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  1. - Top - End - #1
    Ogre in the Playground
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    Default (closed) Be Your Own Class (submission thread): 5e base class contest

    Welcome to the 5e D&D Base Class Contest XXVI (26)!


    Our voted theme for this next contest is…

    Be Your Own Class!
    Turn an existing subclass into a feature-complete base class of its own. Do you have a certain subclass that's just your absolute favorite? Is there a subclass that you don't much care for because it's not fleshed out enough? Maybe one comes to mind that you feel just wasn't quite done right. Choose whatever pre-existing subclass as inspiration and show what it can truly be capable of here.

    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.

    Quote Originally Posted by Just to Browse View Post
    As a brewer, you may include non-homebrew content alongside your submission, like design rationales or the math you used to determine certain features. However, please keep this extraneous content separate from the main content, such as in a spoiler or a separate post. Reviewers aren't obligated to read these notes before voting.


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

    Deadline: September 19th 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; 2023-09-21 at 05:44 PM. Reason: voting thread

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Be Your Own Class (submission thread): 5e base class contest

    Arcane Archer



    Quick Build
    You can make an arcane archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the outlander background.

    Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
    1st +2 Magic Shot, Cantrips 2
    2nd +2 Spellcasting, Fighting Style 2 3 2
    3rd +2 Role 2 4 3
    4th +2 Ability Score Improvement 2 4 3
    5th +3 Extra Attack, Imbue Arrow 2 5 4 2
    6th +3 Ability Score Improvement 2 5 4 2
    7th +3 Role Feature 2 6 4 3
    8th +3 Ability Score Improvement 2 6 4 3
    9th +4 Arcane Shot 2 7 4 3 2
    10th +4 3 7 4 3 2
    11th +4 Role Feature 3 8 4 3 3
    12th +4 Ability Score Improvement 3 8 4 3 3
    13th +5 3 9 4 3 3 1
    14th +5 Role Feature 3 9 4 3 3 1
    15th +5 Anti-magic Shot 4 10 4 3 3 2
    16th +5 Ability Score Improvement 4 10 4 3 3 2
    17th +6 4 11 4 3 3 3 1
    18th +6 Role Feature 4 11 4 3 3 3 1
    19th +6 Ability Score Improvement 4 12 4 3 3 3 2
    20th +6 Arcane Volley 4 12 4 3 3 3 2

    Class Features
    As an arcane archer, you gain the following class features.
    Hit Points
    ___
    - Hit Dice: 1d10 per arcane archerlevel
    - Hit Points at 1st Level: 10 + your Constitution modifier
    - Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcane archer level above the 1st

    Proficiencies
    ___
    - Armor: Light armor
    - Weapons: Simple weapons, longbows, shortbows.
    - Tools: none
    - Saving Throws: Dexterity, Intelligence
    - Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Nature, Religion, and Stealth.

    Equipment
    You start off with the following equipment in addition to the equipment granted by your background:

    - ( a ) longbow or ( b ) shortbow
    - 20 arrows
    - a simple weapon
    - ( a ) leather armor or ( b ) hide armor
    - An explorer's pack
    ---
    If you forego this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment.

    Magic Shot
    Beginning at first level, the Arcane Archer can make an attack with a bow as a bonus action if they use their action to cast a cantrip. This attack overcomes resistance or immunity to nonmagical weapon damage.

    Cantrips
    At first level, the Arcane Archer learns two cantrips from the Arcane Archer spell list.

    Fighting Style

    Spellcasting

    Role
    Arcane Archers choose to focus on one of four roles, which may support units of elven defensive forces, or do battle more independently. Each niche style of battle focuses on two schools of magic, blending their archery and spells to accomplish a distinct function. Other combinations are rumored to be possible, but only four are formally documented and taught. You gain additional features based on this choice at seventh, eleventh, fourteenth, and eighteenth levels.
    Spoiler: Scout Deceiver (Illusion, Enchantment)
    Show
    Moving alone ahead of advancing armies, the Scout Deceiver is a master of remaining unseen and gathering information, often foregoing doing any damage or inflicting any casualties on the enemy so as to hide the fact that he was ever there at all. However, when revealed, the Scout Deceiver can still bring incredibly deadly skills to the fight.
    Spoiler: Grim Sniper (Necromancy, Divination)
    Show
    Similar oftentimes in practice to the Scout Deceiver, the Grim Sniper also focuses on stealth, but is deployed on missions to harass and cripple enemy troops by targeting their leadership and sowing fear into their ranks before escaping.
    Spoiler: Divine Artillerist (Evocation, Abjuration)
    Show
    Wholly different in philosophy, the Divine Artillerist behaves and is utilized more like a piece of siege equipment than a scout or sniper, using the destructive (and attention-grabbing) power of the Evocation school and protecting themselves from retaliation with the Abjuration school.
    Spoiler: Inevitable Hunter (Conjuration, Transmutation)
    Show
    The Inevitable Hunter is the least likely to engage the enemy as part of a military operation. They can be as stealthy as the Scout Deceiver or Grim Sniper, but are more mobile, and sent after the most evasive and well-defended quarry.

    Extra Attack

    Imbue Arrow

    Arcane Shot
    Beginning at ninth level, you can make an attack with a bow as a bonus action if you use your action to cast a spell or cantrip. This attack overcomes resistance or immunity to nonmagical weapon damage, and deals an extra 1d4 damage + another 1d4 damage per the level of the spell. The type of extra damage is determined by the school of magic the spell came from: Psychic for Divination, Illusion, and Enchantment, Radiant for Abjuration, Force or Thunder for Conjuration, Acid for Transmutation, Fire or Lightning for Evocation, and Necrotic or Poison for Necromancy.

    Anti-Magic Shot
    Beginning at fifteenth level, whenever you fire an arrow as a normal attack as part of taking the attack action, it ignores any spell or magical effect that would affect its ability to hit or deal damage, including passing through objects made of force (but not objects or creatures created by magic as an instantaneous affect). If a creature is struck by this arrow while concentrating on a spell, they make their save to maintain the spell at disadvantage.

    Arcane Volley
    At twentieth level, when you take the attack action with a ranged weapon, you can make one attack against every enemy in range, dealing an extra 1d4 damage with each. You have a choice of any damage type, and can expend a spell slot to add another 1d4 per level of the spell slot expended. Every arrow must use the same damage type.
    Last edited by sengmeng; 2023-09-05 at 09:54 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: Be Your Own Class (submission thread): 5e base class contest

    Storm Herald


    A goliath clad in hide stands atop a mountain. As she screams into the sky, a dark storm brews above her, and lightning arcs between swirls of shadowed clouds.

    As an injured gnome takes a moment's rest under in the shade, kind winds swirl around him, magically sealing his bleeding wounds and settings his broken bones.

    An armored figure plummets to the ground from the sky in the midst of an army and begins to hew their way through the ranks. Arcing lightning and vicious winds spew forth from their armor, throwing enemies to and fro.

    Storm heralds are masters of weather's dangerous edge. They can call upon the these powers to heal and protect, or to wreak devastation. As a storm herald fights, they grow in power until they become akin to the wrathful storms that guide them.

    Storm's Tutelage
    To become a storm herald is to understand and honor storms. Some take upon the mantle of storm herald after a close encounter with a natural disaster, while others learn of the great storms from family histories, academic literature, or ancient prophecies, and seek to understand those storms more deeply. Weather is part of life across the world, so storm heralds can hail from all kinds of backgrounds, but most storm heralds hone their talents in places where their storms are commonplace, like arid deserts, tropical coasts, and icy tundras.

    Of Wind and War
    Storm heralds are warriors at heart, but have magical talents that allow them to invoke the winds from afar. In battle, many storm heralds rely upon chants while their soul storm grows in power, manipulating foes and bolstering allies until they are powerful enough to join the fray. A storm herald's rage offers them unparalleled power, but prevents them from using finer magics, including their chants. Even worse, a storm herald risks running out of stamina during their rage, leaving themselves in a weakened state without any power to draw on. Mastery of the storm requires knowing the right time to tap into your inner rage.

    Class Features
    As a storm lord, you gain the following class features.

    Hit Points
    Hit Dice: 1d12 per storm herald level
    Hit Points at 1st Level: 12 + your Constitution modifier
    Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per storm herald level after 1st.

    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple weapons, martial weapons
    Saving Throws: Strength, Wisdom
    Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, and Survival
    Equipment:
    • (a) chain mail, or (b) scale mail, or (c) leather armor
    • (a) a martial weapon and a shield, or (b) two martial weapons
    • (a) a longbow and 20 arrows, or (b) five nets
    • An explorer's pack

    Level Prof. Features
    Storm Die
    Masteries Known
    1 +2 Intensity, Storm Strikes, Warding Wind
    d4
    -
    2 +2 Storm Masteries, Bask in the Eye
    d4
    1
    3 +2 Prolonged Rage (3), Storm Terrain
    d6
    1
    4 +2 Ability Score Improvement
    d6
    1
    5 +3 Extra Attack, Stormwalker
    d6
    1
    6 +3 Controlled Intensity
    d6
    2
    7 +3 Prolonged Rage (5), Storm Terrain Improvement
    d8
    2
    8 +3 Ability Score Improvement
    d8
    2
    9 +4 Coax the Sky
    d8
    2
    10 +4 Rapid Genesis
    d8
    2
    11 +4 Prolonged Rage (7), Ride the Wind
    d10
    3
    12 +4 Ability Score Improvement
    d10
    3
    13 +5 Stormrage
    d10
    3
    14 +5 Storm Terrain Improvement
    d10
    3
    15 +5 Relentless Storm
    d10
    3
    16 +5 Ability Score Improvement
    d12
    4
    17 +6 Prolonged Rage (9)
    d12
    4
    18 +6 Storm Terrain Improvement
    d12
    4
    19 +6 Ability Score Improvement
    d12
    4
    20 +6 Stormfury
    d12
    4

    Intensity
    Your powers follow the path of great storms: gathering in power to a raging peak, before fading away. This is represented by the state of your intensity. You can be in one of four states: Calm, Gathering, Raging, and Weakened.

    • Calm. By default, you are Calm, which usually allows you to call upon kinder, softer magics. At the end of your turn, you may choose to become Gathering, as the storm in your soul begins to grow.
    • Gathering. While Gathering, your storm powers begin to grow. Certain features, such as Storm Strike, give you benefits in this state. At the end of your turn, you must become Raging, and your inner storm reaches its maximum.
    • Raging. While Raging, your storm powers are at their peak. You usually receive the greatest combat benefits in this state. At the end of your turn, you must become Weakened, as the energies of your storms fade away.
    • Weakened. While Weakened, you are without power. Unless otherwise specified, you can’t use your storm herald features while weakened. At the end of your turn, you must become Calm, as your storm powers return to their original form.

    You can track this progression using a d4, setting with 1 representing your Calm state and 4 representing your Weakened state.

    Intensity Changes to When
    Calm Gathering You choose to become Gathering at the end of your turn.
    Gathering Raging You end your turn while Gathering.
    Raging Weakened You end your turn while Raging.
    Weakened Calm You end your turn while Weakened.

    Storm Die
    As your storm magic swells, your attacks become more dangerous. This is represented by your Storm Die, which begins at a d4. While you are Raging, you may add your Storm Die to the damage dealt with your melee weapon attacks.

    Your Storm Die increases as you gain levels according to the storm herald table.

    Warding Wind
    Without even a thought, winds swirl around you to protect you. If you would add your Dexterity modifier to your Armor Class, you may add your Wisdom modifier instead.

    Storm Masteries
    When you reach 2nd level, you learn to channel the roiling energies in your soul, taking on the characteristics of storms. You learn a single storm mastery, detailed at the end of this class. Storm masteries grant you features that depend on your intensity, and you must focus on storm masteries as you move closer to rage. See the full rules for storm masteries at the end of this class description.

    When a storm mastery requires a saving throw, the DC is:

    Storm DC = 8 + your proficiency bonus + your Wisdom modifier

    Bask in the Eye
    Starting at 2nd level, you can call upon gentle, healing winds to mend your wounds and rejuvenate your fighting spirit. While you are Calm, you can use an action to regain hit points equal to 2 rolls of your Storm Die.

    You may use this ability a number of times equal to your Wisdom modifier, and you regain expended uses when you finish a long rest.

    Prolonged Rage
    At 3rd level, you can ride your intensity just a bit longer. You can remain Raging for 3 rounds before you must become Weakened.

    The duration you can continue raging increases by 2 rounds at 7th level (5 rounds), 11th level (7 rounds), and 17th level (9 rounds).

    Terrain Archetype
    At 3rd level, you choose a terrain that you are most familiar with, which shapes the expression of your storms. Choose from Desert, Sea, or Tunda. Your choice grants you features at 3rd level, and again at 10th, 14th, and 18th level.

    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.

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

    Stormwalker
    At 5th level, you can bring winds that swirl around you in short bursts. As a bonus action, gain a flying speed of 30 feet for 1 minute. At the end of the duration, you lose this flying speed, and you can’t use this feature for another minute.

    Controlled Intensity
    Beginning at 6th level, the storm inside you is ever-roiling, an untapped energy that you can keep just barely at the surface. When you end your turn while Gathering, you only become Raging if you want to. Otherwise, you can remain Gathering indefinitely.

    Coax the Sky
    Starting at 9th level, when you spend at least 8 hours in a location, you can shape the weather around you. You can shift the precipitation, temperature, and wind within 5 miles of you as though you had cast the spell control weather. Unlike the spell, you can only shift the weather within 1 stage, and this effect does not require concentration.

    Rapid Genesis
    Beginning at 10th level, you can call upon your rage in a heartbeat. At the start of your turn, if you are Calm, you may become Gathering.

    Ride the Wind
    At 11th level, your control over the air is perfect, allowing you to form a bubble of air that you perfectly control. This gives you a flying speed of 60 feet and allows you to move and breathe freely even in places without air, such as the deep ocean or the void of realmspace. In addition, strong winds, both natural and magical, can’t move you unless you choose to be moved.

    Stormrage
    At 13th level, you can focus on two storm masteries when you begin Gathering instead of one.

    Relentless Storm
    Beginning at 15th level, if you drop to 0 hit points while Gathering or Raging 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.

    Stormfury
    When you reach 20th level, you can wield the power of storms with ease. You can focus on three storm masteries simultaneously instead of two.


    Storm Masteries
    Storm masteries represent your connection to the powerful storms of this world. Each storm mastery offers two features: Chants and Furies. Chants are features that can be used while Calm or Gathering, with a bonus while Gathering. These tend to focus on protection, control, and self-buffing. Furies are features that can only be used while Raging, and involve getting to other creatures and hurting them.

    While you are Calm, you can use any chant from any of your masteries. However, when you begin Gathering, you must choose a single storm mastery to focus on. This makes your chants more powerful, and eventually allows you to use your destructive furies. At higher levels, you can focus on multiple storm masteries at once, making your personal storms uniquely destructive and difficult to counter.

    Blizzard
    Blizzards are prolonged, wide-spread storms of snow and ice. While focusing on your blizzard mastery, the air around you grows cold and a light rime coats you and your equipment.
    Spoiler
    Show

    Blizzard Die
    You may have your Storm Die deal cold damage while focusing on this mastery.

    Rimeforge
    Level 2 - Chant
    You can use an action to call upon a flash of fortifying rime that shields your allies. Up to three creatures other than you within 30 feet of you gain temporary hit points equal to your Wisdom modifier plus a roll of your Storm Die. These temporary hit points last for 1 minute.

    If you are Gathering, you also gain these temporary hit points.

    At 7th level, add your storm herald level to the temporary hit points from this feature.

    At 17th level, while these temporary hit points persist, creatures receive a +2 bonus to Armor Class.

    Concealing Fog
    Level 2 - Fury
    A cold, swirling fog billows forth from you while you rage, blocking sight from far away. Creatures consider you heavily obscured unless they are adjacent to you, though they can still use the moving fog to pinpoint your position.

    At the start of a creature’s turn, if they are adjacent to you, they take cold damage equal to 1 roll of your Storm Die.

    Storm’s Reach
    Level 7 - Fury
    Like the great blizzards, your reach extends long. Your reach is 10 feet greater while focusing on this mastery.

    Whiteout
    Level 17 - Fury
    As an action, you can call upon a massive ice storm which rages for 3 rounds or until you lose your concentration (as if you were concentrating on a spell).

    This storm is composed of freezing rain and sleet in a 20-foot tall cylinder with a 40-foot radius centered on you, which follows you as you move. The area is heavily obscured and difficult terrain. Exposed flames in the area are doused.

    When a creature starts its turn in the area, it must make a Dexterity saving throw and a Constitution saving throw. On a failed Dexterity save, it falls prone. It takes 4d6 cold damage on a failed Constitution save, or half as much damage on a successful one.

    After you use this feature, you can’t use it again until you become Calm.

    Cyclone
    Cyclones are storms of swirling wind and clouds, generating heavy rain, wind, and lightning. While focusing on the cyclone mastery, lightning forms around you and your footsteps leave the echoes of thunder.
    Spoiler
    Show

    Cyclone Die
    You may have your Storm Die deal lightning damage while focusing on this mastery.

    Dark Lightning
    Level 2 - Chant
    As an action, you may conjure a blast of lightning from the skies. Select a 5-foot cube within 30 feet of you. Each creature within that cube must make a Dexterity saving throw. A creature takes lightning damage equal to 3 rolls of your Storm Die, or half as much damage on a successful one.

    If you are Gathering, you may then appear within 5 feet of the chosen space. You can use this feature only if you haven’t moved this turn, and after you use this feature your movement speed is 0 until the end of the current turn.

    At 7th level, the range of this feature increases to 120 feet and the damage improves to 4 rolls of your Storm Die.

    At 17th level, the range of this feature increases to 600 feet and the damage improves to 6 rolls of your Storm Die.

    Lightning Strikes
    Level 2 - Fury
    When you strike, lightning arcs from your target to another creature. When you hit with a melee weapon attack, lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your Wisdom modifier.

    At 7th level, add your Storm Die to this damage.

    Weapon of Lightning
    Level 7 - Fury
    When you wield a melee weapon, it gains the Thrown (60 / 120) property. When thrown this way, the weapon becomes a bolt of lightning that arcs from you towards your target, then returns to you. The damage type of the weapon is lightning damage during this throw, and the weapon flies back to your hand after the attack is complete.

    Lightning Leap
    Level 17 - Fury
    As an action, you may turn yourself into a bolt of lightning. This line is as wide as you are, rounding to the nearest 5 feet, and can be of any length from 10 feet to 120 feet. Creatures within the line must make a Dexterity saving throw. On a failed save, a creature takes 6d6 lightning damage, or half as much on a successful one.

    You then appear in any space adjacent to the end of the line, along with any gear you are wearing or carrying, up to a maximum of your heavy load limit.

    After you use this feature, you can’t use it again until you become Calm.

    Sandstorm
    Sandstorms are gusts of loose sand and dirt, raised into turbulent clouds. While focusing on the duststorm mastery, stones and dirt around you pick up in the winds and begin to swirl around you.
    Spoiler
    Show

    Sandstorm Die
    You may have your Storm Die deal magical slashing damage while focusing on this mastery.

    Choking Clouds
    Level 2 - Chant
    As an action, you can agitate rocks, dust, and sand in an area, forming a short-lived cloud of swirling particulates. You create a 20-foot tall, 5-foot radius cylinder of circulating dust. This cylinder persists for 1 minute, or until another cylinder is created. A creature other than you that enters the dust storm or starts its turn there takes slashing damage equal to a roll of your Storm Die.

    If you are Gathering or using the One Thousand Cuts feature, this cloud is particularly vicious. A creature that takes damage from the cylinder must make a Constitution saving throw or be temporarily distracted for 1 round. During this time, the creature is considered blinded if it needs to see beyond 10 feet.

    At 7th level, the radius of the cylinder becomes 15 feet and the damage improves to two rolls of your Storm Die.

    At 17th level, when you create one of these cylinders, you may choose to make any number of creatures immune to their damage. The damage improves to four rolls of your Storm Die.

    One Thousand Cuts
    Level 2 - Fury
    While you are raging, the area within 5 feet of you is surrounded by a small sandstorm. The effects of this sandstorm are the same as the one created by your Choking Cloud feature.

    Dissipate
    Level 7 - Fury
    When you are dealt damage by a target you can see, you may use a reaction to become part of your swirling sandstorm, granting you resistance to that damage.

    Invade the Body
    Level 17 - Fury
    As an action, you may channel the sand and dust from your sandstorm into a stream of particles that invades a creature’s body and ravages it from the inside out. A creature adjacent to you must make 2 Constitution saving throws.

    A creature that fails both saving throws takes 6d6 magical slashing damage and is stunned until the end of your next turn. A creature that fails one of the saving throws takes the damage but isn’t stunned. A creature that succeeds on both throws takes half of the damage.

    After you use this feature, you can’t use it again until you become Calm.

    Squall
    Squalls are gusts of sudden, violent wind. While focusing on the squall mastery, a rising breeze forms around you.
    Spoiler
    Show

    Squall Die
    You may have your Storm Die deal thunder damage while focusing on this mastery.

    Soar upon the Wind
    Level 2 - Chant
    As an action, you can grant your allies a boon of speed. Until the end of your next turn, up to 3 other creatures of your choice add 1d4 to their attack rolls and Dexterity saving throws.

    If you are Gathering, this bonus also applies to you.

    At 7th level, affected creatures also gain a flying speed equal to their movement speed.

    At 17th level, affected creatures can spend 5 feet of movement to escape from nonmagical restraints, such as manacles or creatures that have them grappled.

    Derecho
    Level 2 - Fury
    Your movement speed is increased by 30 feet and you do not provoke opportunity attacks.

    This bonus is doubled at 7th level (60 feet) and 17th level (120 feet).

    Shockwave
    Level 7 - Fury
    When you move, you can leave a brief vacuum that collapses. At the end of your turn, each creature that was within 5 feet of you while you moved must make a Constitution saving throw. A creature takes thunder damage equal to three rolls of your Storm Die on a failed save, or half as much on a successful one.

    Microburst
    Level 17 - Fury
    As an action, you can call a powerful downdraft. Choose a circle with an area of 10 feet. You move in the perimeter of that circle, and then call a gushing stream of wind downwards into that circle. Each creature within the circle has its speed set to 0 until the start of your next turn.

    After you use this feature, you can’t use it again until you become Calm.

    Tornado
    Tornadoes are funnels of spinning, violent air. While focusing on a tornado, a funnel cloud forms around you, spinning slowly at first, and then picking up as you begin Raging.
    Spoiler
    Show

    Tornado Die
    You may have your Storm Die deal magical bludgeoning damage while focusing on this mastery.

    Driving Winds
    Level 2 - Chant

    As an action, you can call upon a twisting whirlwind to throw enemies to and fro. Each creature in a 5-foot radius sphere within 60 feet of you must make a Strength saving throw. On a failure, a target takes bludgeoning damage equal to your Wisdom modifier and is flung 10 feet away from the sphere in a random direction and knocked prone. If a thrown target strikes an object, such a wall or floor, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

    If you are Gathering, you can choose to fling the creature towards you instead of in a random direction.

    At 7th level, the damage of this whirlwind improves to two rolls of your storm die plus your Wisdom modifier, and the distance flung improves to 20 feet.

    At 17th level, the damage of this whirlwind improves to four rolls of your storm die plus your Wisdom modifier, and you may make the sphere’s radius up to 20 feet each time you use this chant.

    Protective Gale
    Level 2 - Fury
    While you rage, you are surrounded by a vortex of twisting air. If a creature attacks you while it is more than 20 feet away from you, that attack is made with disadvantage.

    At 7th level, you have advantage on Dexterity saving throws if the source of that save is more than 20 feet away from you.

    Violent Thrust
    Level 7 - Fury
    Once per turn, when you hit a creature with a melee weapon attack, you may infuse your attack with rushing wind. Roll your Storm Die an additional time when dealing damage, and your target must make a Strength saving throw or be knocked prone and pushed 10 feet away from you.

    Tornado Dash
    Level 17 - Fury
    As an action, you can meld into the air, becoming a furious tornado for a brief moment. In this form, you receive the following benefits:
    • You have resistance to all damage.
    • Your movement speed is increased by 30 feet.
    • You can freely move through the spaces of hostile creatures, though you can’t stay there.
    • When you move through a creature’s space, that creature is subjected to your Driving Winds feature as though you had created a vortex in their space. Each creature can only be affected by this feature once each round.

    At the start of your next turn, your tornado form ends. After you use this feature, you can’t use it again until you become Calm.



    Terrain Archetypes
    Each terrain archetype provides a storm mastery at level 3. If you already know that storm mastery, you may choose a new storm mastery.

    Some terrain archetypes don’t line up well with all of the storm masteries. For example, it’s possible to use the powers of a Desert archetype with a Blizzard storm focus. And while polar deserts do exist, they aren’t exactly associated with the fire damage of the Desert archetype. But if I have to choose between restricting player freedom or having some wonky flavor, I’m going to choose the wonky flavor every time. If the flavor seems too strange in these scenarios, talk with your DM about changing the damage type of your terrain archetype features.

    Desert
    Spoiler: Desert Features
    Show

    Desert Mastery
    Starting at 3rd level, you learn the sandstorm mastery. This doesn’t count against your number of storm masteries known.

    Hostile Heat
    At 3rd level, you can heat the air around you. While you are Raging, you can use a bonus action to deal 1d4 fire damage to each creature within 10 feet of you. This damage improves by 1d4 at 7th level (2d4), 14th level (3d4), and 18th level (4d4).

    Desert Survivalist
    At 7th level, you are acclimated to the desert. You gain resistance to fire damage and don’t suffer the effects of extreme heat.

    Flaming Rebuke
    At 14th level, you can lash out at foes that attempt to strike you. Immediately after a creature within 10 feet of you hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, that creature takes damage from your Hostile Heat feature.

    Sight in Sand
    At 18th level, your senses are keen in air and earth. You can see out to 3 miles with perfect fidelity, making out the details as though you were within 5 feet of whatever you are looking at. In addition, you can feel the presence of creatures and objects touching the earth, out to a depth of 3 miles. This allows you to sense creatures hidden under the earth, traveling war bands, and even ancient buried ruins.

    Sea
    Spoiler: Sea Features
    Show

    Sea Mastery
    Starting at 3rd level, you learn the cyclone mastery. This doesn’t count against your number of storm masteries known.’

    Crackling Bolt
    At 3rd level, lightning arcs out from you. While you are Raging, you can use a bonus action to send a bolt of lightning towards a creature within 10 feet of you. A target must make a Dexterity saving throw or take lightning damage equal to 1d6 + your Wisdom modifier. This damage improves by 1d6 at 7th level (2d6), 14th level (3d6), and 18th level (4d6).

    Sea Survivalist
    At 7th level, you are comfortable in ocean environments. You gain resistance to lightning damage and you can breathe underwater. You also gain a swimming speed of 30 feet.

    Riptide’s Pull
    At 14th level, when a creature within 10 feet of you tries to leave that range, you may use a reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone and can’t move more than 10 feet away from you until the start of your next turn.

    Move With the Current
    At 18th level, if you submerge yourself completely in water, you can travel to any body of water that you have previously touched. In the moment of transportation, your body and all of your equipment dissolve into water, and you reform in your new location. You can use this to move through an ocean in an instant, teleport to far lands that you have visited before, and even cross the barriers between planes.

    Tundra
    Spoiler: Tundra Features
    Show

    Tundra Mastery
    Starting at 3rd level, you learn the blizzard mastery. This doesn’t count against your number of storm masteries known.

    Cruelty of Ice
    At 3rd level, you can call upon a grasping cold to sap the strength of others. While you are Raging, you can use a bonus action to target 2 creatures within 10 feet of you. Targets must make a Constitution saving throw or become chilled until the start of your next turn. A chilled target’s movement speed is reduced by 10 feet and it can’t use reactions.

    Tundra Survivalist
    You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Additionally, you can touch water and turn a 5-foot cube of it into ice. This action fails if a creature is in the cube.

    Flash Freeze
    At 14th level, whenever a creature makes an attack roll against you or a target within 10 feet of you, you can use your reaction to impose disadvantage on that attack roll. You must use this feature before you know the outcome of the attack roll.

    Raise the Castle
    At 18th level, you can create massive structures out of ice. By concentrating (as if you were concentrating on a spell), you can summon massive ice structures, constructing walls, keeps, fortresses, or anything else out of ice. Concentrating this way for 1 hour is equal to the work of 100 humans laboring for 3 days.

    After you use this feature for a total of 1 hour, you must finish a long rest before you can do so again.

    The structures created with this feature melt after 1 day unless reinforced by another use of this feature, or unless they are in an environment of extreme cold. If you want a new fortress, you’ll have to let the old one go.
    Last edited by Just to Browse; 2023-08-22 at 09:30 PM.
    All work I do is CC-BY-SA. Copy it wherever you want as long as you credit me.

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

    Join Date
    Oct 2017

    Default Re: Be Your Own Class (submission thread): 5e base class contest

    Alright, so Conjuration Wizard. What if I just want to be Teleporter guy or spacewarp magic guy? Here's the Sojourner.

    Sojourner


    An elf reaches forward, the tips of their fingers seeming to dissolve into multihued sparks, a swift rending motion tears a hole in space and perspective itself and they step into tear, exiting a dozen paces away from the leviathan threatening her. As the creature steps into the portal in pursuit, the edges slam together, tearing it apart.

    Ranfingle the Lighthearted was stuck in the closet of his most recent love. Cornered by their justifiably angry spouse he lacked pants or weapon to defend himself from the vengeful fellow’s drawn blade. With little choice he drew the Aether Flow into himself. It burned in a familiar and unpleasant fashion and his rude physical flesh tainted it, giving it a thick and grotesque quality. It would spill out of him in a semi-corporeal form and lurch to and fro over his foe, consuming them.

    Bannerford hadn’t intended to be a courier, as a youth he thought his arts were destined for far greater things, but had settled into a rather mundane life carrying gifts back and forth for diplomats. It wasn’t until a princess begged to be smuggled out her father’s castle. All of a sudden he found himself carrying her, and her handmaid, and her cat, and even her pony through the castle walls, all while being chased by the guards that he realized just how foolish his younger self had been. Never the less, he could not stop smiling…

    A Sojourner is one attuned to ebb and flow of Aether. Some call it the source of magic, Sojourners know it more as a layer of existence separate from Substance. Rocks, air, food, all matter is Substance. The energies bound in the planes are born of substance. Aether is not substance. Despite appearing to most to flow from place to place, as it is not substance it does not actually take up space so traveling through it is instantaneous. Sojourner’s of an academic bent will spend hours each day observing the Aether. A few have come away with the same sense, that moving through it is like backing away from a mirror and watching themselves move ever closer to the glass.

    Despite this soporific trivia, it is clear Aether has a fundamental relationship with magic and the Sojourner’s arts. Where spellcasters gather this power for a dizzying array of effects, a Sojourner’s connection is rooted in their capacity to move through it, understand it, and manipulate it. Every Sojourner discovers certain spells, but while no more effective, they are always far more elegant in their execution than those cast by wizards or sorcerers.


    Class Table
    1. Aethersight, Flow Step, Expertise
    2. Defensive Teleport, Tesseract
    3. Archetype Feature
    4. Feat
    5. Impel Foe
    6. Archetype Feature
    7. Aether Exchange
    8. Feat
    9. Forge Gate
    10. Archetype Feature
    11. Baleful Teleport
    12. Feat
    13. Deep Dive
    14. Archetype Feature
    15. Evasive Teleport
    16. Feat
    17. Maze
    18. Infinite Steps
    19. Feat
    20. Hungering Gate

    Saves: Dex, Cha
    HD: D8
    Wpns: Simple
    Armor: Light
    Skills: Arcana or Nature and two of the following: Acrobatics, Arcana, Athletics, History, Insight, Nature, Perception, Stealth, Survival

    Aethersight
    Beginning at 1st level you become attuned to the Aether Flow, an omnipresent series of currents of raw magical power that flows around and through everything. This gives you the ability to cast the spells below when you reach the listed levels in this class. Wisdom is your spellcasting ability for these spells and determines your spell attack bonus and save DC for other spells or features granted by this class. You have a number of uses of this feature equal to your Wisdom Modifier. Casting a spell of 3rd level or below consumes one use of this feature, casting Truesight consumes two uses.
    1. Detect Magic
    3. Darkvision
    5. See Invisible
    11. Truesight

    Expertise
    At 1st level you gain expertise in one of the following skills. Acrobatics, Athletics, Stealth, or Survival. You can choose another skill from this list at level 10.

    Flow Step
    At 1st level you have the ability to step into the Aether Flow and exit a short distance away. As an action you can teleport a distance up to 5 feet for each Class level. If you end this teleportation in a space occupied by a creature or solid object, you suffer 1d10 force damage and are ejected to the nearest empty space. You take an additional 1d10 damage for every 10 feet you are moved.
    You can enhance this Teleportation in two ways.
    - When you teleport as an action, you can expend a use of this feature to take another creature no more than one size larger than yourself with you.
    - You can expend a use of this feature to teleport as a bonus action to an empty space within range you can see, when you do, you have advantage on the first attack you make before the end of that turn.

    For these enhancements you have a number of uses of this feature equal to your Wisdom modifier (minimum 1) and regain all uses when you complete a long rest. Other features granted by this class or your Archetype may provide additional ways to expend uses of this feature.

    Defensive Teleport
    At 2nd level you can use your Flow Step feature to avoid an attack. Before the attack roll is made you can expend a use of your Flow Step to use your reaction to Teleport up to half the normal distance. If your new location provides cover you gain that bonus to your Armor Class and if this takes you beyond the reach or range of the attack, it misses.

    Tesseract
    At 2nd level you also learn to create a kind of Aetheric Pool that circulates around you. As an action you can place small and smaller objects into this pool which can hold a total weight of no more than 10 x your Class level pounds. While in your Tesseract the objects have total cover and cannot be perceived without the aid of magic such as See Invisible or Truesight though other divinations such as locate object will detect such an object in your space.
    You can remove an object as an action or use your action to cause all your stored items to fall into your space. If you die, anyitems you have stored are lost in the Aether, destined to turn up in locations far distant or even on other planes.

    Archetype
    At 3rd level you discover an uncommon means by which to interact with the Aether Flows. Choose one of the following: Bogman, Trailblazer, Evenflow. Your Archetype grants additional features at levels 6, 10, and 14.

    Feat
    At levels 4, 8, 12, 16, and 19 you can choose a feat

    Impel Foe
    At 5th level you learn to force creatures you touch into the Aether Flow where they are carried a short distance away. As an action you can force a creature you touch no more than one size larger than yourself to make a Constitution saving throw or be teleported up to half the distance your Flow Step normally allows to an unoccupied space you can see. A creature teleported to a surface that cannot support it, falls.

    Aetheric Exchange
    Beginning at 7th level, when you use your Flow Step feature, you can choose to teleport into the space of a willing creature in range as that creature is teleported into the space you left.

    Forge Jaunt-Gate
    At 9th level you learn to create Jaunt Gates of your own. You learn the Teleportation Circle spell. You can cast this spell once and must complete a long rest before doing so again.

    Baleful Teleport
    Beginning at 11th level, when you use your Impel Foe feature, you no longer need to see their destination or choose an unoccupied space. Targets that are teleported into solid objects or structures like the ground or walls suffer 3d10 Force damage and are restrained. A creature occupying the space the target is teleported into must make a dexterity save or also suffer 3d10 Force damage and be Grappled. Success on the dexterity save allows the second creature to be moved to the nearest adjacent space as the original target appears. Any creature restrained or Grappled by this effect can end the condition if a creature uses their actio to make an Athletics or Acrobatics test against your Spell Save DC. After escaping, a creature within an object or structure is ejected to the nearest empty space.

    Aether Dives
    At 13th level you can choose to only partially enter the Aether Flow or descend into ever greater depths. You learn the spells Etherealness and Planeshift. You can use this feature to cast one of these spells and target only yourself. You regain the use of this feature when you complete a long rest.

    Evasive Teleport
    At 15th level, you may now use your reaction to expend a use of your Flow step feature to teleport whenever you would be damaged. If this movement takes you beyond the reach or range of the damage source or outside its area of effect, you take no damage.

    Aetheric Prison
    Beginning at 17th level you can temporarily banish a target into the Aether similar to the manner in which you store small objects. You learn the Maze spell and can cast it once. You regain the use of this feature after a long rest.

    Infinite Steps
    At 18th level and beyond, whenever you roll initiative, you regain 2 uses of your Flow Step feature up to your normal maximum.

    Hungering Gate
    At 20th level your reach cannot exceed your grasp. You learn the Gate spell. While the Gate persists you can use your action to move it up to 20 feet and rotate it up to 180 degrees. If these manipulations would cause the Gate to wholly engulf a creature’s space, it can make a Dexterity saving throw to avoid being sent to the plane of existence on the other side. On a success the target is moved to the nearest adjacent space, on a failure, the target is sent to the other plane. You can use this feature to cast this spell once and regain its use when you complete a long rest.

    Spoiler: Bogman Archetype
    Show
    Bogman
    Unlike other Sojourners who learn to more efficiently manipulate or move amid the Aether, you use your rude flesh to taint it, creating pockets of sluggish morass that slorp to and fro as desctructive goo known as Ectoplasm.

    Ectoplasmoid
    At 3rd level you learn to draw the Aether into and through yourself, tainting it with your crude matter. You can use your action to expel a mass that has the statistics of a Psychic Gray Ooze. The ooze has hit points equal to 5 times your class level and adds your Proficiency bonus to its attack rolls, damage, and the DC of its Psychic Crush.

    The ooze is friendly to you and your allies and follows your mental commands (no action required by you) to the best of its ability. In combat, it shares your initiative taking its turn immediately after yours. When you use your Flow Step feature you can choose to have the ooze teleport instead of yourself.

    The ooze continues to exist until reduced to 0 hit points or you use this feature again. You can summon an Ooze in this way once and must complete a short or long rest before doing so again.

    Slime Clones
    At 6th level you are no longer limited to a grotesque mass of tainted goo, but can cause shimmering duplicates of yourself to appear. Using this ability covers you in a cleaner ectoplasm making you indistinguishable from the duplicates. You can cast Mirror Image as a bonus action. You can use this feature twice and regain both uses when you complete a short or long rest.

    Aether Bog
    At 10th level you can pollute a wide area with heavy unnavigable Aether. As an Action you can create a 60 ft radius stationary sphere of dense and wretched Aether which remains for 1 hour. Teleportation effects originating from creatures other than you within the sphere fail. Effects originating outside the sphere stop short at the sphere’s edge unless the creature employing them succeeds on a Charisma saving throw vs your Spell DC. This tainted Aether also has a negative impact on magic items. Magic items with one use or that rely on charges may fail to function inside the sphere. Creatures wielding such items can make a Charisma Saving throw against your spell DC as part of their use. A success allows the item to be used normally, a failure prevents the item from taking effect but no charges or uses are wasted.

    You can use this feature once and regain its use when you complete a long rest.

    Slime-ulacrum
    At 14th level your ectoplasmic doppelgangers need no longer be flimsy images popped with a single blow. As an action you can cast Simulacrum targeting yourself requiring no components. When cast in this way the spell’s duration is 1 minute. You can use this feature once and must complete a long rest before doing so again.


    Spoiler: Trailblazer Archetype
    Show
    Trailblazer
    As a Trailblazer you focus on the finer arts necessary to swiftly create temporary Jauntways. You’ll create tunnels through the Aether through which other creatures can pass and even learn to slam them shut, even as a foe is still passing through.

    Aether Tunnel
    At 3rd level when you use your Flow Step feature as an action, instead of teleporting you can punch a hole through the boundary between Substance and Aether creating an entrance up to 5 feet wide to a tunnel of corscating light and consuming darkness that spirals away into the distance. One end of the tunnel appears in a space you can see adjacent to you, and the other entrance matches the size of the first and appears in a space you can see within the range of your Flow Step.

    Despite its seeming infinite length, entering and exiting the tunnel requires a total of 5 feet of movement and the tunnel lingers until the end of your turn. Attacks made with Ranged or Reach weapons through the tunnel have disadvantage.

    If you expend a use of your Flow Step feature you can extend the duration of this Tunnel to the beginning of your next turn.

    Tunnel Bite
    At 6th level, when a creature or object enters your Aether Tunnel you can use your reaction to cause it to snap shut. A creature caught in the tunnel this way must succeed on a dexterity saving throw or suffer 3d12 Force damage and be ejected at an end of your choosing. Mundane objects caught in this effect are destroyed. A successful save halves the damage and the target can choose which side they’re ejected to. The damage dealt by this feature increases to 5d12 at 11th level and 6d12 at 17th.

    Hithering
    At 10th level the flexibility of your Aether Tunnels is improved in the following ways.
    - Your tunnel entrances can now be up to 15 feet wide.
    - When you create a tunnel with entrances of 1 foot in diameter or less, you can attempt sleight of hand checks through the tunnel.
    - Attacks through the tunnel with Ranged or Reach weapons at creatures you choose are made with advantage.

    Thithering
    At 14th level your Aether Tunnels can be rendered extremely stable and highly elastic, increasing their range and their impact on transit. You can cast Arcane Gate without the need for components. For the duration of the spell you can use your action to reposition or reorient either of the gates as you see fit, even attaching them to mobile objects like the face of a shield or back of a painting. As long as both portals remain within 500 feet of each other the spell will persist. You can cast the spell once and must complete a long rest or expend two uses of your Flow Step feature to cast the spell in this way again.


    Spoiler: Evenflow Archetype
    Show
    Evenflow
    You have discovered how to even more efficiently manage the complex Aetheric interactions needed to maintain your Tesseract. This leads to a less potent means of containing foes in the Aether, but you’ll have access to such a power far earlier than peers. Ultimately your Tesseract will become a wondrous

    Aetheric Vault
    Beginning at 3rd level your Tesseract expands by a significant volume. The maximum weight it can hold is multiplied by 100 and you can store objects of Large size and smaller.

    Invigorating Tesseract
    At 6th level your Tesseract can be used to hold living creatures. As an Action you can place a number of willing creatures into the Tesseract equal to your proficiency bonus, including yourself. The Tesseract can hold any number of creatures that do not exceed its total weight limit or size restrictions. The Tesseract has up to 10 minutes of air per Class level divided among all those within. Aether within your Tesseract moves through and around the creatures inside restoring their vital essence. Creatures that complete a short rest within your Tesseract require only 10 minutes to do so. A creature can only benefit from this aspect of the feature once and must complete a long rest before doing so again. Exiting the Tesseract uses the same rules for taking out objects.

    Aethereal Jailer
    At 10th level you touch upon a technique every Sojourner eventually masters, but far sooner.
    You learn the Banish spell. You can cast this spell a number of times equal to your Wisdom modifier, minimum 1. You can target more than one creature when you cast the spell. Each additional target requires you to expend an additional use of the feature. You regain all uses of this feature when you complete a long rest.

    Magnificent Museum
    At 14th level your Tesseract becomes a massive structure that can store a lifetime’s worth of trophies. You learn the Magnificent Mansion spell and can cast it once. Each time you cast the spell, items in your Tesseract can appear in the mansion arranged as you desire.
    Last edited by BerzerkerUnit; 2023-09-21 at 11:59 AM.

  5. - Top - End - #5
    Ettin in the Playground
     
    MindFlayer

    Join Date
    Mar 2015
    Gender
    Male

    Default Re: Be Your Own Class (submission thread): 5e base class contest

    The Magician (based on Illusionist Subclass)

    Fancy Formatted Option: https://homebrewery.naturalcrit.com/share/fF_oeicTDUzp

    Spoiler: Notes and Intent
    Show

    This class is a bit of an odd cat. It has spellcasting that s somewhere between a half caster an a warlock in power, but with access to high level spells, a very deep but very narrow spell list and a bit of spellcasting flexability.

    It combines this with martial abilities that at its core are pretty weak. Yes it has extra attack but lonly very low damage weapons with poor feat support and on a MAD base that makes investing in stata hard... but then it bolsters this with multiple layers of situational benefits and bonusses to close the gap a little.

    The intended playstyle is a tricky melee character with strong defences from spells and abilities, that will still occasonally land some painful blows. There should be some good flexability with good illusion control spells an some spells like silence/dankness/invisibility that can be used outside of combat. Despite the defencs the class isn't tough - relatively few HP and no spare ASIs to boost Con early.

    One challenge of a tightly focussed class is that some abilities will just shut them down very hard. This is why a small number of class abilities, particularly at higher levels also develop some of the non-magical elements of illusion so that you still get some useful class abilities facing liches or other creaures with true sight.

    It is designed as an unashamedly complicated class with some key choices to make and some important tactical decisions to be made in combat. How to manage spells for maximum value, how to judge what to tank and what to avoid with your atypical defences and how you can use your ablities to avoid combat altogether.





    The Magician
    Weavers of magic dazzle audiences accross the world. Beyond the rather serious mages that raise the dead or blast down city walls or the stern healers that bring people back from the brink of death or beyond, Magicians hold court on the stage. They put on a good show enthralling the crowds with dazzling displays, but the skills they practice can be applied to dealier purpose. Speed of hand for a trick is the speed of a blade in a fight and the magic that can dazzle and enthrall can equally confuse and divert enemies. The magician blends showmanship, raw magical power and sleight of hand into an act that can decieve a but the keenest of eyes and sharpest of minds.




    As a Magician, you gain the following class features


    Hit Points
    Hit Dice: d8
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Magician level after 1st.


    Proficiencies
    Armor: None
    Weapons: All light melee weapons
    Saving Throws: Dexterity, Charisma
    Skills: Choose two from Arcana, Acrobatics, Intimidation, Investigation, Performance, Perception, and Persuasion


    Equipment: You start with the following equipment, in addition to the equipment granted by your background:
    - One light weapon of your choice and three daggers
    - An explorer's pack






    Spellcasting Ability


    Spell save DC: = 10 + your proficiency bonus + your Charisma modifier


    Spell attack modifier: = your proficiency bonus + your Charisma modifier

    Level Proficency Bonus Features Starting Pizzaz
    1st 2 Expertise, Pizzazz, Magician Spellcasting 1
    2nd 2 Unarmoured Defence, Duplicitous Strikes 2
    3rd 2 Act Feature 3
    4th 2 Ability Score Improvement 4
    5th 3 Extra Attack 5
    6th 3 Discombobulation 6
    7th 3 Master of Art, Well Rehearsed 7
    8th 3 Ability Score Increase 8
    9th 4 Act Feature 9
    10th 4 Irridescent Slash 10
    11th 4 Well rehearsed increase, Act Feature, Faster than the Eye 11
    12th 4 Ability Score Increase 12
    13th 5 Something up one's Sleeve 13
    14th 5 Major Discombobulation 14
    15th 5 Discombobulation, Well rehearsed increase 15
    16th 5 Ability Score Increase 16
    17th 6 Major Discombobulation, Illusory Reality 17
    18th 6 Discombobulation, Act Feature 18
    19th 6 Ability Score Increase,Well rehearsed increase, Close up Magic 19
    20th 6 Grand Finale 20










    Expertise
    At first level you gain proficiency in slight of hand and deception skills and whenever you would make a check using either of these skills you may add double your proficiency bonus to the result.


    Pizzazz
    you gain a number of pizzazz points equal to your charisma bonus plus your level. These points are used to power your abilities. Whenever you take a short rest you may recover a number of these points equal to half your level, rounded up.


    Magician Spellcasting
    You may expend pizzazz to cast a spell you know. You are considered to know all illusion spells, including cantrips and the maximum level of spell you may cast this way is equal to half your number of levels in this class rounded up. The amount of pizzazz consumed is related to the level of the spell:




    Pizzazz Used to Cast a Spell

    Level Pizzaz
    1 2
    2 3
    3 5
    4 6
    5 7
    6 9
    7 10
    8 12
    9 14




    Unarmoured Defence
    At Second level you learn to weave minor illusions round yourself – light, shadows and distracting sounds and smells, making it harder for them to land a blow. As long as you are unarmoured you may add your charisma bonus to your armour class.




    Duplicitious Strikes
    Your penchant for showmanship and trickery manifests itself in the ability to deliver painful strikes to those whose guard is lowered. Whenever you have advantage on an attack, you may add your proficiency bonus to damage.




    Act
    At level 3 you chose an act - a set of additional skills and techniques to enhance your performances and provide an additional source of magic.


    There are three available Artifices which are outlined beneath.
    The Mesmerist,
    The Clairvoyant,
    The Conjuror.




    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.




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




    Discombobulations
    At level 6 you gain one of the following abilities. You gain another at levels 9, 12, 15 and 18. Your artifice selection may add other abilities to this list. Unless an ability specifically mentions a spell effect, it is considered a non-magical ability, relying on slight of hand and no susceptible to effects like true-sight.


    Feint: Whenever you miss an enemy with an attack as part of an attack action, you may treat the roll as an opposed sleight of hand check against their insight score. If you are successful then you may use a bonus action to make a single attack against that same enemy with advantage. The enemy must know you are there and have an intelligence of at least 5.




    Glamourweave: When an enemy hits you with an attack you may use your reaction to try and misdirect it. Roll a deception check opposed by their insight, using the number rolled on the die for the attack as their roll. If you succeed, the attack misses you.




    Kaleidoscopic Images: Whenever you cast the mirror image spell you may ignore the first image lost. In addition the AC of the images is increased by 2.


    Lingering suggestion: Whenever you stop concentrating on an illusion spell, you may use your reaction to make a dexterity (arcana) check with a DC equal to 10 + twice the spell’s level. If you succeed you manage to continue the spell through more mundane means. Its effect continues, it no longer requires concentration and it is no longer considered magical. You may only have one spell at a time continue this way.


    Misdirection: When you subjected to a spell that targets only you and requires a caster to see you, you may use your reaction to make an opposed deception (cha) check against their spell DC. If you pass, the spell has no effect. Once you have used this ability against an enemy, you may not use it again until 24 hours have passed.


    Distract: Whenever you use your action cast an illusion spell of first level or higher, you may use your bonus action to dodge.


    Thread the Weave: Whilst you are concetrating on a spell you may direct part of its energy into your attacks. Whenever your attacks would benefit from your Duplicitous Strikes ability you may add aditional psychic damage to the attack equal to the level of the spell being concentrated on.



    Master of Art
    Beginning at level 7 whenever you make a save or an ability check against a spell from the illusion school you may treat it as a charisma save instead.


    Well-Rehearsed
    Beginning at 9th level, when you take your first turn in combat you may cast an illusion spell or use your conjure duplicate of second level or lower as a bonus action. At level 11 this rises to 3rd level or lower and rises again at levels 15 and 19 to 4th and 5th levels or lower respectively.


    Irridescent slash
    From 10th level, If a hostile creature is within the area of one of your illusions or is subject to one of your illusion spells having failed a save, all attacks against them increase the range of critical hits by one (normally to 19 or 20 unless there is another modifier).


    Faster than the Eye
    At level 11 you use your speed and precision of movement to land more deadly blows. The first time on a turn that each enemy is hit by one of your attacks it takes an additional d10 Psychic damage.


    Something Up one’s sleeve
    From level 13, whenever you cast an illusion spell you may use your bonus action to make a single melee weapon attack. If the target of this attack was the target of the illusion spell or within the affected area of the spell the attack is made with advantage.


    Major Discombobulation
    At level 14 you may upgrade one of your Discombobulations. You may Upgrade a second one at level 17.


    Improved Feint: Whenever you feint, if you missed an enemy with two or more attacks as part of your attack action you may attack twice instead of once with your bonus action. You may roll three D20 rather than two for advantage for these attacks.

    Whenever you use your bonus action to make an attack using your “Something up one’s sleeve” feature, you gain advantage on that attack.


    Improved Glamourweave: As part of your reaction, if you successfully use glamourweave you may move up to your movement speed without triggering any attacks of opportunity.


    Improved Kaleidoscopic Images: Whenever you cast the mirror image spell you may ignore the first two images lost. In addition the AC of the images is increased by 3.


    Improved Lingering suggestion: When you make your arcana check with lingering suggestion you regain the use of your reaction.


    Improved Misdirection: Whenever you successfully use misdirection, you may add d5 to all further saves you make until the end of your next turn.


    Improved Distraction: Whenever an enemy has disadvantage to hit you, either through your use of the dodge action or due to them being unable to see you, they roll 3 d20 and chose the lowest instead of two.


    Improved Thread the Weave: When you deal damage through Thread the Weave, you may add a further d6 psychic damage.




    Illusory Reality
    By 17th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
    The object can't deal damage or otherwise directly harm anyone.


    Close Up magic
    Beginning at level 19, whenever you cast a spell from your illusionist calls that targets only an enemy within 5ft of you, you may substitute sleight of hand for raw magic. The spell takes one fewer pizzazz than it normally would to cast and truesight or other magical sense will no longer see through any illusion within 5ft.


    Grand Finale
    At 20th level, as a bonus action, you can begin your grand display. For the next minute each creature that makes a save or a check against one of your spells subtracts D6 from the result. Furthermore,you are immune to your own illusions and may ignore their effects.


    Acts
    Conjuration
    The conjuror sometimes cheats a little, not just fooling the eye but putting real world objects into the act. Sometimes the tricks learned here are also useful for a life of adventuring.


    Cheap Tricks
    At 3rd level the Conjuror may begin to cast some conjuration spells as part of their repertoire. The following spells are known at the levels noted.



    Level Spells
    3 Find Familiar, Fog Cloud
    7 Misty Step
    11 Thunder Step
    15 Steel Wind Strike
    19 Planeshift







    Fast hands
    At third level you may draw a weapon or use an object as a bonus action.


    Conjure Antithesis
    You can conjure a substance perfectly suited to harming the enemy you are fighting. Whenever you take the attack action you may use this ability to add your charisma to your next damage roll for a weapon attack that you make before the end of your turn. This attack ignores all resistances and immunities. Once you use this ability you may not use it again until you finish a short rest.




    Discombobulation
    At level 6 when you gain the discombobulation feature you may add the following discombobulation and its level 14 enhancement to the list from which you may select. You must still chose to take it and do not get access to its benefits if you do not.
    Long Sleeves: As a bonus action, if you have a free hand you may draw a light weapon you haven’t used this combat and make an attack with it with advantage. If you do, you may not use this ability again until you roll for initiative
    Improved Long Sleeves: Whenever you use Long Sleeves, if you have two free hands, you may instead draw a weapon into each and make an attack with both. If you do use two weapons, these attacks do not gain advantage from this ability.




    Spatial Origami
    Beginning at level 9,you are a master of assessing space and folding things into spaces they just don’t seem to fit. You don’t have a movement penalty for trying to move through small spaces and have advantage on any checks pertaining to interplanar spaces.




    Party Trick
    At level 11,you know the dimension door spell and may cast it without expending any Pizzazz. Once When you cast it this way you may not do so again until you complete a long rest.
    Whenever you cast Dimension Door you may do so as a bonus action, its range is increased to 1000ft and you may take a second person with you.


    Escapeist
    At level 18, when you cast Misty Step or Dimension door you may use it to move to the Ethereal Plane or from the Ethereal Plane to the last plane you were on prior to entering the Ethereal Plane.






    Clairvoyant
    Your act is based around uncanny knowledge about your audience, some skill in reading people, but also some powerful divination magic.






    Know Your Mark
    At 3rd level the Clairvoyant may begin to cast some divination spells as part of their repertoire. The following spells are known at the levels noted.

    Level Spells
    3 Detect Magic, Identify
    7 Detect Thoughts
    11 Clairvoyance
    15 Legend Lore
    19 True Seeing







    Keen Observation
    Whenever you would add your proficiency bonus to a wisdom (insight) check, you may add double that number instead.




    Evade Defence
    At 3rd level you know how to sense how an enemy will avoid an attack and bypass their defences. When you make an attack you can add your charisma bonus to your attack roll. Once you use this ability you may not use it again until you complete a short rest.






    Discombobulation
    At level 6 when you gain the Discombobulation feature, you may add the following discombobulation and its level 14 enhancement to the list from which you may select. You must still choose to take it and do not get access to its benefits if you do not.


    Cold Reading: As a bonus action you may attempt to see into another creature’s mind. Make an insight check opposed by a target creature’s wisdom save. This automatically fails if the target’s intelligence score is 5 or less. On a success you may add +2 to your armour class against attacks made by that creature for the next minute. Once you use this ability again, even if the attempt is unsuccessful, the effect on the current target ends. Magic resistance or anitmagic effects do not impede this ability.


    Improved Cold Reading: When you use the Cold Reading discombobulation the bonus to your armour class rises to +3 and you get a corresponding bonus to your dexterity saves.


    Improved Initiative
    From level 9 you develop a kind of prescience and get a sixth sense about the future. You may add your charisma bonus to initiative checks.




    Party Trick
    A level 11 you know the locate creature spell and may cast it as a bonus action without expending any Pizzazz. For you the spell has a range of 2000ft and no longer requires concentration. Once you have cast the spell this way, you may not cast it again until you have completed a long rest.




    Anticipation
    From evel 18 Being able to predict your enemy’s moves makes you better prepared to counter them. You may use a bonus action, rather than an action to ready an attack. If you use an action to ready an attack you may make two attacks rather than one when the conditions are met.
    If an enemy moves within your reach before you take a turn in combat you may make an opportunity attack against them.
    You can not be surprised as long as you are conscious.


    The Mesmerist
    You have developed the skills to lead peoples minds down certain paths, to hypnotise them and influence their behaviour. Your act may draw some laughs, but it brings a serious side as well.




    Great Minds
    At 3rd level the Mesmerist may begin to cast some divination spells as part of their repertoire. The following spells are known at the levels noted.

    Level Spells
    3 Command, Sleep
    7 Suggestion
    11 Enemies Abound
    15 Dominate Person, Modify Memory
    19 Mass Suggestion




    Beguilement
    Whenever you would add your proficiency bonus to a Charisma (Persuasion) check, you may add double that number instead.


    Torpor
    At 3rd level, when you hit an enemy with a melee weapon attack you may make that enemy sluggish an unresponsive. Their AC is reduced by 2 until the end of your next turn. Once you use this ability you may not use it again until you complete a short rest.




    Discombobulation
    At level 6 when you gain the Discombobulation feature, you may add the following discombobulation and its level 14 enhancement to the list from which you may select. You must still choose to take it and do not get access to its benefits if you do not.


    Chicken Dance: As a bonus action you call out some suggestive words to a target within 15ft, with intelligence 5 or greater, that can hear you. You must make a persuasion check with DC equal to the target’s wisdom save. If you succeed, their movement speed is reduced by 10ft until the end of their next turn and they are unable to hide.


    Improved Chicken Dance: The range of your Chicken Dance Discombobulation rises to 20ft and on a successful check their speed is reduced by 15ft and they may no longer fly.




    Soothing words
    Beginning at level 9, when you roll for initiative, if you are not surprised you may sing out soothing words, delaying action till your enemies shrug them off. Each enemy within 60ft suffers a d6 penalty to their initiative roll.




    Party Trick
    As part of your act you have become adept at putting people to sleep, using hypnotism and soothing words in addition to magic. Beginning at level 11 when you cast the sleep spell the Hit Point Die becomes a D12 rather than a D8. You may cast sleep as if from a higher level spell slot by expending an additional Pizzazz for each level of spell to a maximum number equal to your proficiency bonus. You may also chose to concentrate on the spell.
    If you chose to concentrate on the spell, record any unallocated hit-points from the casting. Whenever any enemy within range drops equal to or below this number of Hit Points they fall asleep and their remaining hit points are removed from the remaining total.
    Creatures immune to being charmed or put to sleep are no longer immune to the spell, but must instead make a wisdom save. On a pass they are immune to the effect but their hit points are not deducted.


    Unhinge
    From level 18, whenever you score a critical hit, add a third set of damage dice to the total. Damage from this set of dice is Psychic damage instead of its normal type.

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

    Join Date
    Jul 2013

    Default Re: Be Your Own Class (submission thread): 5e base class contest

    The Mastermind

    A figure presses up against a wall, hidden by a shadow, quietly loading a hand cross bow. An inquisitor bursts through a door alongside the guards, surprising the cultists with their inner fire. A well-dressed figure thanks the guards for their warning and assures them they'll be on the lookout for anyone acting suspicious, directing them away from the actual noble lying dead on the other side of the door. Masterminds are figures that coordinate their allies to figure subvert defenses, eliminate targets and fade into the crowd, escaping before the outcry arises.

    Class Features
    As an Mastermind, you gain the following class features.
    Hit Points
    ___
    - Hit Dice: 1d8 per Mastermind level
    - Hit Points at 1st Level: 8 + your Constitution modifier
    - Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mastermind level above the 1st

    Proficiencies
    ___
    - Armor: Light armor, shields
    - Weapons: Simple weapons, crossbows, shortswords, whips
    - Tools: Forgery kit, Disguise kit
    - Saving Throws: Dexterity, Wisdom
    - Skills: Choose four

    Equipment
    You start off with the following equipment in addition to the equipment granted by your background:

    - ( a ) 2 simple weapons or ( b ) a hand crossbow and 20 bolts
    - a simple melee weapon or a shortsword
    - a shield
    - leather armor
    - ( a ) an explorer's pack, ( b ) a dungeoneer's pack or ( c ) a burglar's pack
    ---
    If you forego this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment.



    Level Prof. Features
    Sneak Attack Die
    1 +2 Sneak Attack, Master of Intrigue, Devious Mark
    1d6
    2 +2 Clever Actions, Teamwork
    1d6
    3 +2 Subclass Feature
    2d6
    4 +2 Ability Score Improvement
    2d6
    5 +3 Fast Reflexes
    3d6
    6 +3 Combative Misdirection
    3d6
    7 +3 Subclass Feature
    4d6
    8 +3 Ability Score Improvement
    4d6
    9 +4 Authority
    5d6
    10 +4 Subclass Feature
    5d6
    11 +4 Piece it Together
    6d6
    12 +4 Ability Score Improvement
    6d6
    13 +5 Amuscade
    7d6
    14 +5 Subclass Feature
    7d6
    15 +5 Evasion
    8d6
    16 +5 Ability Score Improvement
    8d6
    17 +6 Deep Understanding
    9d6
    18 +6 Improved Sneak Attack
    9d8
    19 +6 Ability Score Improvement
    10d8
    20 +6 Stroke of Luck
    10d8

    1st level
    Sneak Attack

    Beginning at 1st level, you know how to strike precisely, exploiting a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Mastermind table.

    Master of Intrigue - Choose one of your skill proficiencies and your choice of disguise kit or forgery kit. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
    You also learn additional languages equal to your proficiency bonus.

    Devious Mark - Whenever you make an attack, you can also mark the target. Until the end of your next turn, the first opportunity attack against the marked target has advantage, which consumes the mark.

    2nd level
    Clever Actions - Your speedy mind and sharp eye allow you to move and take in information quickly. Starting at second level, you can take a bonus action on each of your turns in combat. This action can be only used to take the Dash, Disengage, Search or Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

    Teamwork - In addition, whenever you finish a long rest, you can designate a willing, non-summoned ally to team up with. Your Teammate deals an additional damage equal to half your proficiency bonus, rounded down, to your marked targets.

    3rd level
    Mastermind Archetype. You choose an archetype that you emulate. You gain additional subclass features on 7th, 10th and 14th level.

    5th level
    Fast Reflexes - You can mark a total number of creatures up to your proficiency bonus. You gain the following features:
    • Whenever an allied creature deals damage with an attack on a marked creature with advantage, you can use your reaction to roll your sneak attack dice. The attacked creature takes that much damage.
    • Whenever an attacker that is marked hits you with an attack, you can use your reaction to roll your Sneak Attack Dice and prevent that much damage.


    6th Level
    Combative Misdirection - You gain the following features
    • Create Distraction - As an action, you can make a Charisma (Deception) check and choose one creature you can see within 60 ft, or two creatures that are within 5 ft of each other. Your roll is contested by the creature's Wisdom(Insight) check. If you succeed, you can either become hidden to the creature(s) or reduce their perception & insight by 5 (both passive and active) until the end of your next turn. If you chose expertise in Disguise Kits at level 1, you can use an Intelligence (Deception) Check instead and your proficency bonus is doubled.
    • Suppressing Fire - You lay down cover fire to protect your allies. Announce a target for this feature with a ranged weapon - that creature must decide before you roll an attack if it's going to seek cover. That creature can choose to drop prone, forcing you to attack with disadvantage. If the targeted creature does, it also has disadvantage on ranged attack rolls until the end of its next turn. If not, you have a +1 bonus on your ranged attack on that target. This bonus increases to +2 at 11th level and +3 at 17th level


    9th level
    Authority - You gain the following features
    • Improved Quick Fake - When you produce documents using a forgery kit, you can make a Charisma (Deception) check contested by your targets Intelligence (Investigation) check. On a success, you gain the desired outcome that is tied to the documents (such as being left alone or allowed entrance). If you chose expertise in Forgery Kits at level 1, you can use an Intelligence (Deception) Check instead, and your proficency bonus is doubled.
    • Leadership - As an action, you can call out to your allies to take control of a situation. For 1 minute, you can utter a special command or warning whenever an ally that it can see within 30 ft of it makes an attack roll and saving throw. That creature can add a d4 to its roll, provided it can hear and understand you. A creature can only benefit from one Leadership die at a time. This effect ends if you become incapacitated. You can assume command in this way twice, and regain all uses after completing a short or long rest.


    11th level
    Piece it Together- Starting at 11th level, you can reach out to your contacts and into your mind palace to collect information using ritual magic meditation. Over a 10 minute ritual, you can ask up to 3 questions that can be answered with a yes or no. You receive a correct answer for each questions
    Your memories and network of contacts aren't omniscient, so you might receive the answer of "unclear" if it lies beyond their knowledge, or the answer in the form of a short phrase if a one-word answer is misleading.
    If you use this feature two or more times before finishing a long rest, there is a cumulative 33% chance for each attempt after the first that you receive no answers. The DM makes these rolls in secret.

    13th level
    Ambuscade - You always plan to strike first and hard. When you roll initative, you gain a special turn that takes place before other creatures can act. On this turn, you can use this turn to take the Attack or Hide actions. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
    If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

    15th level
    Evasion - You can nimbly dodge out of the way of certain area effects, such as a red Dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

    17th level
    Deep Understanding - You gain the ability to mark a creature within 30 ft of you as a bonus action. In addition, as an action, you can Study a marked creature to gain insight about its capabilities. The DM tells you if the creature is your equal superior or inferior in regard to two of the following characteristics of your choice:
    • Dexterity, Intelligence, or Charisma Score
    • Armor Class
    • Current Hit Points
    • Dexterity or Wisdom Saving Throw


    18th level
    Improved Sneak Attack - Your Sneak Attack dice become d8s

    20th level
    Stroke of Luck – You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.

    Subclass Options

    Spoiler: The Operative
    Show
    Operative
    3rd level
    Consummate Professional
    You specialize in eliminating targets quietly.
    The normal and long ranges on your hand crossbow and other ranged weapons is doubled.
    You gain the Poisoner feat. The DC for any Poison you create is instead calculated as 8 + your proficency bonus + your intelligence modifier. When a poison is applied to ammunition and it misses, if your target was marked, you can choose to have that dose of poison instead immediately applied to the next piece of ammunition loaded. If you do, consume the mark on that creature.
    Starting at 7th level, if a creature damaged by your poison is immune to poison, that immunity becomes resistance instead.

    7th level
    Infiltrative Smuggler - Whenever you are in a location that would not normally have access to the materials to make poisons, you can attempt a DC 20 Nature check to find the materials anyway. You can only perform this during a long rest. In addition, whenever you learn a new language, you can choose to learn Thieves' Cant instead.
    Operative Contacts
    You specialize in gathering information through whispers, notes and secrets. Starting at 7th level, You gain one of the following features (as though your background was):
    • Court Functionary feature (Courtier)
    • Ear to the Ground feature (Urban Bounty Hunter)
    • Safe Haven (Faction Agent)


    10th level
    Prescient Planning - At 10th level, you have learned a way to make sure you've made subtle preperations scattered about, allowing you access to tools and supplies hidden in various places. You work with your DM to create collections of objects that are hidden throughout the world, filled with weapons, tools, supplies, and consumable magic items.
    You have a number of Caches equal to your Proficency bonus plus your Intelligence Modifier. You regain all charges of this feature at the beginning of a new year.

    14th level
    A Million Faces - By 14th level, you have learned to use magic to alter yourself in subtle ways. You can cast the Alter Self skill at will. While concentrating on that spell, you can use your Proficency in Disguise kits for any checks related to you appearance. Natural weapons created with this spell can trigger your sneak attack


    Spoiler: The Inquisitor
    Show
    Inquisitor
    3rd level
    On a holy mission to drive out the dark, you have pledged yourself to a powerful being from the Upper Planes.

    Starfall
    You know the sacred flame cantrip. You can use your Sneak Attack against targets taking damage from your sacred flame if they are normally benefitting from any amount of cover.

    Cantrips
    You know two other cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.

    Spell Slots
    The cleric table shows how many spell slots you have to cast your cleric spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
    For example, when you are 9th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

    Spells Known of 1st Level and Higher
    At 1st level, you know two 1st-level spells of your choice from the cleric spell list.
    The Spells Known column of the cleric table shows when you learn more cleric spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new cleric spell, which can be 1st, 2nd, or 3rd level.
    Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Intelligence is your spellcasting ability for these cleric spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier



    Level Spell level Spell slots
    3rd 1st 1
    4th 1st 1
    5th 2nd 1
    6th 2nd 1
    7th 2nd 2
    8th 2nd 2
    9th 3rd 2
    10th 3rd 2
    11th 3rd 3
    12th 3rd 3
    13th 4th 3
    14th 4th 3
    15th 4th 4
    16th 4th 4
    17th 5th 4
    18th 5th 4
    19th 5th 4
    20th 5th 4

    7th level
    Tireless Hunter- In addition, whenever you are in a location where you unable to take a short or long rest, you can meditate on your divine mission to regain a spell slot. This takes 1 minute and requires succeeding a DC 20 Religion check. Once you use this feature to regain a spell slot, you can't use it again until the next dawn.
    Inquisition Contacts
    You specialize in gathering information through the channels of power. Starting at 7th level, You gain one of the following features (as though your background was):
    • Shelter the Faithful feature (Acolyte)
    • Official Inquiry feature (Investigator)
    • Watcher's Eye (City Watch)


    10th level
    Mindgames
    Your powers allow you to dive inside the minds of those around you. You learn the spells Detect Thoughts, Zone of Truth and See Invisibility. You always know these spells and are in addition to your spells known.
    At 17th level you gain the spell Contact Other Plane, which you can cast as a ritual if you are contacting the being you are drawing your power from.
    You can cast each of them once a day without spending a spell slot.

    14th level
    Purge the Wicked
    Whenever you cast Sacred Flame, you can target up to 2 other creatures, as long as each additional target is within 15 of your original target. If more than one target is behind cover, you can only roll sneak attack damage on one of them.



    Spoiler: Magehunter
    Show

    Magehunter
    3rd level
    Antimagic Presence
    Whenever an arcanist needs to be taken down, you're the one they call.
    You gain the Mage Slayer feat. The range of the abilities increases to 15 ft.

    Arcane Deflection - You know how to evade the reality warping spells of your quarries. Whenever you would be hit by a spell attack or fail a saving throw from a spell, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw, potentially turning the hit into a miss or a fail into a success.

    7th level
    Witchfinder - You can spend 1 minute studying the area to see if magic is being drawn from the surrounding area. Make a DC 20 Arcana Check. On a success, each creature within 120 ft of you with the ability to cast spells must make a Wisdom Saving Throw or by mystically marked by you for 1 hour. While marked, a creature can't become hidden from you and gains no benefit from the invisible ondition against you. Additionally, while a marked creature is on the same plane as you, you know the distance and direction to the creature.
    The DC for this save is 8 + your proficency bonus + your Intelligence modifier. You can use this ability twice each day.

    Magehunter Contacts
    You specialize in gathering information from the low folk against the high society. Starting at 7th level, You gain one of the following features (as though your background was):
    • Military Rank feature (Soldier)
    • Dual Personalities feature (Faceless)
    • Library Access (Cloistered Scholar)


    10th level
    Eldritch Armament - Starting at 10th level, once a spell is cast within 30 ft of you within the last minute, you can borrow a bit of the residual power from the air to fight that spellcaster. This functions as the spell Shadow Blade, but the weapon can only deal damage to a creature with the ability to cast spells. You can use this ability a number of times equal to 1 + your proficiency bonus, and regain all uses after a long rest.
    Improved Arcane Deflection - you can use the reaction granted with Arcane Deflection to grant the bonus to your designated teammate.

    14th level
    Devour Magic - You are able to turn the magic abilities of your quarry against them. Once you strike a marked target with an eldritch armament, if that creature has any magical effect on it that is of 4th level or lower, it ends. If multiple magical effects are active, one of them is ended at random.
    When this happens, that creature can't cast spells from that school until you have completed 1d4 turns. This also triggers if a marked creature you strike with any weapon loses its concentration on a spell.
    In addition, if you strike a creature that has been animated using magic, such as an undead or golem, that creature must make a Constitution saving throw or be stunned until your next turn.
    The DC for this is 8 + Intelligence + your Proficency Bonus
    Last edited by Vogie; 2023-09-12 at 07:12 AM. Reason: added final subclass
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  7. - Top - End - #7
    Dwarf in the Playground
     
    HalflingPirate

    Join Date
    Feb 2015

    Default Re: Be Your Own Class (submission thread): 5e base class contest

    Ur-Necromancer

    Spoiler: wip
    Show

    A wizened halfling interrogates the bones of an orcish shaman. A nervous half-elf tests her limits as she attempts to animate the corpse of a recently-slain ogre. A grim-faced human commands his horde of skeletal minions to defend the gates of the citadel.

    Clerics and arcane spellcasters might claim to practice necromancy, but you know that the so-called "necromancy" spells are just imitations of the true art. Rather than casting mere spells, Ur-Necromancers use long-hidden knowledge to directly manipulate the forces of life and unlife.

    The Ur-Necromancer is not a spellcaster. Instead, many of their class features make use their unusually large pool of Hit Dice to produce necromantic effects such as animating the dead, speaking with the dead, healing allies, and debilitating foes. While the Wizard subclass from which the class takes inspiration might be more efficient at creating a horde of undead minions at higher levels, the Ur-Necromancer gains iconic necromantic abilities earlier and has more options with regard to their use.

    Ur-Necromancers join adventuring parties for many different reasons, but most are drawn to adventure in order to advance their art, either by retrieving tomes of lost knowledge, or by encountering new foes to add to their undead entourage.

    Creating an Ur-Necromancer
    Necromancy - particularly animation of dead bodies - is considered an uncouth act at best in many settings. Thus, Ur-Necromancers tend to live at the edges of society, or else keep their studies hidden from public life. When creating an Ur-Necromancer, consider why your character has chosen to study this realm of forbidden knowledge. Do they hope to resurrect or reconnect a lost loved one? Do they desire power or immortality? Are they simply curious about what lies beyond the mortal realm?

    Hit Dice, Hit Points, Proficiencies, and Starting Equipment
    Hit Dice: 2d4 per Necromancer level, plus 1d4 per Proficiency Bonus
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 2d4 (or 5) + your Constitution modifier per Necromancer level after 1st.

    Armor: Light Armor
    Weapons: Simple weapons, whips, glaives, scythes (note: there is no official stat block for a basic scythe. In the author's opinion, a glaive [1d10, two-handed, heavy, reach, slashing] has statistics appropriate for a medium "war-scythe" in a fantasy combat setting. For a more unique weapon, a 1d8 two-handed slashing weapon that knocks creatures within one size category of the wielder prone on a critical hit could allow the weapon to be flavored as more of a classical reaping scythe).

    Saving Throws: Constitution, Wisdom
    Skills: Choose two from Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, or Stealth.

    Starting Equipment: See Warlock. (4d4 x 10 gp)

    Quick Build:
    For a quick build, follow these suggestions. First, Constitution should be your highest ability score, followed by Intelligence (or Dexterity, if you are concerned about AC at lower levels). Next, choose the Hermit background. Work with your DM to create a Discovery that fits your character and campaign or use the following alternative feature:

    Spoiler: Alternative background feature: Autopsy
    Show
    Your study of death and decay allows you to learn a cause of death after spending at least one minute studying the corpse, provided at least half of the body is still present. If the death occurred within the last two days, you can also discern the time of death. This feature does not work when studying the remains of aberrations, celestials, elementals, fiends, or constructs. When studying the remains of an undead creature, you can discern both the original cause of death (if most of the original body is still present), as well as the cause of re-death.


    Level Prof. Feature
    1 +2 Pure Necromancy (1d4), Bonus Hit Dice, Drain Lifeforce, Detect Death and Undeath
    2 +2 Necrotic Resilience
    3 +2 Animate Corpse, Necromantic Styling
    4 +2 ASI
    5 +3 Pure Necromancy (1d6), Speak with the Dead, Craft Undead
    6 +3 Necromantic Styling Feature
    7 +3 Control Undead
    8 +3 ASI
    9 +4 Pure Necromancy (1d8)
    10 +4 Craft Undead Improvements
    11 +4 Necromantic Styling Feature
    12 +4 ASI
    13 +5 Deathly Visage
    14 +5 Pure Necromancy (1d10)
    15 +5 Craft Undead Improvements
    16 +5 ASI
    17 +6 Pure Necromancy (1d12)
    18 +6 Necromantic Styling Feature
    19 +6 ASI
    20 +6 Necronomicon


    Necromantic Stylings
    Dread Commander - martial/minion focus - medium/heavy armor; martial weapons; bolster minions; subcommanders
    Oracular Medium - spiritual divination/summoning focus - see ethereal; ethereal guidance; summon spirits; imbue soul
    The Undying - self-buff focus - regeneration; improved life drain; turning resistance; undead nature
    Last edited by Notafish; 2023-09-17 at 11:29 AM.

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Mar 2022
    Location
    GitP, obviously
    Gender
    Male

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