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- Mar 2022
D&D 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
1) 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.
2) 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.
3) 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.
4) 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.
5) 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.
6) 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.
7) 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.
Last edited by animorte; 2022-09-20 at 02:00 AM.
- Join Date
- Aug 2013
Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread
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.
Spoiler: WIP, Class Under Construction Here
More Leader Flavor
Creating a Leader
I never actually get this one done, but TODO
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.
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.
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
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 Divine Authority and another of your classes also has the Spellcasting feature, add 1/3 of your Leader level to the levels of your other Spellcasting classes to determine the number of spell slots you possess.
Features1+2 Entourage, Authority2+2 Gift of Tongues3+2 Inspired Resistance4+2 Ability Score Improvement5+3 Authority Feature6+3 Gift of Tongues Improvement7+3 Discipline8+3 Ability Score Improvement9+4 Shared Inspiration10+4 Gift of Tongues Improvement11+4 Tactical Acumen12+4 Ability Score Improvement13+5 Authority Feature14+5 Gift of Tongues Improvement15+5 Rally16+5 Ability Score Improvement17+6 Authority Feature18+6 Gift of Tongues Improvement19+6 Ability Score Improvement20+6 Legion
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.
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 UnitAttacking 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
- 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:
- Determine which creatures will attack as a unit.
- 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.
- 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.
- 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.
- 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.
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 AuthorityNoble 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 farm from your ancestral estates many will seek your fellowship to earn favor with your relatives.
Those who share your status give your words added weight. Starting at first level, whenever you make a charisma check against someone else of noble status and are proficient with the check, double your proficiency modifier.
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 when you get to 7th level in this class, it gains a +1 bonus to attacks and damage. At 14th level it gains a +2 bonus to attacks and damage. At 20th level it gains a +3 bonus to attacks and damage. 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.
Starting at 6th 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. 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.
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.
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.
Spoiler: Mighty AuthorityTODOSpoiler: Ordained AuthorityTODOSpoiler: Popular AuthorityTODO
Gift of Tongues
Starting at second level your gift for language blossoms, and you become fluent in an additional language of your choice. When speaking with a creature in a language besides common, as long as it understands that language you have advantage on any charisma or wisdom checks you make in dealing with that creature. You gain another new language at levels 6, 10, 14 and 18.
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.
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, you can determine their attack bonuses by adding your charisma modifier to your proficiency modifier instead of their normal attack bonuses as long as they can see and hear you.
Starting at 9th level even those who are not 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.
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.
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 modifier 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.
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.
Last edited by Damon_Tor; 2022-09-25 at 05:27 PM.
- Join Date
- Feb 2015
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...
Maybe an Outlaw class based on Robin Hood and famous pirates?
- Join Date
- Oct 2017
Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission Thread
A 20 level class for a stealthy warrior that uses mysterious techniques.
Armor Proficiencies: Light Armor
Weapon Proficiencies: Shortswords, Simple Weapons, Kusarigama (a sickle and chain that uses the stats of a whip), Improvised Weapons
Saves: Dexterity, Intelligence
Skill Proficiencies: Stealth and Choose 2: Arcana, Nature, Athletics, Acrobatics, Deception, Insight, Survival, Sleight of Hand
Tool Proficiencies: Choose 1: Alchemy Supplies, Disguise Kit, Herbalism Kit, Poisoner's Kit
2 Ki, Ki Techniques
3 Nindo- Taijutsu, Genjutsu, or Madogu-Shi
5 Extra Attack
6 Nindo Feature
7 Guise of No One
9 Iron Body
10 Nindo Feature
13 Iron Will
14 Nindo Feature
15 Guise of One
17 Loyalty Beyond Space
18 Defy Fate
20 Shinigami no Kage
Beginning at 1st level you master a variety of techniques related to your role as spy, bodyguard, and assassin. These form a broad foundation on which your specific way of the ninja will be built.
Sudden Strikes. Your foe's strength is as much a weakness as their weaknesses are. When you hit an enemy that has its maximum hit points, hasn't taken an action, or is suffering a condition, as part of your attack action, you can immediately make a 2nd attack against that enemy with a dart, dagger, improvised weapon, or unarmed strike. At 5th level this additional attack deals an additional 1d8 damage and this extra damage increases to 2d8 at 11th level and 3d8 at 17th.
Primal Athleticism. The exceptional conditioning of your body grants you a climb speed of 20 feet and you can add your proficiency bonus to the length or height of your jumps.
Beginning at 2nd level your extreme mental and physical conditioning has awakened a reserve of energy within you called Ki. You gain a number of Ki equal to your Intelligence bonus + your level. You gain 1 additional point of Ki each time you gain a level in this class. Several of your class and subclass features require Ki to use. When these features force other creatures to make saving throws, the DC of those saves is calculated as follows:
8 + Intelligence Modifier + Proficiency bonus.
Also at 2nd level you master the following rudimentary Ki Techniques:
Fading Strikes. When you make an attack, you can spend one point of Ki. Until the end of your next turn you can move up to 10 feet away from any creature you make a melee attack against. This movement does not provoke attacks of opportunity or count against your movement for the turn.
Aura Suppression. You can spend a point of Ki to Hide as a Bonus action. When you do, you suppress your aura so thoroughly other creatures will often forget you are present or fail to recognize you in the haze of combat. You do not require cover or concealment to make this stealth check, however you can only remain hidden this way until the end of your next turn.
Step of the Wind. You can spend a point of Ki to Dash as a bonus action. When you Dash in this way you add 20 feet to your speed until the end of your next turn. Additionally the Climb speed granted by your Ninjutsu feature equals your speed and you may double your jump distances and height.
At 3rd level you choose a specialization, your own way of the ninja. Choose Taijutsu, Genjutsu, or Madogu-Shi. You gain additional Nindo features at level 6, 10, and 14.
4 8 12 16 19 like normal.
Guise of No One
At 7th level your ability to protect from the shadows extends to the light of day. As an action you can cast Disguise Self requiring only Somatic components. You cannot duplicate a specific appearance, however you have advantage on any Intelligence, Wisdom, or Charisma check necessary to act like a common member of the local population. This disguise conforms the many of the norms for Disguise Self but will stand up to physical inspection. Items or pieces removed from the illusory disguise will quickly crumble to gossamer and glitter or reveal their true nature. The disguise lingers until you dismiss it as a bonus action.
At 9th level you master a variety of internal alchemy necessary to perform miraculous feats. You can spend 1 or more points of Ki as a reaction for the following benefits:
1. You spend 1 point of Ki to gain resistance to poison damage and advantage on poison saves when an attack has a poison component, such as green dragon's breath or scorpion sting
2. You can spend 1 point of Ki to hold your breath for up to 1 hour. Spending another point allows you to continue holding your breath for another hour. You cannot speak or benefit from a rest of any kind while holding your breath.
3. You can spend one or more points of Ki to resist the effects of exhaustion. Each additional level of exhaustion costs its level in Ki, so 1 level is 1 point, 2 levels is 3 points, 3 levels is 6 points and so on. Additional levels gained are cumulative, so if you are already resisting 4 levels of exhaustion and get another, you must spend 5 points of Ki to negate its effects. You cannot benefit from a rest of any kind while resisting exhaustion in this way.
At 11th level, when you make a dexterity saving throw, you take no damage on a success and only half damage on a failure.
At 13th level and beyond you learn to recognize when your conscious mind has been compromised. When you start your turn suffering the Charmed or Frightened Condition, you can choose to end all such effects. When you do so, you cannot take an action this turn. Alternatively, you can spend a point of Ki and be unable to take a bonus action this turn instead.
Guise of One
At 15th level, as an action, you can now perfectly replicate not only another's appearance, but manner, skills, and techniques. While disguised as a specific creature you have advantage on Social skill checks to pass yourself off as them and magical perceptions will not automatically pierce the disguise. If the creature's CR or level is equal to or less than your own you can use a bonus action and choose to replace your physical Ability Scores (Strength, Dexterity, Constitution) with those of the creature duplicated. Additionally you can use your action and bonus action to duplicate any of their class features or attacks that require like actions to perform. If an attack or feature would require a specific magic item, you cannot perform that attack unless you have the item in question on hand. You retain your own Hit Points in this form but the disguise will linger even if you are reduced to 0 hit points or die. At the end of any turn in which you use one of the duplicated creature's features or attacks instead of your own, you suffer an unavoidable level of exhaustion. This exhaustion can be eliminated with rest or magic as normal.
Loyalty Beyond Space
At 17th level, as an action you can form a bond that grants one creature the ability to summon you at any time by using a bonus action to cry out for you. While so bonded you have a general idea of the target creature's hit point total and emotional state which grants you advantage on Insight checks made against them. You can use your bonus action to teleport to their side or the nearest unoccupied space as long as you are both on the same plane. Alternatively you can use your reaction in response to their call for help. You can rescind this bond at any time and grant it to another, moving from master to master, or ward to ward with ease.
At 18th level and beyond you can summon up a well of energy to defy fate like no other. When you start your turn with 0 hit points, you can choose to spend half your remaining hit dice and roll them, recovering hit points and Ki as if you’d completed a short rest. You can use this feature once and must complete a long rest before using it again.
Shinigami no Kage
Beginning at 20th level there is no where to run, no where to hide from your judgment. As a bonus action you can mark one creature you can see for 1 minute. While marked all of your attacks are rolled with advantage. On a hit all damage dice are treated as if they rolled their maximum value. On a miss the attacks do normal damage but do not trigger your Sudden Strikes. You can use this feature a number of times equal to your proficiency bonus.
Each Ninja assumes a specialization at some point in their career which helps define and express their own unique manner of approaching their way of the Ninja. Those who focus on Taijutsu unlock the true inner power of their bodies. Genjutsu masters warp perception and reality with Illusion and Enchantment magic to rival that of lesser wizards. Tsukumo-Shi craft tools and works of art they imbue with their Ki granting them unique abilities they can share with their allies.
As a Taijutsu practitioner your way of the Ninja parallels that of the warrior. You seek an ultimate power rooted deep in the only thing you can truly know, yourself. A lifetime of self improvement awaits as constant training and deadly travails will help you unlock fabulous secret powers.
At 3rd level you master the art of using your body as a weapon. You gain the unarmed fighting style and may double your proficiency bonus for Athletics or Acrobatics checks unless another feature already allows you to do so.
Also at 3rd level you learn to turn aside deadly strikes with your bare hands. When you are hit by a weapon, natural weapon, or unarmed strike, you can use your reaction to reduce the damage by 1d10+ your level in this class. If this reduces the damage of a melee attack to 0, you can expend a point of Ki to force the target to make a Strength save. On a failure you pull the weapon from the attacker’s hands or knock a creature using a natural weapon or unarmed strike prone.
At 6th level you unlock the Life Gates within your body. Different cultures assign various meanings, such as virtues or planar Attunements to these points but they function the same for all, allowing you to unlock great power for a short time.
You spend 2 Ki to open your Life Gates as a bonus action granting you the effects of Haste. This does not require your concentration but the duration is limited to rounds equal to your proficiency bonus.
When the effects of the spell end you must make a DC 15 constitution saving throw or become incapacitated until the end of your next turn. If you fail this save by 5 or more you are instead stunned.
Ki Imbued Strikes
Also at 6th level your unarmed strikes are considered magical for the purposes of bypassing a creature's damage resistances. Additionally, you can spend 1 point of Ki as part of an attack action to infuse them power and speed for 1 minute, adding half your proficiency bonus (rounded down) to your attack and damage rolls.
At 10th level you master a taboo technique that burns your life and vigor for unheard of power. While your Life Gates are open you can spend a hit die and add the result of its roll to any d20 test, potentially turning failures into successes and achieving wildly improbable exploits. When you make the saving throw after Life Gate's duration expires, roll the spent hit dice again and take necrotic damage equal to the result. A successful save against the closure of your Life Gates halves this damage but it cannot be otherwise reduced or avoided.
At 14th level you learn to use your Ki to awaken the power of an ancient lineage granting you unique powers. As all life shares roots in the great world tree you can access any of the powers by delving deeply enough into your heritage.
Draconic Heritage- You can spend 7 Ki Points to cast Draconic Transformation with no components.
Giant Heritage- You can spend 5 Ki Points to cast Enlarge/Reduce as a bonus action with no components. You can only enlarge yourself and your concentration on this effect cannot be broken by taking damage. For the duration of this effect your reach is doubled.
Celestial/Fiendish Heritage- You can spend 7 Ki points to cast Tasha's Transformation with no components.
The mystical arts of your ancestors allow you to twist perceptions and change hearts. Eventually these alterations to perception warp the fabric of reality itself making some illusions real and some reality so thin it is no more than gossamer.
At 3rd level you learn the Mind Sliver, Minor Illusion, and Thaumaturgy cantrips and may channel your Ki to cast various Illusion and Enchantment spells of 1st level and above. You can use a spell focus such as prayer beads, sutras, or a staff. At levels 6, 10, 14, and 18 you learn additional spells as seen below. Genjutsu spells have all the normal requirements of spellcasting detailed in the spell but you may expend Ki instead of spell slots to cast them.
The cost of a spell is 1 Ki per level of the spell. Spending additional Ki points raises the level of the spell as if you'd cast it with a higher level spell slot. The maximum amount of Ki you can spend on a spell is half your class level, rounded up.
Your Spellcasting ability for these spells is Intelligence and your Spell DC equals your Ki DC.
3rd- Silent Image, Shadow Blade, Mirror Image, Animal Friendship, Charm Person, Hold Person
6th- Phantasmal Force, Suggestion
10th- Major Image, Enemies Abound, Hypnotic Pattern
14th- Greater Invisibility, Phantasmal Killer, Mislead, Dominate Person, Modify Memory
18th- Mental Prison, Magnificent Mansion, Illusory Dragon, Dominate Monster
At 6th level you can choose 2 metamagic options as detailed in the sorcerer class. You can apply these options to your Genjutsu spells by spending additional Ki, however this counts toward the limit of Ki points you can spend on a spell.
You can replace one of these metamagic options each time you gain a level in this class.
At 10th level you can suppress your aura so deeply that the prime material place loses its grip on you and you sink into the ethereal. When you use your Aura Suppression Ki technique you can choose to spend an additional Ki point to become Ethereal until the end of your next turn.
Kagebunshin no Jutsu
At 14th level the line between reality and illusion grows ever thinner by your arts. When you cast Mislead you can choose to make the illusory duplicate a Simulacrum for up to one minute. If the duplicate is reduced to 0 hit points during this time, all effects of the spell end and you are stunned until the end of your next turn. You can avoid the stunning effect by instead taking psychic damage equal to half your hit point maximum. You can use this feature once and regain its use when you complete a long rest.
As a Modogu creator you favor preparation and versatility over the raw power of Taijutsu practitioners or focused influence of Genjutsu sorcerers. The power of your tools can often be scaled to match the danger of your circumstance and most powerfully, shared with allies.
At 3rd level you gain a proficiency in Martial Weapons and an Artisan's Tool set of your choice. The type of craft you practice informs the aesthetic nature of your special tools but does not mechanically impact their function.
Spoiler: Sidebar: AestheticsA Madogu-Shi uses their tools to fashion or adorn objects they can imbue with their Ki. A Stonemason may etch a beast scroll on a piece of slate, its use causing the beast to emerge in relief where a Glassblower wraps sutra around a tiny glass beast that, when broken, summons the beast to their side. A painter may garishly color their Swift Stepping Sandals while a Calligrapher writes a poem about the wind in fine script on theirs. These aesthetic choices can bring significant depth to your character's portrayal.
Beginning at 3rd level you learn to construct magical tools called Madogu into which you can channel your Ki. You can imbue these items at the end of a long or short rest. These typically function as single use magic items but some, such as your Ki weapon, can be used repeatedly until the Ki imbued within them is exhausted or reclaimed. While your Ki is imbued in these items it is not restored after a short or long rest, once the items are expended or you use an action to end their enchantment, the Ki can be recovered normally.
Item descriptions and their Ki costs are listed below.
There's no limit to how much of your Ki can be imbued, but no single item may have more Ki points imbued than half your class level rounded up.
This literally magical tool set can be used like any other, however the Ki within can be spent to add 1d6 to the result of any relevant Tool Use check.
Ki Weapon- 1+ Ki
You imbue a weapon with which you are proficient with your Ki. As long as one point of Ki remains imbued in the weapon, it is treated as magical for the purpose of overcoming a creature's damage resistances. When an attack made with this weapon misses, the attacker can spend a point of Ki from the weapon to reroll the attack. Alternatively, on a hit you can expend a number of Ki up to half your proficiency bonus and roll an additional Deft Strike die for each point spent as bonus damage.
Beast Scroll- 2+ Ki (Single Use)
A creature that uses this scroll casts the Summon Beast Spirit Spell.
Each additional point of Ki imbued in the scroll increases the level of the spell when cast.
Bitter Medicine- 2 Ki (single use)
This powder can be swallowed dry or added to a liquid to create a broth that applies the effects of Lesser Restoration to the one that consumes it.
Trap Door- 3 Ki (single use)
This simple wooden door is 2ft x 2ft wide and 2 inches thick weighing 6 lbs. When placed on a surface no more than 2 feet thick, such as a wall or floor, it secures itself and changes to color and texture to match its surroundings requiring an Investigation check vs your Ki DC to be found by creatures that don't know it's there . Once secured it creates a mundane, narrow passage from one side of the surface to the other.
Mists of Vanishing- 3 Ki (single use)
This eggshell contains a foul concoction that reacts to violent impact. As a bonus action you can cast the egg to spot on the ground you can see within 30 feet. it creates a 15 ft cube of mist centered on the place it was thrown which lingers until the end of your next turn. The mist heavily obscures everything in the cube and Creatures wholly obscured by the mist when it appears become invisible until the end of their next turn.
Shadow/Demon/Dragon/Strange Puppet- 3+ Ki (single use)
A creature that uses this straw doll casts the Summon Shadow, Summon Fiend, Summon Draconic Spirit, or Summon Aberration Spell.
Each additional point of Ki imbued in the puppet increases the level of the spell when cast.
Shogoro- 1 Ki
While imbued with Ki this gong or bell can be set to ring loudly when a particular condition is met within 30 feet of it, such as the approach of unfamiliar creatures, a time of day or night, an attack roll, the casting of a spell, or the appearance of a planar gateway. The gong can be heard up to 100 feet away. It is a supremely useful if wildly annoying madogu that renders stealth impossible.
Swift Stepping Sandals (Bakezori)- 1+ Ki
This footwear grants any creature that wears them your Step of the Wind Feature which they can fuel by spending the Ki imbued within.
Demon Sealing Bottle 5+ (single use)
As an action this bottle can be uncorked in the presence of an extraplanar being forcing the target creature to make a Charisma saving throw against your Ki DC. On a success the bottle is destroyed. On a failure the creature is drawn into the bottle where it exists in a timeless extraplanar space until released or the bottle is destroyed. The bottle has an AC of 15 and Hit points equal to your level. It is immune to poison and psychic damage.
A creature with a level or CR greater than the number of Ki points imbued in the bottle has advantage on the save. On a failure, such creatures may repeat the saving throw once per hour.
A creature outside the bottle can use their action to communicate with the creature trapped inside in order to barter service for their freedom but the trapped creature is under no magical compulsion to honor such agreements.
Six Demon Bag- 4 Ki (Single Use)
This bag contains Fire, Wind, all that kind of thing. As an action you can open the bag and roll 1d4. The result determines which of the following spells is cast though you determine the area it effects. Where relevant, the spell lingers for its full duration requiring no concentration from you.
2.Wall of Fire
3.Wall of Stone
This enchanted mirror is as powerful as it is delicate. In addition to its mundane uses, when you are the only target of a spell while holding the mirror in one hand, you can use your reaction to reflect the spell at its caster. The mirror uses 1 point of Ki per level of the spell reflected. If the mirror does not have enough Ki remaining to reflect a spell of that level, it shatters but diffuses enough of the magical energy to grant you advantage on the save or inflict disadvantage on any spell attack rolls.
At 6th level you can recover some or all of the Ki imbued in your Madogu. As a bonus action you can end the enchantment of any or all of the tools you currently have imbued. Any unspent Ki points are returned to you immediately and the tools become nonmagical items. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
Also at 6th level you learn to rapidly create a Madogu as an action. While the speed of these creations is impressive it is a barely passable work which can hold a maximum amount of Ki equal to your proficiency bonus and will retain its imbued Ki for no more than 1 hour. You can use this feature once and regain its use after a long rest.
At 10th level you learn to manipulate your Madogu from afar. You learn the Tiny Servant and Animate Objects spells and can use this feature to cast one of them with only Somatic components once a day as a 5th level spell without expending a spell slot. You may only target your Madogu with these spells, an explicit exception to their targeting restriction on magical objects, and the attacks of these creatures are considered magical for overcoming creature's damage resistances.
If a Tiny Servant is instructed to use itself and no Ki remains imbued in it, it immediately returns to being an inanimate object.
At 14th level you can awaken the spirit of one of your Madogu. At the end of a long or short rest, choose one of the Madogu you have imbued with Ki. If you target this Madogu with your Shiki-gami feature, its spirit awakens gaining its own pool of Ki points which it can use to further fuel its use as a Modogu or use Step of the Wind, Fading Strikes, or Aura Suppression.
Last edited by BerzerkerUnit; 2022-09-28 at 11:00 PM.
- Join Date
- Apr 2011
Re: D&D 5e Base Class Contest XXI (21): Heroes, Myths, and Legends (Submission ThreadMerry Woodsman
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.
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.
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
(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.
At first level, the Merry Woodsman chooses a fighting style, from the list of Archery, Two-Weapon Fighting, Dueling, Defense, or Unarmed.
Also at first level, you gain expertise. You know what this does.
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.
Also at second level, you gain 1d4 extra damage against any opponent hit by a ranged attack when you have advantage.
At third level, you choose an archetype. This grants you additional features at 6th, 10th, 14th, and 18th levels.
Spoiler: Peerless MarksmanTrick 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.
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.
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.
At tenth level, creatures hit by your trick shot ability lose half their movement as well.
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.
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 SwordsmanSwashbuckling
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.
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.
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.
Beginning at 14th level, you may move up to half your speed as part of a bonus action used to feint.
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 BrawlerExpert 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.
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.
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.
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.
Beginning at 5th level, you gain extra attack. You know what this does.
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.
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.
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.
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; 2022-09-29 at 07:31 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.