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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
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    Default (closed) 5e Base Class Contest XXI (21): Heroes, Myths, and Legends Submission Thread

    Welcome to the 5e D&D Base Class Contest XXI (21)!


    Our theme for this next contest is...
    Heroes, Myths, and Legends: Take a specific figure from myth, folklore, or cultural stories, like Heracles or the Monkey King or even Paul Bunyan, and make it a class. You can also use this to incorporate the idea of a notable historical figure or mythological power, like Joan of Arc or a sun deity (think Monk: Way of the Sun soul).

    Spoiler: Contest Rules
    Show

    • The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
    • You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
    • When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
    • You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
    • Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
    • Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
    • Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.


    Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.


    Base Class Discussion Thread: New D&D 5e Base Class Contest: Discussion Thread

    Deadline: November 1st will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

    Current Voting Thread: Heroes, Myths, and Legends: Voting Thread - 5e Base Class Contest: XXI (21)
    Last edited by animorte; 2022-11-03 at 05:53 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    WolfInSheepsClothing

    Join Date
    Aug 2013

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    The Leader
    The orc warlord lets loose a warcry, his horde pouring from the hills toward the townsfolk below. The human general sounds the alarm and calls forth her legion to defend the settlement. Their armies clash, the result uncertain, while from the forest a hobgoblin commander bides his time, his goblin war band ready to fall upon whichever side proves the victor . All three of these warriors are leaders, heroes and villains whose mark on history is made by their ability to lead troops into battle. As a leader, you rely less on your own martial prowess and more on that of your followers, the characters you lead onto the battlefield.

    Hit Points
    Hit Dice: 1d8 per Leader level
    Hit points at 1st level: 8 + your Constitution Modifier
    Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Leader level after 1st.

    Proficiencies
    Armor: Light armor, Medium Armor
    Weapons: Simple weapons
    Saving throws: Wisdom, Charisma
    Skills: Choose three from Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion and Religion.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a simple melee weapon
    • (a) 10 darts or (b) 5 javelins
    • (a) chain mail or (b) leather, crossbow, and 20 bolts


    Spoiler: Multiclassing and the Leader
    Show

    If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the leader as one of your classes.
    Ability Score Minimum. As a multiclass character, you must have at least a charisma score of 13 to take a level in this class, or to take a level in another class if you are already a leader.
    Proficiencies Gained. If leader isn't your initial class, here are the proficiencies you gain when you take your first level as a leader: light armor, medium armor, simple weapons, one skill of your choice from the Leader skill list.
    Spellcasting If your Authority is the Ordained Authority and another of your classes also has the Spellcasting feature, add 1/3 of your Leader level (round up) to the levels of your other Spellcasting classes to determine the number of spell slots you possess.


    The Leader
    Level
    Proficiency
    Bonus
    Features
    1
    +2
    Entourage, Authority
    2
    +2
    Expert Linguist
    3
    +2
    Inspired Resistance
    4
    +2
    Ability Score Improvement
    5
    +3
    Authority Feature
    6
    +3
    Expert Linguist Improvement
    7
    +3
    Discipline
    8
    +3
    Ability Score Improvement
    9
    +4
    Shared Inspiration
    10
    +4
    Expert Linguist Improvement
    11
    +4
    Tactical Acumen
    12
    +4
    Ability Score Improvement
    13
    +5
    Authority Feature
    14
    +5
    Expert Linguist Improvement
    15
    +5
    Invigorate
    16
    +5
    Ability Score Improvement
    17
    +6
    Authority Feature
    18
    +6
    Expert Linguist Improvement
    19
    +6
    Ability Score Improvement
    20
    +6
    Legion

    Entourage
    As a leader, you have direct command over a small group of NPCs, humanoid characters called "followers" who follow your orders in and out of combat. You choose the types of NPCs which form your entourage, with the following restrictions:
    • Your entourage can have a number of CR0 creatures equal to your charisma modifier. These are usually commoners.
    • The total CR of the other creatures in your entourage must not exceed 1/4 your level in this class. (Do not round)
    • No single creature in your entourage can have a CR above 1/8 your level in this class.
    • The creatures in your entourage must be humanoid unless otherwise noted.

    Your followers share your initiative, and take their turns at the same time you take yours. They follow your verbal commands to the best of their ability (no actions required). Followers come equipped as noted in their stat blocks. However, if you have the resources to do so, you are free to reequip them however you wish, including purchasing mounts for their use: purchased mounts do not count as followers and do not count towards the CR of your entourage. However, they are not proficiency in weapons or armor which are not found in their stat blocks.

    When followers are reduced to 0 hitpoints, they immediately attempt one death saving throw (DC 10). On a success, they are stable at 0 hitpoints and unconscious. On a failure, they are dead. When a follower dies, is dismissed by you, or when the maximum CR of your host changes (when you gain a level in this class, for example) you can select new followers to join your entourage during a long rest. These new followers arrive as reinforcements from nearby settlements during the long rest. You can dismiss followers at any time.

    Spoiler: Sidebar: Attacking as a Unit
    Show
    Attacking as a Unit

    Whenever five or more creatures would make a similar attack against the same target at once, they can attack as a unit instead of making individual attacks. This system replaces making a multitude of attack rolls with a single attack roll and some basic "calculator math".

    To qualify to attack as a unit, the creatures must meet the following criteria:
    • The creatures must have the same attack bonus
    • The creatures must have the same averaged damage and damage type (The DM may waive the damage type restriction if no vulnerabilities or resistances are likely to apply)
    • If any of the creatures have advantage or disadvantage, the others must also have advantage or disadvantage to attack as a part of that unit
    • Any creature can downgrade their attack bonus, averaged damage, or advantaged/disadvantaged status for the purposes of participating in a unit attack
    • A creature that can attack multiple times (such as with the multiattack action) can add more than one attack to a unit attack, as long as all the attacks would qualify
      Creatures who do not act on the same initiative can use a readied action to participate in a unit attack as a reaction.

      To attack as a unit, follow these steps:
      1. Determine which creatures will attack as a unit.
      2. Make an attack roll using the attack bonus shared by the creatures attacking as a unit. Make the roll with advantage or disadvantage as appropriate.
      3. Compare the result to the target AC to determine how many attacks hit.
        • If the result of the attack roll is exactly equal to the AC of the target, half the attacking creatures hit (round down).
        • If the result is higher than the the AC of the target, an additional 10% of the attacking creatures hit for every 1 point of difference between the target AC and the result of the attack. For example, if the target AC is 13 and the attack roll results in a 15, then 70% of the attacking creatures hit. This percentile can go above 100%: for example, if the target AC is 13 and the attack roll is a 21, then 130% of the creatures "hit". This replaces the effect of critical hits.
        • If the result is lower than the AC of the target, the number of creatures that hit is reduced by 10% instead. So if the target AC is 13 and the attack roll results in an 11, then 30% of the attacking creatures will hit.
        • A natural 1 or natural 20 do not have their usual additional effects. A natural 1 is not an automatic miss, and a natural 20 is not an automatic hit nor a critical hit.
      4. Determine the damage dealt to the target by multiplying the averaged damage each of the creatures would have dealt with their attack by the number of creatures that hit. For example, if 10 bandits attack with their crossbows (5 averaged damage) as a unit and 40% of them hit, the attack deals 20 damage to the target.
      5. Any additional effects of the attacks (such as poison, grapple or prone effects on hit) are handled individually as normal. The controller of the attacking creatures decides which of the attacking creatures hit for the purposes of determining which additional effects to apply.
    Spoiler: Sidebar: Recruiting NPCs
    Show
    Recruiting NPCs
    The rules provided here handwave the recruitment of a leader's followers. Just as we don't need to know on which page a wizard keeps his fireball spell, we don't need to worry about how each individual follower came into the service of the leader. However, leaders who wish to recruit a particular NPC to their entourage may do so, provided the NPC has a friendly disposition and meets all the other requirements to become a follower. Typically, recruiting an NPC requires a persuasion check, with a DC equal to 10 plus double the target creature's CR. On a failed check the leader cannot attempt to recruit that NPC again until 24 hours has passed. A leader cannot use this sort of recruitment to go above the maximum CR of their entourage, but they can conceivably use it to replenish their forces without the need for a long rest.

    Authority
    A follower must have a reason to put their lives in the hands of a leader: this reason is your authority. At first level when you choose this class, you also select the Noble Authority, Mighty Authority, Ordained Authority, or Popular Authority, all detailed at the end of the class description. Your authority grants you features at first level and again at 5th, 13th, and 17th levels.
    Spoiler: Noble Authority
    Show
    Noble Authority
    You were born to lead: your family's noble blood is viewed as a legitimate source of authority throughout much of the world, and even while far from your ancestral estates many will seek your fellowship to earn favor with your relatives.


    Breeding
    Those who share your status give your words added weight. Starting at first level, whenever you make a charisma check while speaking with someone else of noble status, you have advantage on that check.

    Heirloom
    Also at first level, you gain a weapon of great importance to your family. You choose the type of weapon: work with your DM to determine how it came into your possession. You are proficient with your Heirloom. It is a magic weapon, and your heirloom is fated to be in your hands: if lost or taken from you against your will, any check made to find or regain possession of the weapon is made with advantage, while any check made to hide the weapon or keep it from you is made with disadvantage.

    Sworn Swords
    Starting at 5th level, you can anoint your followers using your heirloom, in a short but solemn ceremony that can take as a little as one minute. Your sworn swords cannot be dismissed from your service, as their vows only end upon their death.

    In addition, your heirloom gains a +1 bonus to attack and damage rolls as its true power begins to awaken as your legend grows. When your sworn swords attack together as a unit, their weapon attacks count as magical for the purposes of overcoming resistances and immunities and gain your heirloom's bonus to attacks and damage.

    Armored Cavalry
    By 13th level, your followers are amongst the best equipped in the world. Each follower you command of CR 1/8 or higher comes into your service equipped with a warhorse, chain mail, a shield, and a lance in addition to their usual equipment. They are proficient with these additional weapons and armors.

    In addition, your heirloom's bonus to attacks and damage increases to +2.

    Legendary Companions
    Starting at 17th level, any followers using the Knight stat block count as having a CR of 2 for the purposes of determining the total CR of your entourage.

    In addition, your heirloom gains the magical properties of one uncommon weapon of the same type. It retains it's +2 bonus to attacks and defense.

    Spoiler: Mighty Authority
    Show
    Mighty Authority
    Might makes right: your authority is a product of your success in battle, and every victory is proof of your right to lead. Those who follow you do so for glory, for their respect for your martial prowess and cunning mind, and to join their legend to your own.


    Martial Practice
    At first level when you select this authority, you gain proficiency with martial weapons, heavy armor, and shields. In addition, you can select one fighting style available to the fighter class.

    Lead from the Front
    Starting at 5th level, you draw power and encouragement from the presence of your loyal troops. Whenever you make a weapon attack, you gain a bonus to the damage roll equal to the number of your followers within 30 feet of you, to a maximum equal to your proficiency modifier.

    Extra Attack
    Also at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Dominance
    Starting at 13th level, your legendary prowess can find you unlikely converts to your cause. When you personally reduce a creature to zero hitpoints with a weapon attack and spare their life, you have an opportunity to win them to your cause, provided you share a language and their intelligence score is 6 or higher. Creatures recruited in this way need not be humanoid: any creature capable of acting in a hierarchy with other intelligent creatures are viable. As an action after combat has ceased, you can attempt a charisma (intimidation or persuasion) check against a surviving enemy you defeated in this way, with a DC equal to 10+the target's CR. On a success the creature is suitably impressed and swears to join your cause, becoming your follower as long as doing so would not put your entourage above your maximum CR. On a failure, they refuse and cannot be recruited by you.

    Dread Mount
    Beginning at 17th level you can use your dominance feature to recruit a single beast, monstrosity, or dragon you've defeated in battle to become your follower and serve as your mount. You need not share a language with this creature to recruit it in this way, but it must have an intelligence score of 3 or higher. It will not follow your orders if you are not mounted on it, though it can be treated as an independent mount. Count only half its CR for the purposes of determining the maximum CR of your followers.

    Spoiler: Ordained Authority
    Show
    Ordained Authority
    Your authority is derived from a divine appointment, evidenced by the clerical magic at your command. Those who follow you do so out of devotion, your ability to work miracles proof of the covenant between you and your God.


    Ordained Spellcasting
    -Spell Slots Per Level-
    Leader Level
    Cantrips Known
    1st
    2nd
    3rd
    4th
    1st 2 2 - - -
    2nd 2 2 - - -
    3rd 2 2 - - -
    4th 2 3 - - -
    5th 2 3 - - -
    6th 2 3 - - -
    7th 2 4 2 - -
    8th 2 4 2 - -
    9th 2 4 2 - -
    10th 3 4 3 - -
    11th 3 4 3 - -
    12th 3 4 3 - -
    13th 3 4 3 - -
    14th 3 4 3 2 -
    15th 3 4 3 2 -
    16th 3 4 3 3 -
    17th 3 4 3 3 -
    18th 3 4 3 3 -
    19th 3 4 3 3 1
    20th 3 4 3 3 1

    Spellcasting
    Starting at first level, an ordained leader draws from the divine power of a God. As a conduit for divine power, you can cast cleric spells.

    Cantrips
    At 1st level, you know two cantrips of your choice from the cleric spell list. You learn and additional cleric cantrip of your choice at 10th level

    Spell Slots
    The Ordained Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to Wisdom modifier plus one-half your leader level. The spells must be of a level for which you have spell slots.

    For example, if you are a 8th-level leader, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability
    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Spellcasting Focus
    You can use a holy symbol as a spellcasting focus for your cleric spells.

    Convocation
    Starting at 5th level, your ability to pass your blessings along to your congregation improves. Whenever you cast a spell that only targets your followers, the corpses of your followers, or items being held or worn by your followers, that spell can have twice as many targets and has a range of 30 feet if its range is normally lower.

    Undying Oath
    Starting at 13th level you always have the spell Animate Dead prepared. When you use Animate Dead on a corpse of one of your followers, the soul of that follower willingly reinhabits the zombie created and will continue to serve you in an undead state, rejoining you as a follower if doing so wouldn't put your entourage above your CR limit, but you treat their CR as 1/8. The intelligence of a zombie created this way is equal to the intelligence they had in life and they retain their personality and any of their proficiencies. If they still have mouths, they can speak. Undead followers created this way will remain with you indefinitely, even after your 24 hour control period has elapsed. If the follower is dismissed, it dies again, and its soul returns to the celestial plane.

    Heavenly Host
    Beginning at 18th level your God has allocated his own divine servants to assist you in times of need. As an action, you can ask your deity for assistance, and he obliges, giving you temporary followers of a celestial type you choose, with a combined CR less than or equal to your wisdom modifier. They appear in unoccupied spaces of your choosing with 60 feet of you. They do not count against the maximum CR of your entourage. After one minute, these followers vanish. You can use this ability once, and you regain the use of this ability after a long rest.

    Spoiler: Popular Authority
    Show
    Popular Authority
    Leaders with the popular authority are possessed of a unique sort of personal magnetism that draws in the crowds. What your entourage lacks in quality it makes up for in sheer size.


    Art by ArtDeepMind@Deviantart

    Rabble Rouser
    Starting at third level when you select this authority, the maximum number of CR 0 creatures in your entourage increases, and is now equal to double your charisma modifier. In combat your CR 0 followers can occupy each other's spaces, fitting up to 4 small or medium creatures into one 5-by-5 square. Their spaces do not count as difficult terrain for each other or for you.

    Popular Draw
    Starting at 5th level, your ability to draw in useful bodies increases. Whenever you complete a short rest, you are reinforced by a number of CR 0 followers equal to your proficiency modifier, up to your maximum.

    Mob Mentality
    Starting at 13th level, the clutching grasp of your followers becomes difficult to escape. Whenever your entourage attacks a creature as a unit and the result of the attack roll is equal to or greater than the target's AC, the target is also grappled, and restrained for as long as the grapple persists. The DC to escape this grapple is equal to the number of creatures in your entourage within 5 feet of the grappled creature. If there are no members of your entourage within 5 feet of the creature, the grapple ends.

    Horde
    At 17th level the crowd you command swells further. The maximum number of CR 0 creatures in your entourage increases, and is now equal to your charisma score.



    Expert Linguist
    Starting at second level your gift for language blossoms, and you become fluent in an additional language of your choice. You have expertise with any charisma or wisdom (insight) checks made while speaking to a creature in its native language, as long as you are proficient with it. You gain another new language at levels 6, 10, 14 and 18.

    Inspired Resistance
    Starting at third level, your leadership can help keep your followers safe in combat. Whenever one or more of your followers would make a saving throw against a spell or other effect that you can see, you can use your reaction to warn them by rolling your own charisma save. Your followers use the result of this save instead of rolling their own saves against the effect. If the effect would still deal damage on a successful save, it does no damage instead.

    Discipline
    Starting at 7th level, your followers owe more to your influence and training then to their own competencies. Whenever your followers attack as a unit, if their attack bonus would be lower than your charisma modifier, they can use your charisma modifier in place of their attack bonus.

    Shared Inspiration
    Starting at 9th level even those who are not utterly devoted to your leadership can be inspired by you. When you use your Inspired Resistance ability, any friendly creature who can hear you can benefit from its effects. A creature can decide whether or not to receive this benefit after you've made your charisma save, but must do so before they attempt their own save against the triggering effect.

    Tactical Acumen
    Starting at 11th level you can use your own attack to create an opening for your followers. Whenever you hit a target with a weapon attack, your followers have advantage when making attacks as a unit against that target until the start of your next turn.

    Invigorate
    Starting at 15th level, you can use a bonus action to inspire your forces to push themselves to their limits and beyond. When you do, each of your followers who can hear you recovers hitpoints equal to your charisma score and becomes immune to any fear or charm effects until the end of your next turn. You can use this ability a number of times equal to your proficiency modifier, and you recover all uses when you complete a long rest.

    Legion
    At level 20, the number of followers you can amass improves dramatically; the maximum combined CR of all your followers improves to 1/4 your levels in this class plus your charisma modifier. No one follower can have a CR higher than 1/4 your levels in this class.

    Spoiler: Original Post for Posterity
    Show
    I'll be working on my Leader class for this. Mythic inspiration comes from any hero who is famous less for his personal feats of prowess, but for the warriors he commands, the best example being King Arthur.

    A charisma-based martial class, the Leader directs a small but growing group of NPCs. A leader is limited in the number and total CR of NPCs he can attract to his side by his Leader level and his charisma score.

    Rules for attacking as a unit speed up gameplay by making one attack roll which determines not IF the attack hits, but HOW MANY attacks hit. The Leader has class features which directly interact with the unit rules in a number of ways, encouraging them to use the mechanic when possible. While these rules are especially suited for Leaders, any class which fields many summoned creatures, such as Necromancy Wizards and Shepherd Druids, can use them to improve the quality of their gameplay.

    Leaders will select an authority, a reason their swollen ranks choose to follow them into battle. These are the subclasses of the Leader class, and the finished version will likely include the following authorities: The Noble Authority is for someone who is born into a position of power, and is what I would consider the archtypical leader. The Divine Authority is leadership granted by a God, and is a 1/3 caster subclass with access to the cleric list. They specialize in buffing and healing their followers. A leader with Martial Authority leads from the front, with followers who join based on respect for the leader's combat prowess, and they can sometimes recruit their defeated foes. Finally, the Popular Authority is for the rabble-rousers, those who want to maximize the number of followers they can field, favoring quantity over quality.
    Last edited by Damon_Tor; 2022-10-12 at 10:22 AM.

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

    Join Date
    Feb 2015

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    I want to contribute, but all my ideas so far are comic-booky, which might not be mythical or legendary enough...

    Edit: I don't think I will have time this month to contribute an entry to this contest. I look forward to reading others', though!
    Last edited by Notafish; 2022-10-06 at 09:46 AM.

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

    Join Date
    Oct 2017

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    Aloha, pls enjoy this 20 level class, it was a lot of fun to write!

    The Ninja
    Last edited by BerzerkerUnit; 2022-11-01 at 10:03 AM.

  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    Merry Woodsman

    Hit Points
    Hit Dice: 1d10 per Merry Woodsman level
    Hit points at 1st level: 10 + your Constitution Modifier
    Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Merry Woodsman level after 1st.

    Proficiencies
    Armor: Light armor, Medium Armor, Shields
    Weapons: Simple weapons, Martial Weapons
    Saving throws: Dexterity, Charisma
    Skills: Choose three from Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Nature, Perception, Performance, Sleight of Hand, Stealth, and Survival.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    (a) a simple ranged weapon or (b) a martial ranged weapon
    (a) a simple melee weapon or (b) a martial melee weapon
    (a) a simple melee weapon or (b) a shield
    Leather armor
    (a) a dungeoneer's pack or (b) an explorer's pack

    Level Prof Bonus Features Damage
    1 +2 Fighting Style, Expertise -
    2 +2 Feint, Sniping +1d4
    3 +2 Archetype +1d4
    4 +2 Ability Score Improvement +1d4
    5 +3 Extra Attack +1d4
    6 +3 Archetype Feature +1d6
    7 +3 Evasion +1d6
    8 3 Ability Score Improvement +1d6
    9 +4 Expertise +1d6
    10 +4 Archetype Bonus +1d8
    11 +4 Extra Extra Attack +1d8
    12 +4 Ability Score Improvement +1d8
    13 +5 Leadership +1d8
    14 +5 Archetype Feature +1d10
    15 +5 Impeccable Aim +1d10
    16 +5 Ability Score Improvement +1d10
    17 +6 Incredible Reflexes +1d10
    18 +6 Archetype Feature +1d12
    19 +6 Ability Score Improvement +1d12
    20 +6 Extra Extra Extra Attack +1d12

    Light Armor and Shields, All simple weapons, All martial weapons.

    FEATURES

    Fighting Style
    At first level, the Merry Woodsman chooses a fighting style, from the list of Archery, Two-Weapon Fighting, Dueling, Defense, or Unarmed.

    Expertise
    Also at first level, you gain expertise. You know what this does.

    Feint
    At second level, you gain Feint. You may use your bonus action to make a deception check against a creature that can see you, opposed by their Insight skill. If you succeed, you gain advantage on all attacks against that creature until the beginning of your next turn.

    Sniping
    Also at second level, you gain 1d4 extra damage against any opponent hit by a ranged attack when you have advantage.

    Archetype
    At third level, you choose an archetype. This grants you additional features at 6th, 10th, 14th, and 18th levels.
    Spoiler: Peerless Marksman
    Show
    Trick Shot
    Beginning when you take this Archetype at third level, you may forego the damage of your Sniping ability to instead cause your target to make a strength saving throw versus 8 + your proficiency bonus + your charisma modifier or fall prone, be pushed five feet away from you, or drop an item they are holding.

    Long Shot
    Also when you choose this archetype at third level, when you use a ranged weapon, it's short range becomes equal to its normal long range, with a new long range equal to twice its original long range.

    Chicanery
    At sixth level, you learn to fake your way through most situations. You add a bonus equal to your charisma bonus to all ability checks, attacks, and saves you don't already have your proficiency bonus added.

    Pinning Shot
    At tenth level, creatures hit by your trick shot ability lose half their movement as well.

    Spellsplitter
    At fourteenth level, you may make a ranged attack as a reaction to a creature casting a spell within the short range of a ranged weapon you are currently wielding. If hit, the creature must make a constitution save as if they were concentrating on a spell, and if they fail, the spell slot is consumed but nothing happens. You may use this ability a number of times equal to your proficiency bonus. Once you have expended all uses of this ability, you must finish a long rest before you can use it again.

    Split the Arrow
    At eighteenth level, the Peerless Marksman unveils the pinnacle of his skill: hitting the same spot so closely as to hit his previous projectile. Any time you get your sniping damage against a creature you hit already in that turn, the sniping damage is doubled.


    Spoiler: Dashing Swordsman
    Show
    Swashbuckling
    Beginning at third level when you choose this archetype, you may add your sniping damage bonus to melee dexterity attacks if they have advantage, and creatures who you successfully use feint on cannot use reactions.

    Parry
    At sixth level, if you successfully use your Feint ability against a creature within reach of a melee weapon you are wielding, you gain a bonus to AC equal to your charisma bonus against attacks from that creature. This lasts until the beginning of your next turn.

    Skewering Charge
    At tenth level, if you move at least ten feet in a straight line towards an opponent and make a melee dexterity attack, it gains your sniping damage even if it was not at advantage.

    Artful Dodge
    Beginning at 14th level, you may move up to half your speed as part of a bonus action used to feint.

    Combat Momentum
    Beginning at 18th level, when you would add sniping damage to an attack, you may forego the damage and add or subtract 1d12 to your initiative count. You take your turn at this new position in turn order. Once you have used this ability, you must finish a short or long rest before you can use it again.

    Spoiler: Boisterous Brawler
    Show
    Expert Brawler
    Beginning at third level when you take this archetype, you may add your sniping damage to unarmed strikes and attacks with improvised weapons if you have advantage, and creatures who you successfully use feint on have disadvantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being grappled or shoved by you.

    Terrifying Strikes
    Beginning at sixth level, when you successfully use feint on a creature and damage it on the same turn, it must make a Wisdom save vs DC 8 + your proficiency bonus + your charisma bonus, or be frightened of you until the end of your next turn.

    Laugh it Off
    Beginning at 10th level, whenever you use Feint, you gain temporary hitpoints equal to your charisma bonus.

    Towering Stature
    Beginning at 14th level, you gain powerful build, counting as one size larger for carrying capacity and the amount you can push, lift, or drag. In addition, you count as one size larger when determining whether you can grapple or shove a creature, and whether you can be grappled or shoved by a creature.

    Brutal Pummel
    Beginning at 18th level, whenever you get your sniping damage against a creature grappled by you, the sniping damage is doubled.

    Ability Score Improvement
    At fourth level, you gain an Ability Score Improvement. You know what this does. You gain more Ability Score Improvements at levels 8, 12, 16, and 19.

    Extra Attack
    Beginning at 5th level, you gain extra attack. You know what this does.

    Evasion
    Beginning at 7th level, you gain Evasion. You know what this does.

    Extra Extra Attack
    Beginning at 11th level, you gain Extra Extra Attack. You may attack three times, instead of twice, when taking the attack action on your turn.

    Leadership
    Beginning at 13th level, you gain Leadership. You add a bonus to initiative equal to your Charisma bonus, and any creature who attacks a creature after you hit it in the first round of combat has advantage until the beginning of your next turn.

    Impeccable Aim
    Beginning at 15th level, you gain Impeccable Aim. Once per round, when you miss with an attack, you may reroll and add your charisma to the new attack roll.

    Incredible Reflexes
    Beginning at 17th level, you gain Incredible Reflexes. As a reaction to being targeted by an attack, you may use your reaction to move up to half your movement speed and take an action. This movement does not provoke attacks of opportunity. Once you have used this ability, you must finish a short or long rest to use it again.

    Extra Extra Extra Attack
    Beginning at 20th level, you gain Extra Extra Extra Attack. When you use the attack action, you may attack four times instead of three.
    Last edited by sengmeng; 2022-11-01 at 06:54 PM.

  6. - Top - End - #6
    Ogre in the Playground
     
    Just to Browse's Avatar

    Join Date
    Nov 2011

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    The Scion


    Scions are divine children, born of a union between a god and a mortal, blessed with incredible physical prowess and innate magical ability.

    Children of the Gods
    Unlike common martial warriors such as fighters, barbarians, and rogues, scions are truly a rare sight in every world. And unlike clerics and paladins who connect to their gods through worship, and the occasional sorcerer or warlock connected to a divine entity through blood or contract, scions get no choice in their power. Scions are set apart from their mortal kin in an irreconcilable way.
    In the game, the mantle of a scion is one of great privilege, but also great burden. A scion who freely showcases their powers may find unwanted eyes watching their every step, and assassins lurking in every corner.

    Mortal Weakness
    Despite the sign of their divinity, scions are inherently mortal. Whether it is Bellerophon’s hubris, Cú Chulainn’s rage, or Yudhishthira’s weakness for gambling, every demigod has some folly; a sign of their mortality.

    Creating a Scion
    When you create your scion, consider just who your god is, and why they sired you. Do they have an agenda that they wish for you to fulfill? Are you aware of that agenda, and do you wish to follow it? What happened to your mortal parent? Do you strain against the yoke of destiny, or lean into it?

    The scion sits on a dangerous line. Barring a single-person adventure, no player should be the main character of a story at the table. Scions are best played by players who know how to share the spotlight, using their demigodhood to lift up other characters at the table.

    As you create your scion, think about their flaws, and how they might be taken advantage of. The most powerful tales of demigods are the ones that contrast their divine perfection with their mortal failings.

    Quick Build
    You can make a scion quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the folk hero background.

    Class Features
    As a Scion, you gain the following class features:

    Hit Points
    Hit Dice: 1d6 per scion level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scion level after 1st

    Proficiencies
    Armor: Light armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Vehicles (Land)
    Saves: Dexterity, Charisma
    Skills: Choose two from Acrobatics, Athletics, Animal Handling, Athletics, Deception, History, Intimidation, Insight, Perception, Performance, Persuasion Religion, Stealth

    Equipment
    • (a) a greatsword or (b) a mace and a shield
    • (a) a longbow and 20 arrows or (b) four javelins
    • (a) an explorer's pack or (b) a scholar's pack


    Level Prof. Features Divine Favor Die
    1 +2 Divine Favor, Mighty Aptitude d6
    2 +2 Combat Prowess d6
    3 +2 Progenitor's Gift d6
    4 +2 Ability Score Improvement d6
    5 +3 Guided Hand d8
    6 +3 Gift Feature d8
    7 +3 Godswill d8
    8 +3 Ability Score Improvement d8
    9 +4 Arms of the Heritor (1d6) d8
    10 +4 Divine Intervention d8
    11 +4 Improved Godswill d10
    12 +4 Ability Score Improvement d10
    13 +5 Orisons d10
    14 +5 Gift Feature d10
    15 +5 Arms of the Heritor (2d6) d10
    16 +5 Ability Score Improvement d10
    17 +6 Combat Excellence d12
    18 +6 Greater Orisons d12
    19 +6 Ability Score Improvement d12
    20 +6 Gift Feature, Divine Intervention Improvement d12

    Divine Favor
    At 1st level, your fate is indelibly marked by the will of your progenitor god. Your greatest successes rely upon this god’s fancy, your greatest failures upon their ire. This is represented by your divine favor die. At the start of each of your turns, roll the divine favor die and apply the result of the roll using the table below until the next time you roll a divine favor die.

    Your scion level determines the size of your favor die. Certain results will not be available until you have a favor die of a certain size.

    Number Result
    1 Your attack rolls are made with disadvantage.
    2-3 No effect.
    4+ You gain temporary hit points equal to 1 + your scion level.
    6+ Your attack rolls are made with advantage.
    8+ Attack rolls against you are made with disadvantage.
    10+ Your saving throws are made with advantage.
    12 When your attack roll would cause you to miss, you hit instead. When your attack roll you would cause you to hit, you score a critical hit instead.

    On your turn, you may spend your action and bonus action to perform an act that will please your progenitor god. Depending on which god you serve, this may be a dance, a prayer, or a moment in quiet contemplation. At the start of the turn after you do this, your progenitor god looks upon you favorably and grants you the highest possible roll of your divine favor die.

    Spoiler: Sidebar: Awareness of Divine Favor
    Show

    A scion's divine favor is not necessarily visible, but creatures are aware of it. Any enemy smart enough to know that a wizard is easier to stab than a fighter should should be aware of the state of your divine favor and act appropriately.


    Mighty Aptitude
    You add your Strength modifier to your hit points in addition to your Constitution modifier at each of your scion levels.

    In addition, while you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Charisma modifier.

    Combat Prowess
    At 2nd level, you move with purpose in the heat of battle. After you use an action to make an attack, regardless of whether you hit, you can use a bonus action to perform one of the following:
    • Batter. Try to shove a creature that you attacked this turn.
    • Guard. Choose an ally within your melee reach that is not wearing a shield. You give that ally a +2 bonus to armor class until the start of your next turn.
    • Pivot. Make a weapon attack against a creature that you have not attacked this turn.

    Progenitor’s Gift
    At 3rd level, the unique powers of your progenitor god begin to manifest in you. Choose one of the gifts from the following list: Gift of the Olympian, Gift of the Danaan, Gift of the Vayu.

    This grants you features at 3rd level, and again at 6th, 11th, 14th, and 20th.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Guided Hand
    Beginning at 5th level, the first time you would miss an attack during your turn, you may re-roll the attack roll.

    Godswill
    At 7th level, after you roll your divine favor die, you can adjust the result up by 1 point, to a maximum of 12. At 13th level, you can adjust the result by a roll of 1d4 instead.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Arms of the Heritor
    Starting at 9th level, any weapon you wield takes on a small fragment of your divinity. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and deals an additional 1d6 damage.

    This effect lasts long enough to provide its benefits to thrown weapons, but fades shortly thereafter.

    At 15th level, the damage from this feature improves to 2d6.

    Divine Intervention
    Beginning at 10th level, you can call on your parental god to act on your behalf in times of need. This is identical to the cleric feature of the same name.

    Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

    At 20th level, your call for intervention succeeds automatically, no roll required.

    Orisons
    At 13th level, you can make casual use of divine magic. You learn two 1st-level spells from the following list, which you can cast at will without spell components. Charisma is your casting ability for these spells:
    • Alarm
    • Ceremony (XGtE)
    • Comprehend Languages
    • Create or Destroy Water
    • Detect Magic
    • Detect Poison and Disease
    • Disguise Self
    • Distort Value (Acq)
    • Fog Cloud
    • Identify
    • Illusory Script
    • Jump
    • Longstrider
    • Purify Food and Drink
    • Snare (XGtE)
    • Speak with Animals
    • Unseen Servant

    At 18th level, you also learn two 2nd-level spells with this feature:
    • Alter Self
    • Animal Messenger
    • Augury
    • Beast Sense
    • Darkvision
    • Detect Thoughts
    • Find Traps
    • Gentle Repose
    • Gift of Gab (Acq)
    • Immovable Object (EGtW)
    • Knock
    • Levitate
    • Locate Object
    • Nystul’s Magic Aura
    • Skywrite
    • Wristpocket (EGtW)
    • Zone of Truth

    Combat Excellence
    At 17th level, your Combat Prowess options improve.
    • Batter. If you knock a creature backwards with this feature, you may move them 30 feet backwards instead of 5 feet. If you knock a creature prone with this feature, you may also move them backwards 10 feet.
    • Guard. The bonus from this feature also applies to your ally’s saving throws.
    • Pivot. When you use this feature, you may attack more creatures. With a melee weapon, you can attack any number of creatures that you have not attacked this turn within your weapon's reach.


    Progenitors’ Gifts
    Progenitor gods are beings of immense power. Even their idle whims can shape reality, so it’s no surprise that their children and champions manifest traits associated with their power. The “gifts” of a progenitor god are not necessarily given willingly to their scion; they are a natural consequence of such a close tie between the mortal & divine realms.

    Gift of the Olympian
    Impossible labors and extraordinary courage characterize scions with the gifts of the Olympian.
    Spoiler: Features
    Show


    Combat Prowess
    When you gain this gift at 3rd level, add a new option to your Combat Prowess feature.
    Wrestle. You can attempt to grapple a creature that you have attacked this turn.

    Divine Athlete
    At 3rd level, you gain proficiency in Athletics. If you already have proficiency in Athletics, your proficiency bonus is doubled for Athletics.
    In addition, while you are grappling or grappled by a creature, that creature has disadvantage on attack rolls against targets other than you.

    A World’s Burden
    At 6th level, you are considered two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
    When a large creature or object falls on you, if it weighs less than your lifting capacity, you can make a Strength saving throw with a DC of 16. If you succeed at the saving throw, you slow the object down and hold it aloft, preventing any of the effects that would be caused by it falling.

    Wrestler-Potentate
    By 11th level, your muscles are like iron sinews. You have advantage on skill checks made to initiate or maintain a grapple, and attack rolls against creatures you are grappling.
    When a creature you are grappling makes an attack against a target other than you, that attack has disadvantage. When a creature you are grappling uses an effect that requires a saving throw, creatures other than you have advantage on that saving throw.

    Mighty Architect
    Starting at 14th level, you can perform acts of labor that no human could sustain. With 10 minutes of work, you can reshape the earth in an area of terrain no more than 40 feet on a side, as though you had concentrated on the spell move earth on that spot.

    You can use this feature a number of times equal to your Strength score. When you finish a long rest, you regain all expended uses.

    Impeccable Paragon
    At 20th level, you can take on a demigod form. Using your bonus action, you undergo a transformation. For 1 hour, you gain the following benefits:
    • Whenever you roll a 1 on your divine favor die, you re-roll it.
    • You gain proficiency in all saving throws.
    • Creatures that you are grappling are restrained.

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


    Gift of the Danaan
    Scions with the gift of the Danaan are marked by a fearsome rage and a recklessness unparalleled in their mortal kin.
    Spoiler: Features
    Show

    Combat Prowess
    When you gain this gift at 3rd level, add a new option to your Combat Prowess feature.
    Entice. Until the start of your next turn, creatures have advantage on attack rolls against you. After a creature completes action that involves attacking you, you may make an opportunity attack against that creature without using your reaction.

    Ríastrad
    At 3rd level, you can take on a battle frenzy when you are wounded. After you lose hit points or temporary hit points from a source, you can enter your ríastrad as a reaction. During your ríastrad, you gain the benefits of a level 1 barbarian’s rage:
    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
    • You have resistance to bludgeoning, piercing, and slashing damage.

    If you are able to cast spells, you can’t concentrate on them while in your ríastrad.

    Your ríastrad 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 ríastrad on your turn as a bonus action.

    Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 11th level and three times between long rests at 20th level.

    Undaunted
    By 6th level, you can endure harsh environments. You always succeed on saving throws for extreme cold, extreme heat, high altitude, frigid water, quicksand, and razorvine, and difficult terrain does not slow you down.

    A Monstrous Thing
    At 11th level, your ríastrad warps your very flesh, granting you a terrifying form. Your ríastrad gains the following benefits:
    • Your type changes to Monstrosity for the duration of the ríastrad.
    • As a bonus action, you can force each creature of your choice within 60 feet of you and aware of you to succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A Creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The DC improves to 18 at 20th level.


    Auspex’s Guidance
    Starting at 14th level, the connection you have to your progenitor god allows augurs to more easily see your future. In concert with another scion or divine spellcaster, you can cast the spells commune, find the path, and legend lore without using a spell slot.

    Once you have cast any one of these spells, you must finish a long rest before you can cast any of them again.

    Penultimate Fury
    At 20th level, your ríastrad improves a final time, gaining the following benefits:
    • Whenever you roll a 1 on your divine favor die, re-roll it.
    • You regain 10 hit points at the start of your turn.
    • You lose all levels of exhaustion and cannot gain levels of exhaustion during the ríastrad.



    Gift of the Vayu
    A scion with the gift of the Vayu is a force of destruction, the equal of armies on their own.
    Spoiler: Features
    Show

    Saving Throws
    Several of your gift features require saving throws. The DC for these saving throws is:

    DC = 8 + your proficiency bonus + your Strength modifier

    Combat Prowess
    When you gain this gift at 3rd level, add a new option to your Combat Prowess feature.
    Erupt. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes damage equal to your Strength modifier and is knocked back 5 feet. If you are standing on stone or rock, this ability cracks the ground to create several loose rocks weighing around 20-50 lbs, and rendering the area difficult terrain.

    At 17th level, increase the damage to 2d4 + your Strength modifier. Creatures that succeed on their saving throw take half as much damage.

    Everything is a Weapon
    At 3rd level, you can arm yourself with loose rubble, uprooted trees, furniture, or any large object that you can lift, no matter how unwieldy it is. You are always proficient with these improvised weapons.

    When you wield an improvised weapon, you may treat it as though it had the following weapon properties depending on its weight:
    Weight Damage Properties
    Under 20 lbs 1d8 Versatile (1d10), thrown (20 / 60)
    20 lbs or above 2d6 Two-handed, thrown (10 / 20)

    The DM still assigns a damage type appropriate to the object.

    Ten Thousand Elephants
    By 6th level, you are immune to poison damage and the poisoned status condition.

    In addition, you add twice your proficiency bonus to Strength checks made to move, hold, bend, or break objects.

    Break the Line
    At 11th level, you can move through the space of any creature as though it were difficult terrain. Once per turn per creature, when you walk through that creature’s space, you may force it to take a Strength saving throw or take bludgeoning damage equal to 2d4 + your Strength modifier as you trample through.

    Living Siege Weapon
    By 14th level, you can throw heavy bolts and stones as though you were a siege weapon. Use the statistics for a mangonel or ballista (DMG p.255). Because you alone act as the siege weapon, you must take all actions to load, aim, and fire your siege ammunition.

    Bhimasena
    At 20th level, you can enter a state of ultimate strength. Using your bonus action, you undergo a transformation. For 1 hour, you gain the following benefits:
    • Whenever you roll a 1 on your divine favor die, you re-roll it.
    • Your speed becomes 100 feet and you do not treat occupied spaces as difficult terrain.
    • Creatures with 10 or fewer hit dice are particularly susceptible to your Break the Line feature. When a creature with 10 or fewer hit dice fails its saving throw, it dies. Even if it succeeds, it still takes 2d4 + Strength bludgeoning damage.

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


    Now that the contest has ended, here is a link to my thoughts about the class.
    Last edited by Just to Browse; 2022-11-18 at 12:13 PM.
    All work I do is CC-BY-SA. Copy it wherever you want as long as you credit me.

  7. - Top - End - #7
    Orc in the Playground
     
    Griffon

    Join Date
    Jan 2022

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    Hmmm...interesting. After spending some time on the issue, I have created a class based around Strength-based figures from myth, such as Herakles, Gilgamesh, and others. No too dissimilar in concept from the excellent Scion class that was submitted here yesterday, but it is mechanically distinct, with certain bits based around the barbarian. Anyway, here it is.

    Flavor Text
    A muscled human stands before a tribe of hill giants. Unimpressed by the comparatively small being before them, the giants lumber forward and lazily swing their clubs at the man. The man stands firm and survives blow after blow before lashing out at the startled giants with a club of his own.
    A half-orc finds herself surrounded by enemy warriors. Unfazed by the seemingly insurmountable odds, she lashes out with her flail, smashing through defenses and shattering bones until at last she stands alone.
    A dwarf whispers a prayer to his divine father as he calmly walks towards the young red dragon that has terrorized his mortal clan. The dragon laughs in contempt at the lone dwarf before him, but its laughter is cut short as the dwarven warrior grabs hold of the dragon and pins it to the ground, where the dwarf squeezes the life from his foe with the same calmness as when he prayed.
    Standing atop a mountain, a Goliath spots the roc she came to hunt. Gripping a boulder the size of a small wagon, she hurls it at the massive bird, determined to bring it down.


    Legendary Strength
    Many creatures across the planes are strong. Some, however, posses muscular might far beyond what is normally possible for their kind. These warriors are brave and hardy as they come, and yet their greatest attribute always remains their sheer, overwhelming strength. This sole attribute is one that they embody and raise to mythical levels. Paragons of Strength are legendary. Their deeds are guaranteed to be immortalized in tales and myths for generations to come.

    Creating a Paragon of Strength
    Paragons of Strength are several times as strong as ordinary members of their race. Work with your DM to determine how you came to be so strong. Were you mutated by strong magic? Were you blessed by a god? Are you the child of a god?

    Quick Build
    To make a Paragon of Strength quickly, make Strength your highest ability score, followed by Constitution. Next, choose the Folk Hero background.


    Paragon of Strength

    Hit Dice: 1d12 per paragon of strength level
    Hit Points at 1st level: 12 + your constitution modifier
    Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per level after 1st

    Proficiencies
    Armor: Light, shields
    Weapons: Simple and martial weapons
    Tools: None
    Saving Throws: Constitution, Strength
    Skills: Choose two from Athletics, Intimidation, Insight, Perception, and Survival

    Equipment
    You start with the following equipment, in addition to any equipment granted by your background:
    • Leather armor and a shield OR two hand axes
    • Any martial melee weapon
    • An explorer’s pack



    Unarmored Defense
    Starting at 1st level, when you are not wearing armor, your armor class is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Peerless Strength
    Also at 1st level, your carrying capacity, as well as how much weight you can lift, drag, or push, doubles. Additionally, you can grant yourself advantage on any Strength check or Strength saving throw a number of times equal to twice your proficiency bonus. You can use this feature after you see the initial roll, but before you know the effects of the roll. You regain all expended uses of this feature when you finish a short or long rest.

    Crushing Blows
    Starting at 2nd level, you can deal extra damage to any foe you hit with a melee attack. This damage is equal to your proficiency bonus. You can use this feature a number of times equal to twice your proficiency bonus and you regain all expended uses on a short or long rest.

    Archetype of Strength
    At 3rd level, you choose an Archetype of Strength that grants you features at 3rd, 6th, 10th, and 14th, level. These archetypes are listed at the end of the class description.

    Ability Score Improvement
    When you reach 4th level, and again at 8th 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you forgo taking this feature and take a feat of your choice instead.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

    Mighty Leap
    Also at 5th level, the distances you can jump triple.

    Supernatural Strength
    Starting at 7th level, your carrying capacity, as well as how much weight you can lift, drag, or push, doubles. This is in addition to your Peerless Strength feature at 1st level.

    Destructive Blow
    Also at 7th level, when you hit with a melee attack on your turn, you can decide to deal 2d10 points of extra damage. You can use this feature once and regain the ability to use it when you finish a short or long rest.

    Brutal Critical
    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

    Indomitable Might
    Beginning at 11th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

    Titanic Strength
    At 13th level, your Strength score increases by 2. Your maximum for that score is now 22.

    World-Shattering Strength
    Starting at 15th level, as an action, you can cast the Earthquake spell with no components other than some form of blow to the ground. The area of the spell is centered on you, and you are immune to the spell’s effects. Your spellsave DC for the spell is 8 + your Strength modifier + your proficiency bonus. You can use this feature once and regain use of it after completing a long rest.

    Brute Strength
    Starting at 17th level, you deal an extra 1d4 points of damage on every melee attack you make.

    Unyielding Strength
    Starting at 18th level, your carrying capacity, as well as how much weight you can lift, drag, or push, triples. This is in addition to your Peerless Strength feature at 1st level and your Supernatural Strength feature at 7th level. Additionally, as action, you can triple your carrying capacity, as well as how much weight you can lift, drag, or push, again for the next minute. You can take this action once and regain use of it upon finishing a short or long rest.

    Godlike Strength
    At 20th level, your Strength score increases by 4 and your Constitution score increases by 2. Your maximum for your Strength score is now 26 and your maximum for your Constitution score is now 22.


    Archetypes of Strength


    Unarmed Champion

    Overpowering Blows
    Starting when you take this archetype at 3rd level, your unarmed strikes deal 1d10 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. This damage is reduced to 1d6 + your Strength modifier bludgeoning damage when you are wielding a shield.

    Powerful Grapple
    Also at 3rd level, you count as one size category larger when it applies to grappling.

    Supernatural Blows
    Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance or immunity to nonmagical damage.

    Godlike Grapple
    Starting at 10th level, you count as three size categories larger when it applies to grappling. This replaces the Powerful Grapple feature you gained at 3rd level.

    Merciless Pummeling
    Starting at 14th level, when you take the attack action, you can make one unarmed strike as a bonus action. You can do this a number of times equal to twice your proficiency bonus and you regain all expended uses when you finish a long rest.


    Improvised Warrior

    Improved Improvised Weapons
    Starting at 3rd level, you become proficient with all improvised weapons. Such improvised weapons now deal 1d10 + your Strength modifier damage of an appropriate type. Additionally, the distance you can throw an improvised weapon is tripled.

    Supernatural Improvisation
    Starting at 6th level, your improvised weapons count as magical for the purposes of overcoming resistance or immunity to nonmagical damage

    Staggering Weapons
    Starting at 10th level, when you hit a creature with an improvised weapon, it must make a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or fall prone.

    Improvised Destruction
    Starting at 14th level, your improvised weapons deal an extra 1d4 points of damage on a hit.


    Impeccable Warrior

    Implacable Strikes
    Starting when you choose this archetype at 3rd level, any attacks you make with a melee weapon now deal an extra 1d6 points of damage.

    Fighting Style
    When you reach 6th level, you can choose one Fighting Style from the Fighter’s list of Fighting Styles.

    Unerring Attacks
    Starting at 10th level, you can turn any miss with a melee weapon into a hit. You can use this feature twice and you regain all expended uses when you finish a long rest.

    Godlike Strike
    At 14th level, when you hit with a melee weapon attack, you can deal an extra 4d10 points of damage. You can only deal this damage once and regain the ability to do so when you finish a long rest.


    Invincible Warrior

    Invulnerability
    Starting when you choose this archetype at 3rd level, as a bonus action, you can enter a state of increased resilience. While in this state, you have resistance to all damage. His state lasts for one minute. You can use this feature a number of times equal to half your proficiency bonus rounded down. You regain all uses when you finish a long rest.

    Second Wind
    Starting at 6th level, you can use a bonus action to regain a number of hit points equal to 1d6 + your Constitution modifier. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Indestructible
    At 10th level, when you take damage from an attack, you can use your reaction to halve the damage. You can use this feature once, and you regain the ability to do so when you finish a long rest.

    Unkillable
    Starting at 14th level, if you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
    Last edited by MutantDragon; 2022-11-01 at 04:09 PM.

  8. - Top - End - #8
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    The Psychopomps are ferrymen of souls.

    Pyschopomp
    Last edited by Lanth Sor; 2022-10-23 at 03:24 AM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    Mar 2022
    Location
    GitP, obviously
    Gender
    Male

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    Hello folks! We've got one week left until the deadline. It's looking great so far.

    Everyone will need to have all entries completed by 11:59pm on November 1st.
    Something Borrowed - Submission Thread (5e subclass contest)

    TeamWork Makes the Dream Work 5e Base Class Submission Thread




  10. - Top - End - #10
    Ogre in the Playground
    Join Date
    Mar 2022
    Location
    GitP, obviously
    Gender
    Male

    Default Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread

    The 5e base class contest (21) has been closed and we now have a Voting Thread!

    Good luck, everyone!


    Very sorry. Due to the incomplete Psychopomp, it will not be included.
    Last edited by animorte; 2022-11-02 at 11:06 PM.
    Something Borrowed - Submission Thread (5e subclass contest)

    TeamWork Makes the Dream Work 5e Base Class Submission Thread




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