of why they work, and how they can be improved. Rarely, perhaps once in a generation, an innovator will create a revolution in warfare, developing a new type of weapon which will change war forever. You are, you hope, one such innovator. Putting your intellect and deep knowledge of weaponry to use, you head to the forge to craft for yourself your first prototype.

    Martial Innovator
    At third level when you select this martial archetype, you gain proficiency with smith's tools, or if you are already proficient with smith's tools, you gain proficiency in another tool of your choice.

    In addition, you complete your first Signature Weapon, a weapon of your own design created to your specifications. To design your weapon, choose either the Melee or Ranged weapon to act as your base (using the "Base Stats" provided at the top of the following tables), then select Bludgeoning, Piercing or Slashing as the damage type. If you select the ranged weapon, also decide if it uses arrows, bolts, sling bullets, or some other form of ammunition. Then you can add a number of special options from the tables below equal to your intelligence modifier (minimum of 1). You cannot apply the same option more than once to a weapon design. These options can modify the damage dice, weight, cost, and properties of your Signature Weapon as noted in the table. Damage dice increase based on the following progression: 1d8 -> 1d10 -> 1d12. Versatile Weapons always increase their damage dice by 1 size when wielded in two hands.

    Whenever you gain a level in this class, you can reconfigure your signature weapon design as you please, but the number of options selected cannot exceed your intelligence modifier (minimum of 1).

    Melee Signature Weapon
    Base Stats 1d8 2 lbs 4 gp Martial Melee
    Damage Weight Cost Type Properties Restrictions
    User-Friendly -2 gp -Martial
    +Simple
    Mixed Grip +1 lb +1 gp +Versatile Not Double Grip
    Double Grip +1 Die Size +2 lbs +2 gp +Two-Handed Not Mixed Grip
    Not Compact
    Bulky +1 Die Size Double Double +Heavy Not Compact
    Compact Half Half +Light Not Bulky
    Not Double Grip
    Extended +1 lb +1 gp +Reach
    Polearm*
    Precise +1 gp +Finesse
    Balanced +1 gp +Thrown (20/60)
    *This weapon counts as a glaive or halberd for the purposes of the Polearm Master feat.

    Ranged Signature Weapon
    Base Stats 1d8 2 lbs 26 gp Martial Ranged Two-Handed
    Ammunition (80/320)
    Damage Weight Cost Type Properties Restrictions
    User-Friendly -4 gp -Martial
    +Simple
    Pistol Grip Double -Two-Handed
    Compact Half Half +Light
    Hand Crossbow*
    Req: Pistol Grip
    Bulky +1 Die Size Double Double +Heavy Not Pistol Grip
    Loading +1 Die Size +3 lb +Loading
    Sighted +2 gp +20/80 to Range
    Scoped +4 gp +50/200 to Range Req: Sighted
    Magazine +1 lb +2 gp +Reload (8 shots) Req: Loading
    *This weapon counts as a hand crossbow for the purposes of the Crossbow Expert feat.

    You gain one of your signature weapons immediately when you select this archetype, as you complete your first prototype. This prototype falls into disrepair and becomes useless after 24 hours, but you can repair it with as little as one hour of maintenance. You can create a new prototype as a part of a long rest, assuming you have enough raw materials to do so, usually in the form of other similar weapons with a combined value equal to or greater than the value of your own weapon.

    Spoiler: Sidebar: Describing your Signature Weapon
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    You can describe your signature weapon however you like. It might simply be an ordinary weapon with advanced metallurgy to give it a keener edge than normal, or it might be a niche historical weapon not well simulated by those which already exist in Dungeons and Dragons, like a shaolin spade or urumi. Perhaps your signature weapon is a realistic modern upgrade for a classic weapon, like a compound bow or repeating crossbow. Or it could also be strange and complex device totally unique to you, like a spring-loaded hammer shaped like a giant fist, or an unfolding, wrist-mounted trebuchet.


    Improvised Innovation
    Also at third level, you are uniquely adept at quickly weaponizing your surroundings. You are proficient with improvised weapons, and as a bonus action you can add one of the options from the Melee Signature Weapon table to an improvised weapon you're holding. An improvised weapon cannot have more than 1 signature weapon option. This modification lasts 1 hour.

    Iron Monger
    By seventh level, the testing phase is over, and you feel confident making signature weapons for more widespread use. During your downtime you can craft signature weapons using the "crafting" downtime rules in either the Player's Handbook or Xanathar's Guide to Everything. Weapons you create this way are not prototypes and do not degrade. These weapons are highly valued: you can expect to sell them for double their listed cost anywhere there is demand for weaponry, including settlements or military outposts. In addition, you find that you are now brimming with ideas for new weapons: you can create a number of designs for signature weapons equal to your proficiency modifier.

    Also, you gain the ability to preserve the unique magical properties of any weapons you use for raw materials. As a part of crafting a signature weapon, you can transfer the enchantment from a magical weapon to the new weapon you create, destroying the original magical weapon in the process. An enchantment on a ranged weapon cannot be transferred to a melee weapon or vice versa.

    Spoiler: Sidebar: Teaching others to craft your Signature Weapons
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    Nobody else can independently replicate any of your signature weapons by conventional means, leaving the secrets of your craft well guarded. However, if you choose to teach another creature to create these weapons you may do so, using the "training" downtime activity found in the Player's Handbook or Xanathar's Guide to Everything. The creature you teach must have proficiency with smith's tools, and can only learn to craft one type of weapon at a time. You can demand four times as much in payment as is typical for this service, due to the high demand for these weapons.


    Arcane Infusions
    At 10th level you gain the ability to infuse the weapons you create with temporary enchantments called infusions. You learn the Enhanced Weapon, Repeating Shot Weapon, and Returning Weapon artificer infusions.

    Whenever you finish a long rest, you can touch a nonmagical weapon and imbue it with one of your artificer infusions, turning it into a magic item. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

    You can infuse up to three nonmagical objects at the end of a long rest. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

    Revolutionary Armaments
    At 15th level your designs have advanced beyond the cutting edge. You can add one of the following special properties to each of your Signature Weapon designs. Each design can have a different special property, but no design can have more than one.
    • Defensive: This weapon is designed to protect the user: it grants its wielder a +1 bonus to AC when wielded in one hand, or a +2 bonus to AC when wielded in two hands.
    • Quickdraw: This weapon is expertly integrated into its sheath for rapid deployment. You can draw or stow this weapon as a free action. When you roll initiative you can make one weapon attack with this weapon as a reaction.
    • Hands Free: (Cannot have Double Grip) This weapon is mounted on the wrist, shoulder, or elsewhere, and does not require a free hand to wield.
    • Double Weapon: (Melee Only, Requires Double Grip) This weapon has a second head on the opposite end. While wielding this weapon in two hands, you count as if you are wielding two light weapons for the purposes of Two Weapon Fighting.
    • Grappling: (Melee Only) Once per turn when you hit with an attack using this weapon, you can immediately make a grapple attempt against the target as a part of the same action using this weapon in place of a free hand. The weapon's reach replaces your normal reach for the purposes of attempting and maintaining this grab.
    • Expanding: (Melee Only, Requires Extended) This extends the reach granted by your weapon's reach property to 10 feet (for a total reach of 15 feet). The weapon can shrink to roughly 1/3 of it's size (for ease of transport, for example) losing the reach property while its size is reduced. You can expand or contract the weapon using your item interaction.
    • Silent: (Ranged Only) This weapon makes no sound. Attacking with this weapon does not cause your location to be revealed to creatures you are hidden from.
    • Payload: (Ranged Only) You can use Holy Water, Alchemist's Fire, Vials of Acid, or Flasks of Oil as special ammunition for this weapon. On a hit, the weapon deals its normal damage plus any additional damage and effects the ammunition would normally produce on a hit.
    • Close Quarters: (Ranged Only) Reduces the base range of your weapon to 20/60. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this weapon. Ranged attacks with this weapon against creatures within 5 feet of you are instead made with advantage.
    • Netcaster: (Ranged Only) You can use nets as special ammunition for this weapon. On a hit, the weapon deals its normal damage plus the normal effects of being hit with an attack by a net.
    • Combo: (Ranged Only) This weapon is bladed, spiked, or otherwise modified to be usable as a melee weapon. As a melee weapon it deals 1d8 bludgeoning, piercing or slashing damage (your choice when you design the weapon). When used as a melee weapon it uses no ammunition, and it can benefit from the increased damage die size of the "bulky" option, but not from the "loading" option.
    Last edited by Damon_Tor; 2022-07-21 at 10:15 AM.

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

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    Jun 2020

    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Bard: College of The Chameleon
    Chameleons are experts at infiltration and duplicity. They are especially adept at impersonation, both impersonating a person's mannerisms and abilities. They are adept at assuming the roles of others for their own purposes. Their skill at magic is more developed and flexible that most bards, giving them a limited ability to mimic the spells and abilities of others.

    Minor Aptitude Focus
    At 3rd level you gain the ability to shift your abilities. After you finish a long rest you can spend an hour to assume a aptitude focus and gain one of the benefits below. These benefits last until you use this feature again. If a benefit requires you to make a choice you can make a different one each time you choose the same benefit.

    Brawling Mastery: Your unarmed strikes deal 1d6 bludgeoning damage. If you are not holding a weapon or a shield in either hand they instead deal 1d8 bludgeoning damage.

    Magic Versatility: Choose one cantrip from any class, you learn that spell and it is a bard spell for you, but it doesn't count against the number of bard spells you know. Charisma is your spellcasting ability for that spell. Additionally you can also use your choice of a Arcane focus, Divine Focus, or Druidic focus for your bard spells.

    Martial Training: You gain proficiency in medium armor as well as your choice of shields or one martial weapon of your choice.

    Skill Study: You become proficient in one skill, tool, or vehicle of your choice.

    Backpedal
    Also at 3rd level you gain the ability to change a person's perception of you quickly. When you fail a Charisma skill or ability check you can use your reaction to expend a use of your bardic inspiration, roll your bardic inspiration die, and add the roll to that check which can possibly change the result.

    Major Aptitude Focus
    At 6th level you gain the ability to expend your aptitude focus. Whenever you assume a aptitude focus you can choose one of the following options in addition to one option from your minor aptitude focus list. These benefits last until you assume a aptitude focus again.

    Divine Strike: Your melee weapon attacks deal an additional 1d8 Radiant or Necrotic damage (your choice).

    Extra Attack: When you take the attack action on your turn you can make a second attack as part of the same action.

    Minor Magical Secrets: Choose one spell from any class's spell list, you know that spell and it is a bard spell for you but does not count against your number of bard spells known. Charisma is your spellcasting ability for this spell.

    Skill Expertise: Choose one skill, tool, or vehicle you are proficient in, you gain expertise in that meaning you add double your proficiency to skill checks involving that.

    Multifocus
    At 14th level you gain the ability to adopt multiple focuses for your abilities. When you adopt a aptitude focus you can choose two options form your Minor Aptitude Focus list and two options from your Major Aptitude Focus list instead of one from each.
    Last edited by Jervis; 2022-07-22 at 07:24 PM.
    Native Sha'ir enthusiast. NO GENIE WARLOCK DOESNT COUNT!

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  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Inspired by a bard, the fabric of time is at your mercy.

    Roguish Archetype: Hourglass




    Wary nobles and anxious leaders have been known to employ the Hourglass as one's renown grows with each disaster that is somehow reversed or avoided entirely. Travelers, adventurers, and townsfolk have told stories of a sudden shift in their reaction or environment that allowed them to narrowly avoid what should have been certain misfortune. Few have even declared it the protection of their deities.

    Everything has its place and balance is maintained naturally, but nothing is perfect. You have learned to pace reality to your liking and can now effectively alter events of the near future with precision.



    Vigilant Acuity
    Starting at 3rd level, you can add your Intelligence modifier to your initiative rolls.

    Perceptive Imposition
    Starting at 3rd level, upon finishing a long rest, you receive visions of the future. You capture these moments with the Hourglass Trinkets you craft and you gain a pool of Hourglass Trinkets equal to your proficiency bonus. Each Hourglass Trinket is represented by a d4 and you can never have more Hourglass Trinkets crafted than your proficiency bonus.

    As a bonus action, unless otherwise stated, you can destroy one Hourglass Trinket and gain one of the following benefits:
    • When making an attack roll, an ability check, or a saving throw, add 1d4 + your Intelligence modifier to the result of that roll.
    • Instead, use a reaction to reduce the damage taken from an attack or spell by 1d4 + your Intelligence modifier.
    • When about to roll a d20 with disadvantage, instead treat that roll as advantage.
    • In addition, you may break an Hourglass Trinket for a creature that you can see within 30 feet. They have until the end of their next turn to use the benefit.

    Nobody else can destroy your Hourglass Trinkets. When you reach certain levels in this class, the dice size of your Hourglass Trinket increases: at 6th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12).

    Chronal Aptitude
    At 9th level, visions of the future present themselves to you more frequently. After completing a short rest, you craft one Hourglass die.

    In addition, as an action you may break one Hourglass Trinket to cast one of the following spells: hold person, gentle repose, haste, slow. The save DC for these spells is equal to 8 + your proficiency bonus + your Intelligence modifier.

    Recalibration
    At 13th level, you discover how to correct grave mistakes and elude disaster. When you are dropped to 0 hit points, you can drop to 1 hit point instead. Your body shifts back in time and you can immediately take one action.

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

    Temporal Observance
    When you reach 17th level, you have learned to grasp the strands of time and take control. You can cast the foresight spell once with this feature and regain the ability to do so when you finish a long rest.
    Last edited by animorte; 2022-07-30 at 02:10 PM.

  6. - Top - End - #6
    Ogre in the Playground
     
    RedWizardGuy

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    Sep 2009

    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Druid Archetype: Circle of Fury

    Is grass not made of blades? Do stars not shoot? Nature be well armed, and demands so of her servants!

    Environmental destruction. Animal Cruelty. Waterways pollution. Humanoids engage in endless violence against nature. From Dwarf to Orc, abuse of our land is rampant. Many druids battle against this, but none are so dedicated in the war against civilization as the Furious Druid. Rather than rely on invoking nature's power through spells or taking on nature's power through Wildshaping, the Furious Druid channels nature's might through their weapons, enhacing their effect with their unbridled rage.

    Lvl 2: Nature's Armoury - You learn the Shillelagh cantrip if you don't already have it. When you cast Shillelagh you can use it on any weapon you are proficient with, as long as it is partially made of wood or other natural material. The damage die increases to a d10, or d12 if you wield your Shillelagh in 2 hands. You may use your Shillelagh as a spell focus.

    Lvl 2: Primal Fury - By learning to focus your Wildshape energy more directly into yourself, you empower yourself with animalistic fury. When you spend a use of Wildshape you may spend it as a bonus action to activate Primal fury you gain the following benefits:
    • Your movement speed increases by 10 feet
    • You gain advantage on Perception checks
    • You gain advantage on Saving Throws and Ability checks in one of the following Ability Scores: Strength, Dexterity or Constitution.


    While in this state of Primal Fury, you can maintain concentration on any Druid spells you have cast but not cast new ones. Primal Fury lasts 1 minute. You can cast Shillelagh as part of the same Bonus Action as entering Primal Fury. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.


    Lvl 6: Blade of Grass, Shooting Stars: When you take the Attack action, you can attack twice on your turn.

    Lvl 10: Nature's Wrath: Primeval anger surges through you, empowering your strikes with the might of beasts; claw, fang and horn. Choose bludgeoning, slashing or piercing damage. You deal an extra d8 of that type of damage with every successful melee attack. This counts as magical damage. You may change your damage type whenever you take a short rest, or by expending a use of Wild Shape as a bonus action.
    When you score a critical hit, instead of this extra damage being multiplied, it bursts forth in the form of spectral claws, fangs or other animalistic appendages. All hostile creatures in 15ft take d6+Wis mod damage. You can only gain this benefit once per turn.


    Lvl 14: Nature's Mercy: After rage must come peace, and after violence must come healing. When you slay a hostile creature of at least CR 1 with a melee weapon attack, you gain the ability to cast Reincarnate upon them without spending a spell slot as an action. Instead of using the Reincarnation table use the Table below. At the end of 8 hours, it may make a Charisma save against your spell save DC. If successful it regains its old memories and alignment, and may be hostile to you. If it fails it becomes Neutral in alignment and embraces its role as a guardian of nature, usually by defending the area it was reborn in.
    This ability does not work on Undead or Constructs. You can use this ability once, regaining uses on a long rest.

    1 Shambling Mound
    2 Elemental (whatever element is most abundant in region)
    3 Unicorn
    4 Troll
    5 Couatl
    6-8 Any Beast of CR 5 or below, chosen by the character. It must be able to survive the surrounding environment.
    Last edited by Lvl45DM!; 2022-08-01 at 05:06 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

  7. - Top - End - #7
    Orc in the Playground
     
    Old Harry MTX's Avatar

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    Jul 2019

    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    The Hermit

    A Wizard that borrows from Barbarians



    In search of peace and solitude, hermits live on the fringes of society, honing their magical arts by seeking a higher level of consciousness. Achieving the trance state is what allows hermits to not only enhance their magic, but also their uncanny reflexes and mental resilience.

    Trance

    The time you have spent in solitude and meditation has taught you how to reach supernatural clarity during battle. On your turn, you can enter a trance as a bonus action.

    While in trance, you gain the following benefits if you aren't wearing any armor:

    • You have advantage on Intelligence checks and Intelligence saving throws.
    • When you cast a wizard spell, you gain a bonus to one damage roll that increases as you gain levels as a wizard, as shown in the Trance Damage column of the Hermit table.
    • You have resistance to psychic damage.

    Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't cast a spell since your last turn or you are not keeping Concentration on a spell. You can also end your trance on your turn as a bonus action.

    Once you have entered a trance the number of times shown for your wizard level in the Trances column of the Hermit table, you must finish a long rest before you can enter a trance again.

    The Hermit Table
    Level Trances Trance Damage
    2nd 2 +1
    6th 3 +2
    10th 4 +3
    14th 5 +4

    Reckless Casting

    Starting at 6th level, you can throw aside all concern for defense to cast with careless accuracy. When you cast your first spell on your turn, you can decide to cast recklessly. Doing so gives you advantage on spell attack rolls using Intelligence during this turn, or gives to one target of your choice disadvantage on its first saving throw made against the spell, but attack rolls against you have advantage until your next turn.

    Arcane Critical

    Beginning at 10th level, if you roll a 20 on a spell attack roll or a target rolls a 1 on a saving throw to resist the effect of your spells, you can roll an additional spell damage die against the target.

    This increases to two additional dice at 14th level.

    Calm Instinct

    Also from 10th level, your focus is so honed that you have advantage on initiative rolls.

    Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your trance before doing anything else on that turn.

    Persistent Trance

    Beginning at 14th level, your trance is so firm that it ends early only if you fall unconscious or if you choose to end it.
    Last edited by Old Harry MTX; 2022-07-27 at 07:57 AM.

  8. - Top - End - #8
    Ettin in the Playground
     
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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Monk, Way of the Raging Tiger

    Most Monks are known for their centeredness and calm. However, members of the Way of the Raging Tiger focus the other way. They focus their ki into anger, using it to enhance and push their body to levels unknown to most monks.

    Embracing the Anger
    At level 3 a rage monk learns to embrace their anger and channel their ki into it as a bonus action. At the cost of 2 ki, they embrace the rage to gain the following abilities:
    • Monk Weapons and Unarmed Strikes for 1d10 damage, when you reach level 11 Monk Weapons and Unarmed Strikes deal 1d12 damage, when you reach level 17 Monk Weapons and Unarmed Strikes deal 2d8 damage.
    • You gain temporary HP equal to your monk level. This temporary hp lasts until the rage ends.


    If you are able to cast spells, you can’t cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.


    Taunt
    At level 6, you gain the ability to taunt your enemies and mock their weakness compared to you. Once per round, you may spend 2 ki to replace one of your attacks with a taunt attack. Choose one target that can hear you within 60 feet of you that understands the language you are speaking. That creature needs to make a Wisdom save against your Monk DC. On failure the target gains the frightened condition. At the end of each of their turns they can repeat their save against your Monk DC.

    Once a creature succeeds in a save against a taunt, it cannot be affected by this ability for the next 24 hours.


    Iron Muscles
    Starting at 11th level while you are raging, you may use a reaction to make your bulging muscles deflect the weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

    If you reduce the damage to 0, you can catch the weapon in your hand and attempt to disarm it. For the cost of 1 ki, the creature must make an athletics check against your Monk DC. On failure they lose control of the weapon and it falls to the ground.


    Embodiment of Anger
    At 17th level, you embody the essence of anger. Your Wisdom and Constitution scores increase by 2. Your maximum for those scores is now 22.

    Additionally at level 17, you may use your body language and tone to taunt targets. When you use your taunt attack, the target doesn’t need to understand your language.
    Last edited by nickl_2000; 2022-08-01 at 07:21 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

  9. - Top - End - #9
    Dwarf in the Playground
     
    ElfWarriorGuy

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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Arcane Tradition: Ultimate Magic

    A sorcerer is an individual who possesses some inherent arcane gift that allows them to channel raw magic. But what happens when someone with such a gift pursues formal arcane studies? Sorcerous power seething in their veins alters the aspiring wizards' perspective, providing them with unparalleled understanding of arcane mysteries. By combining scholarly approach to magic and their unique gift into a unified whole, an ultimate magus is able to transcend the limitations of both.

    Wizard level Feature
    2nd Unbound Arcana, Savant of Chaos
    6th Spellcasting Versatility, Metamagic
    10th Speedy Recovery, Metamagic
    14th Spell Mastery, Metamagic

    Unbound Arcana
    Beginning when you select this tradition at 2nd level, you gain proficiency and expertise in Arcana. If you're proficient in Arcana already, choose any other skill from the list available to the wizard or sorcerer class at character creation to gain proficiency in.
    Additionally, whenever you learn a new wizard cantrip or spell, you can choose it from the sorcerer spell list. If you find a new sorcerer spell, you can copy it into your spellbook exactly as if it was a wizard spell.
    Finally, you learn one bonus wizard or sorcerer cantrip of your choice. It doesn't count against your limit of cantrips known.
    Any sorcerer cantrip or spell you gain from this feature is a wizard spell for you.

    Savant of Chaos
    Also starting at 2nd level, if you copy a spell that appears on sorcerer spell list into your spellbook, the gold and time you must spend to do it is halved.

    Spellcasting Versatility
    Starting at 6th level, you gain the ability to tap into your arcane gift to add some flexibility to your spellcasting.
    You can convert your spell slots into sorcery points and vice versa, though you don't gain a pool of sorcery points from this feature. You can never have more sorcery points gained from features of this class than your wizard level at any given time. Any spell slots or sorcery points you obtain using this feature vanish when you finish a long rest.
    Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
    Creating Spell Slots. You can transform a number of sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
    Spell Slot Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Metamagic
    Also at 6th level, you learn one Metamagic option from the list available to the sorcerer class. You learn one more Metamagic option at 10th level and at 14th level.

    Speedy Recovery
    Starting at 10th level, you gain the ability to recover your magical prowess faster than an ordinary wizard. As an action, you can expend a use of your Arcane Recovery feature to gain a number of sorcery points equal to half your wizard level (rounded up) + your Charisma modifier (minimum 1) instead of spell slots.

    Spell Mastery
    Starting at 14th level, you have achieved such mastery over certain spells that you can cast them at will. Choose one 1st level spell that is in your spellbook. You can cast that spell at its lowest level without expending a spell slot when you have it prepared. If you want to cast it at a higher level, you must expend a spell slot as normal. Additionally, choose a Metamagic option you know. When you cast that spell at its lowest level, you may apply chosen Metamagic option for free.
    When you gain Spell Mastery at 18th level, you can choose Metamagic options you know for each spell (they don't have to be different options). It works exactly as described above.
    By spending 8 hours in study, you can exchange this spell for different spell of the same level, and you can choose different Metamagic option for it.
    When you gain Signature Spells class feature at 20th level, you may choose one Metamagic option you know for each spell and apply it in the same manner when you cast a signature spell without expending a spell slot.

    Spoiler: Inspiration
    Show
    The eponymous prestige class from Complete Mage 3.5e

    Spoiler: Changelog
    Show
    25.07.2022
    • introduced a limit to sorcery points: you can have at any given moment;
    • toned down Spell Mastery: only one 1st level spell at 14th level.
    30.07.2022
    • fixed wording for Speedy Recovery
    Last edited by Ilerien; 2022-07-30 at 11:13 AM.
    My homebrew. Feel free to use!


  10. - Top - End - #10
    Halfling in the Playground
     
    Imp

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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Barbarian: Path of the Blessed

    You may not pray and you may not kneel, but you are the divine fist of power and resilience!

    Wrath of the Gods
    At 3rd level when you are raging and you hit a creature with a melee weapon attack you can smite that target for an additional 1d8 radiant damage. You can use this a number of times equal to your proficiency bonus and regain all uses after a long rest. The damage increases to 2d8 at 5th level, 3d8 at 10th level, 4d8 at 15th level, and 5d8 at 20th level.

    Robust Charm
    Your physical prowess is impressive to others. At 3rd level, you can now use your Strength bonus instead for Charisma skill checks.

    Vigor
    Your divine blessing naturally watches over your friends. At 6th level when you enter a rage, you and every allied creature within 20 feet gains temporary hit points equal to your Barbarian level.

    Goading Smite
    Your rage helps to focus the the enemies attention away from your allies. At 10th level when you hit a creature with a smite attack you can use your bonus action to taunt the target, then the target must make a Wisdom saving throw. On a failed save the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. The save DC = 8 + your proficiency bonus + your Constitution modifier.

    Safeguard
    Your rage bolsters all friendlies close enough to you with confidence. At 14th level while you are raging, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Consitution modifier (with a minimum bonus of +1). This does not stack with similar effects. At 18th level the range increases to 20 feet.

    Spoiler: random notes
    Show
    Special thanks to Greywander and nickl_2000 for pointing me in the right direction to get started on homebrew. I really enjoy paladins and being able to frontline and still be a good support to the party which I hope that shows. I found the things I really liked and fit my theme and did a decent amount of copy/paste, lol.
    Last edited by Itsfrank; 2022-08-01 at 08:44 AM.

  11. - Top - End - #11
    Pixie in the Playground
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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Diabolist

    The diabolist is a strange breed of Artificer. Rather than drawing power from standard energy sources, they contract fiends and their energies in order to power their magical devices, pulling their energies into mechanical vessels. This path is often forbidden in most worlds, due to the malignant nature of fiends in general, but once every so often, someone will try to harness the rage and might of the fiends and bend them to their will.


    Devil’s Advocate
    You gain proficiency with Persuasion, and you can use your Intelligence modifier instead of your Charisma modifier when making checks with it. You also gain proficiency with calligrapher’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

    Diabolist Spells
    3rd: Hellish Rebuke, Protection from Evil and Good
    5th: Aganazzar's Scorcher, Find Steed (fiend only)
    9th: Fireball, Magic Circle
    13th: Summon Greater Demon, Fire Shield
    17th: Planar Binding, Infernal Calling

    The Contractor
    Starting at 3rd level, you create a device that can summon demonic entities from the Abyss or the Nine Hells. This device counts as a spell-casting focus, and while you hold it, as an action, you can expend a spell slot of first level to summon one or more fiends. You choose the fiends, and their total CR must add up to 1 (CR 0 monsters count as CR ¼ monsters for this purpose). You can summon a maximum number of fiends equal to your proficiency bonus. The fiends appear in an unoccupied space you can see within range, and the fiends disappear when they drop to 0 hit points, until they are dismissed as an action, or after an hour. These fiends are friendly to you and your companions, and they obey your commands. You can only have one set of these fiends summoned at a time, and you cannot summon more until your current set of fiends has disappeared.

    In combat, the fiends share your initiative count, but they take their turns immediately after yours. You decide the order in which the fiends go after you. You can take a bonus action, to mentally command any fiend you summoned with this feature. If you control multiple fiends, you can command any or all of them at the same time, issuing the same command to each one. You decide what action the fiends will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the fiends only defend themselves against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
    At 5th level, you can expend a 2nd level spell slot, summoning fiends with a total combined CR of 2. This increases to a 3rd level spell slot at level 9, with a total CR of 3, a 4th level spell slot at level 13, with a total CR of 4, and a 5th level spell slot at level 17, with a total CR of 5.

    If this device is lost or destroyed, you can construct a new one over the course of a short or long rest. When you do so, the previous Contractor erupts into a burst of flames and is destroyed.


    Hellfire Proficiency
    At 5th level, you learn how to direct your summoned fiends with hellfire. Once per round, when you deal fire damage to a creature with a spell, you can mark it for destruction. Creatures summoned by you can replace their attack bonus for any melee or ranged attacks with your Spell Attack Bonus, if it is higher. Further, the DC for any abilities that target the marked creature is equivalent to your Spell Save DC, if it is higher than the original save DC for the ability.

    Fiend’s Arsenal
    At 9th level, you can upgrade your fiends’ arsenal. When you use the Contractor or a spell to summon creatures, you can grant them the benefits of an infusion you know that targets a weapon, piece of armor, or worn item, applying it to their weapon attacks, natural armor, regular armor, or bodies. If the Infusion has charges, the charges are shared among all creatures affected by this Infusion. You can only have one infusion applied in this way, and this infusion applies to one set of creatures at a time.


    Highway to Hell
    At 15th level, you learn how to summon greater and more powerful fiends by sacrificing the weaker ones. When you cast Infernal Calling or Summon Greater Demon, you can destroy any number of fiends summoned with your Contractor to raise the maximum CR of the creature summoned by the total combined CR of the fiends destroyed. The total maximum CR of the fiend you summon cannot be more than half your Artificer level. Once you use this feature, you cannot do so again before taking a long rest.

    Spoiler: Custom Artificer Infusions
    Show
    Foul Contract
    Item: A piece of paper (Requires Attunement by a Diabolist Artificer.)
    While you are attuned to this item and hold it on your person, you gain the benefits of one Eldritch Invocation option of your choice from the warlock class that has no prerequisite. This option must be selected when you learn this infusion. Whenever you gain a level, you can replace the invocation with another one from the warlock class that has no prerequisites.

    Black Blade
    Item: A simple weapon. (Requires Attunement by a Diabolist Artificer.)
    You can use your Intelligence modifier instead of your strength or dexterity modifier for the attack and damage rolls of this weapon. When you reduce a creature to zero hit points with this weapon, you can use the Contractor as a reaction, using the fission of the creature's soul and body as a catalyst to speed up the summoning.

    Gorget of Sacrifice
    Prerequisite: 6th-level artificer
    Item: A necklace or piece of armor worn around the neck. (Requires Attunement)
    This magical necklace has 4 charges. When a creature within 15 feet of the wearer is targeted by a weapon attack, the wearer can expend 1 charge to teleport up to 15 feet to a space adjacent to that creature. If the wearer does so, the attack instead targets the wearer. The gorget regains all expended charges at dawn.

    Pact-Maker’s Contract
    Prerequisite: 10th-level artificer
    Item: A piece of paper (requires attunement by a Diabolist Artificer)
    The bearer of this contract can target a willing creature within 5 feet of them as an action and expend a spell slot of 3rd or lower. That creature temporarily gains a spell slot of that level that they can use to cast any spells they know, or any spells that you have prepared at the making of this contract. In exchange, you can give them a set of instructions that they must follow, making them carry out some service or refrain from some action or course of activity as you decide. If the creature acts counter to any of your instructions, this spell slot is automatically expended, or, if it is already expended, the target takes a number of d10s of psychic damage equal to the level of the temporary spell slot. Once this contract is used, it can't be used again until the next dawn, at which point the previous contract expires and the temporary spell slot is expended, if it is not already.

    Fiendish Hide
    Prerequisite: 14th-level artificer
    Item: A suit of armor (requires attunement by a Diabolist Artificer)
    The wearer of this armor gains these benefits:
    • They gain resistance to fire damage.
    • They can see normally in darkness, both magical and non magical, to a distance of 120 feet.
    • They have advantage on Charisma checks against fiends.




    Spoiler: Changelog
    Show
    7/25/2022: Clarified language. Hellfire Proficiency changed to swapping your Spell Attack Bonus in, instead of adding Int modifier. Highway to Hell limited by long rest.
    7/31/2022: Added custom Artificer infusions.
    Last edited by bandti; 2022-07-31 at 10:37 PM.

  12. - Top - End - #12
    Bugbear in the Playground
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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Oath of Anarchy
    Most paladins of the oath of anarchy come from primitive societies, and have a dislike of the trappings of civilization, which they endeavor to tear down whenever presented with the opportunity.

    Tenets
    Oppose the tyranny of government at all times.
    Support the autonomy of the people.
    Free people from their dependence on possessions and fixed structures.

    Oath Spells
    3rd Hellish Rebuke, Thunderwave
    5th Aganazzar's Scorcher, Shatter
    9th Fireball, Thunder Step
    13th Storm Sphere, Wall of Fire
    17th Destructive Wave, Flame Strike

    Channel Divinity
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Righteous Fury You can use your channel divinity to enter a destructive rage. As a bonus action, you can gain the following benefits for 1 minute, which ends early if you go unconscious or end your turn without making an attack or receiving damage.
    -Your divine smite damage becomes 1d6 fire and 1d6 thunder damage, plus 1d6 fire and 1d6 thunder damage per spell level used to smite with.
    -you cannot cast spells or concentrate on spells.
    -you have advantage on strength saves and checks.
    -at the beginning of your turn, whenever you take damage, you may have half of that damage absorbed by your pool of healing from your lay on hands ability, until you have no healing left.

    Savage Sundering
    When you attack an object, including constructs, buildings, and objects made of force, you can use your channel divinity to deal (1d10+5) force damage per paladin level you have.

    Aura of Rage
    Beginning at 7th level, when you are using your righteous fury ability, you and all allies within 10 feet of you gain advantage on strength saves and checks, +2 damage with melee weapon attacks, and double damage against objects.

    At 18th level, this aura increases to 30 feet.

    Undying Fury
    Beginning at 15th level, while you are using your righteous fury ability, if you are dropped to zero hitpoints, you can drop to 1 hitpoint instead. Once you have used this ability, you must finish a short or long rest before you can use it again.

    Unstoppable Fury
    At 20th level, while using your righteous fury ability, you gain the following benefits:
    -as a reaction to being hit with a melee attack, you may make a melee attack against the creature that hit you.
    -as a bonus action, you may move up to your speed towards an enemy without provoking opportunity attacks.
    -your undying fury ability brings you to one quarter your hitpoint maximum instead of 1 hitpoint.
    Last edited by sengmeng; 2022-07-31 at 11:45 AM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  13. - Top - End - #13
    Dwarf in the Playground
     
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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Monk of Oozes:
    Have you ever wandered the darkest of places, blind, but seeing everything? Have you wished you could devour everything in sight on a rampage of faceless fury? Did you use to raise gelatinous cubes, offering prayers to Jubilex, the faceless lord? Whatever the reason, you are empowered by the might of oozes.

    Oozes Defence: Beginning at level 3, you may use constitution, instead of wisdom, for calculating your passive perception, Ki save DC, and unarmoured defence feature. In addition, you have blindsight out to a range in feet equal to your level times your constitution.

    Hungered Trance: Starting at third level, you may enter a trance of hungered frenzy as a bonus action that lasts for 1 minute, while this is active, you gain the following benefits: Your unarmoured strikes deal acid damage; You may use your constitution score, instead of dexterity or strength, for the attack and damage rolls; Whenever you roll damage for an unarmed strike, you may roll a martial arts die and add it to the damage you deal; you have resistance to slashing damage; and your reach with unarmed strikes increases to 10 feet. After you use this feature, you must finish a long rest before you do it again, unless you spend 2 ki points to do so again. This ends if you are incapacitated or go 1 turn without dealing damage to a creature that is not an ooze.

    Absorbing dodge: Starting at 6th level, you may absorb an attack as a reaction, halving the damage you take. When you use this feature, you may spend 1 ki point to deal acid damage to the attacker equal to a roll of your martial arts die if they are within 10 feet of you. You may use this second ability for free once per trance. You may move through spaces as small as 1 inch without squeezing. While hungered trance is active, you can use an action to escape a grapple.

    Split attacks: You gain immunity to acid damage. Your reach during hungered trance is increased to 15 feet. When you take the attack action on your turn and attack two separate creatures, you may increase your reach to 30 feet until the end of this turn, until the end of this turn, your speed is halved as your split selves must each attack and reform.

    Engulf: Starting at 17th level, you may spend 5 ki points to engulf a creature within 15 feet of you for 1 minute. While engulfed, that creature is restrained, and you become incapacitated. On the start of the engulfed creature's turn, it takes 4d10 acid damage. The engulfed creature may use an action to attempt to escape, engaging in a strength check contested by your constitution check. If the creature wins, it is no longer engulfed and can move 20 feet away from you. If you win, the creature takes 2d10 acid damage and remains engulfed. Your reach during hungered rage increased to 20 feet.
    Last edited by Psyche; 2022-07-30 at 07:19 AM.

  14. - Top - End - #14
    Ettin in the Playground
     
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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    Bravo and congratulations to everyone who entered the contest. The voting thread is available, please jump in and vote!

    https://forums.giantitp.com/showthre...4#post25543174

    The voting thread will stay open until the end of the day on August 22nd.

    You don't need to have entered into the contest to vote, so go ahead anyone!
    Last edited by nickl_2000; 2022-08-08 at 01:24 PM.
    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

  15. - Top - End - #15
    Ettin in the Playground
     
    nickl_2000's Avatar

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    Default Re: D&D Subclass Contest XXXI: Something Borrowed III

    The votes are in!

    In 3rd place, with 8 points, we have The Hermit by Old Harry MTX .

    In 2nd place, with 12 points, we have the Barbarian: Path of the Psi-Fury by RickAsWritten

    and *drum roll* in first place, with a whopping 23 points we have Martial Archetype: The Weaponsmith by Damon_Tor!


    Congratulations to all the winners! Our next contest will be food and foodies, which is the winner by having the most 1st place votes. My Way is Different and Bigger is Better will move to the next contest due to being tied for second.
    Last edited by nickl_2000; 2022-08-15 at 11:52 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

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