JBPuffin
2016-08-09, 03:35 PM
I've got a little bit of 5e design under my belt, and in the process I came up with some features I like, but don't have true equivalents in existing stuff and thereby are hard for me to balance. If any of these inspire you, by all means, you're welcome to them - I just need to know if they work.
Also, have a base class! For free!
Flash Step - Base Class
Beginning at 2nd level, you may teleport to any location you can see within 5 feet of you as a bonus action. This distance increases to 10 feet at 7th level, 15 at 12th level, and 20 at 17th level.
I really like this as an alternative to the Monk's Unarmored Movement, as teleporting as several advantages over normal movement. It also inspired Loop Hole to go with it.
Loop Hole - Base Class
Starting at 6th level, whenever you teleport you may spend leave behind a hole in time which lasts for 10 minutes or until you use a bonus action to dismiss it. You can walk into one of these holes and emerge from another as part of your movement as if the two holes were a single open door. Other creatures of your choice who attempt to pass through one of these holes must make a Wisdom save equal to 8+your proficiency modifier+your [Key Stat] modifier. If they fail, they end their move action and have disadvantage on their next ability check or attack roll; if they succeed, they can pass through the hole and emerge from another hole, randomly determined. You regain the use of this ability after a short or long rest.You ever wanted to set up a save point in a tabletop RPG? Since the holes last for up to 10 minutes, you can make a network in prep for an ambush, trap an entrance to stall enemies, and other fun things.
Parallel Self - Base Class
Beginning at 10th level, you can be in two places at once – long enough, at least, to evade a blow that in other timelines caused you no end of trouble. When a creature makes an attack roll against you, you can spend your reaction to interpose a parallel timeline’s version of you between the attacker and yourself. The attack automatically misses you, then the parallel dissipates. You regain the use of this ability after a short or long rest.Dodge! I mean, it's just a nifty feature to have - twice as good as the 5th level Rogue feature, so I put it at 10th.
THE ARITHMATIST, No longer slated for the DM's Guild! (https://drive.google.com/open?id=0B0jQD4g1XaTTWWpCeE9SUGJWWE0)
I'll post more later. PEACH, and cheers :smallsmile:.
Also, have a base class! For free!
Flash Step - Base Class
Beginning at 2nd level, you may teleport to any location you can see within 5 feet of you as a bonus action. This distance increases to 10 feet at 7th level, 15 at 12th level, and 20 at 17th level.
I really like this as an alternative to the Monk's Unarmored Movement, as teleporting as several advantages over normal movement. It also inspired Loop Hole to go with it.
Loop Hole - Base Class
Starting at 6th level, whenever you teleport you may spend leave behind a hole in time which lasts for 10 minutes or until you use a bonus action to dismiss it. You can walk into one of these holes and emerge from another as part of your movement as if the two holes were a single open door. Other creatures of your choice who attempt to pass through one of these holes must make a Wisdom save equal to 8+your proficiency modifier+your [Key Stat] modifier. If they fail, they end their move action and have disadvantage on their next ability check or attack roll; if they succeed, they can pass through the hole and emerge from another hole, randomly determined. You regain the use of this ability after a short or long rest.You ever wanted to set up a save point in a tabletop RPG? Since the holes last for up to 10 minutes, you can make a network in prep for an ambush, trap an entrance to stall enemies, and other fun things.
Parallel Self - Base Class
Beginning at 10th level, you can be in two places at once – long enough, at least, to evade a blow that in other timelines caused you no end of trouble. When a creature makes an attack roll against you, you can spend your reaction to interpose a parallel timeline’s version of you between the attacker and yourself. The attack automatically misses you, then the parallel dissipates. You regain the use of this ability after a short or long rest.Dodge! I mean, it's just a nifty feature to have - twice as good as the 5th level Rogue feature, so I put it at 10th.
THE ARITHMATIST, No longer slated for the DM's Guild! (https://drive.google.com/open?id=0B0jQD4g1XaTTWWpCeE9SUGJWWE0)
I'll post more later. PEACH, and cheers :smallsmile:.