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View Full Version : D&D 5e/Next Homebrew classes to replace Cleric and Paladin in custom setting.



bloodshed343
2015-03-04, 11:56 PM
I'm working on a setting using the 4e cosmology in which Bane managed to unite most of the gods and imprison/destroy the rest using the shard of Tharizdun, which in the original cosmology created the abyss and corrupted several primordials into the first demons. However, since it came to Bane instead of lodging itself in Elemental Chaos, some very important things have happened. The good primordials (The Black Land, Chan, Etc, etc.) are allied with the primal spirits to strengthen the primal ban, effectively removing the astral sea from the rest of reality. Due to this, mortals can't draw power from the gods (except Bane, who is stupid powerful.) Thus, I've made some elemental-themed classes to replace the paladin and the cleric.

The Janissary: An elemental paladin

https://docs.google.com/document/d/1034BZuTAT-8cLGse7D7bZZswOBp-hdGs1Vl8HiOIRwI/edit?usp=sharing

A Janissary is a high ranking servant of a powerful elemental; they are slaves born into a position of privilege and luxury. They receive a fantastic education as part of their upbringing, being educated by experienced Janissaries. Janissaries serve as escorts for diplomats, soldiers, spies, and scouts. Janissaries in service of the same patron may call upon each others' accumulated knowledge through the Grimoire that they receive. Ranging from tactical analyses to arcane secrets, this knowledge is often their greatest weapon when carrying out the orders of their patron.

And the Sha'ir, an elemental cleric:

https://docs.google.com/document/d/1bZARLyUxYhJ3zT5CViktlDAIRzMAg3mcj8Oee2lK940/edit?usp=sharing

A Sha'ir is an elemental priest. Rather than worship a single entity, they devote themselves to one of the elements. Sha'ir of all sorts can be found in service to various elementals, as well as in monasteries in the natural world. Like warlocks, Sha'ir often bargain with elemental beings for arcane power. However, the Sha'ir are often respected as allies by the entities they bargain with, and very rarely are forced into pacts of servitude in exchange for the powers they receive.

bloodshed343
2015-03-12, 09:42 PM
New Spells for the Sha'ir:

Wild Growth:
Casting Time: One Action
Duration: Concentration (up to one minute)
You cause the earth within 30' of you to erupt with new growth, hindering your enemies and shielding your allies from harm. Enemies treat the zone as difficult terrain, and you and your allies within the zone have concealment.

On each of your turns, you may, as an action, do one of the following:
Restore 8d6 hit points to yourself or one ally within the zone.
Restore 3d6 hit points to yourself and each ally within the zone.
Subject one enemy within the zone to a strength save vs your spell dc to avoid taking 5d8 poison damage and being restrained by grasping vines. The vines may be broken as an action with a successful strength check with a dc equal to your spell dc. The vines disappear at the end of your next turn.
Subject each enemy in the zone to a constitution save versus your spell dc to avoid taking 3d6 poison damage.

Eruption:
Casting Time: One Action
Range: 60'
Duration: Instantaneous
You cause the earth within a 15' cube centered on a space within range to erupt. Creatures within the cube must make a dexterity save vs your spell dc to avoid taking 5d8 bludgeoning damage and 5d8 fire damage. The affected space becomes difficult terrain, and creatures that enter the space or end their turn there take 1d8 fire damage.

Forked Lightning
Casting Time: One Action
Range: 60’
Duration: Instantaneous
You make four ranged spell attacks against up to four different targets. Each attack deals 2d6 lightning damage on a hit.
When you cast this using a higher level spell slot, the number of attacks and the maximum targets increase by 1 for each slot level above 4th.

Cyclonic Rift
Casting Time: One Action
Range: 90’
Duration: Concentration (up to 5 rounds)
You encage one creature within range in a swirling vortex of powerful winds. The creature must make a dexterity save to avoid being restrained for the duration of the spell. While a creature is restrained by this spell, while you maintain concentration, you may use your action to deal 3d6 bludgeoning damage to the restrained enemy.

Spark of Life:
Casting Time: Reaction
Range: 30’
Duration: Instantaneous
Whenever an ally within range drops to 0 hit points or fewer or fails a death saving throw:
The ally is restored to 1 hp and gains temporary hit points equal to your Sha’ir level.

Lightning Storm
Casting Time: One Action
Range: 60’
Duration: Concentration (up to 5 rounds)
You conjure a terrible lightning storm in a 25’ diameter, 100’ high cylinder centered on a space within range. Creatures within the zone must make a dexterity save vs your spell dc to avoid taking 5d8 lightning damage. While the zone persists, creatures within the zone are deafened by swirling winds and all ranged attacks made by creatures within the zone are made at disadvantage, and all creatures except you treat the zone as difficult terrain. Creatures who enter the zone or end their turn there must make a dexterity save to avoid taking 1d8 lightning damage.

Cloud Chariots:
Casting Time: One Action (ritual)
Duration: Concentration (up to 8 hours)
You shape clouds and mists into solid chariots. You create up to 8 such chariots. Any creature you designate while casting this spell may use the chariots as a vehicle. The chariots have a fly speed of 50’

Hurricane:
Casting Time: One Action
Duration: Concentration (up to 1 minute)
You fill the space within 300’ of you with violent, swirling winds. While the zone persists:
Creatures other than you and your allies treat the zone as difficult terrain
Ranged attacks made by enemies in the zone are made at disadvantage
Creatures other than you and your allies cannot fly

BRKNdevil
2015-08-26, 06:29 PM
Feels like i need to know where the original inspiration comes from in order for me to understand some of the decisions made.

As it stands, I'm finding it sort of confusing.

Finding it odd that this build has 2 subclasses, but I don't have anything to say negatively about it. Some of it should be cleaned up though since it seems slightly out of order.

Infusions should probably have a retraining thing going for it every few levels.

You don't have your saves listed on this class.

Everything else is sort of mixed with an unknown power level. I'd need your source of inspiration to judge it better.

bloodshed343
2015-08-26, 07:17 PM
Feels like i need to know where the original inspiration comes from in order for me to understand some of the decisions made.

As it stands, I'm finding it sort of confusing.

Finding it odd that this build has 2 subclasses, but I don't have anything to say negatively about it. Some of it should be cleaned up though since it seems slightly out of order.

Infusions should probably have a retraining thing going for it every few levels.

You don't have your saves listed on this class.

Everything else is sort of mixed with an unknown power level. I'd need your source of inspiration to judge it better.

This version of the class was actually abandoned. I only keep it around for reference. I'll get you an updated link, and also update this OP.

Here's a link to the correct thread:

http://www.giantitp.com/forums/showthread.php?436765-Several-Homebrew-items-for-godless-campaign-(1-class-1-subclass-2-races)-PEACH