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Ramsus
2018-09-12, 08:02 PM
So I've been working on these for a good while now, a bit at a time when I felt like it. Now that I've got them all "finished", I wanted to put them out there for people to play with and I'm interested in hearing what people have to say.
I'm also working on a setting to go with them (though I doubt I'll finish with that any time soon).

The Beastmaster class was mechanically inspired largely by DracoKnight's Summoner class.

Black Mage (https://docs.google.com/document/d/1gdc0heSz-vtZyMO_QlgPSIMCk150O25rjQKs8fX0HIY/edit)

White Mage (https://docs.google.com/document/d/1IN7XEyRREcyiTDqo6F-FCxVlfQbo0ghTDVa-X49ybqs/edit)

Red Mage (https://docs.google.com/document/d/1vqkshyviIaaUJJpH5Ui485qk7AheUZAmt-CMGgjtYLg/edit)

Beastmaster (https://docs.google.com/document/d/1AGN3siuEkspY7qYYM_yeHwF6-pyjbInFNALPjx2Tji0/edit)

Mime (https://docs.google.com/document/d/1EBZXqddksffaFwqbebBU6toYpTp3T7cs21YtZCN__Dw/edit)

Geomancer (https://docs.google.com/document/d/1zpNs_KAgHVP0mGHvHPoep1BECwb5vteDh3BinNcu7JU/edit)

Summoner (https://docs.google.com/document/d/1MKjWyYlui9DMxSrRdo-aF6aHL8Osr2xDyrlIVLgIYN8/edit)

Dragoon, Dark Knight, & Mugger archetypes (https://docs.google.com/document/d/1A38D4dMuMkp1NN6guhmAy3XBhjizzzpwGCF6BEZEFUY/edit)

Ramsus
2018-11-23, 03:31 AM
Some more classes, based off of the Beastmaster class. Not FF related.

Dark Master (https://docs.google.com/document/d/1zKiq6ksWNYEMWP65t2_Fe0_R0YHVQH6opgCnOzIpq1E/edit) (Fiends & Undead)

Aberrant Master (https://docs.google.com/document/d/1-ftdxa8rucBTAcbI03fTQoYwFlF_Z-SuEWxxSuVA17o/edit) (Aberrations, Monstrosities, & Oozes)

Primeval Master (https://docs.google.com/document/d/1rd2ScZpRDULD8xPeZ2Uz_Ne54BPnju4XxI-qrRlzs3k/edit) (Beasts, Fey, Giants, & Plants)

Material Master (https://docs.google.com/document/d/1Zr2g3ZZCKPGwfayZbiO7czE12K6v2ovlxIhfZ2Nx_hw/edit) (Constructs & Elementals)

People Person (https://docs.google.com/document/d/188UCvQfdWLYIsUijr5GkP3b7DsfSeTXmUHTYCkidcwk/edit) (Humanoids)

Drow Master (https://docs.google.com/document/d/1w0IbWYQxkmvT76LFD0JManvuct86kQLk2EskZpHUcYU/edit) (Various Drow related creatures)

Ramsus
2019-07-27, 07:45 PM
Some Final Fantasy Races (https://docs.google.com/document/d/1X7pva3vYRg_rVddxib-nxaFbL-jCkNSYt-SUoVYeAAM/edit).

I didn't bother giving physical and cultural descriptions as some of those things might change depending on setting and the Final Fantasy Wiki (https://finalfantasy.fandom.com/wiki/Final_Fantasy_Wiki) does a better job over covering those topics than I could anyway.

There is a good amount of races in D&D that overlap. I mentioned them at the bottom.

Ramsus
2020-05-02, 05:20 PM
Chocobos


Black Chocobo
Large beast, unaligned
Armor Class 13
Hit Points: 59/59 (7d10+21)
Speed 60 ft., Fly 60 ft.
STR DEX CON INT WIS CHA
18(+4) 16(+3) 16(+3) 8(-1) 16(+3) 14(+2)
Skills: Intimidation (+6), Perception (+7), Stealth (+7)
Senses darkvision 60 ft., passive Perception 17
Languages: understands Auran and Common but can't speak
Challenge 2 (450 XP)

Air Born: The chocobo is acclimated to high altitude, including elevations above 20,000 feet.

Night Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in darkness.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
14 Leather
15 Studded leather
14 Ring mail
17 Scale mail
16 Chain mail
17 Splint
18 Plate



Blue Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 22/22 (3d10+6)
Speed 60 ft., Swim 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 14(+2) 8(-1) 12(+1) 10(+0)
Senses passive Perception 11
Languages: understands Common but can't speak
Challenge 1/2 (100 XP)

Hold Breath: The chocobo can hold its breath for 30 minutes.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate



Brown Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 22/22 (3d10+6)
Speed 60 ft., Climb 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 14(+2) 8(-1) 12(+1) 10(+0)
Skills: Acrobatics (+4), Athletics (+6)
Senses passive Perception 11
Languages: understands Common but can't speak
Challenge 1/2 (100 XP)

Mountain Born: The chocobo is acclimated to high altitude, including elevations above 20,000 feet. It's also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate



Gold Chocobo
Large beast, unaligned
Armor Class 14
Hit Points: 76/76 (8d10+32)
Speed 90 ft., Climb 90 ft., Swim 90 ft., Fly 90 ft.
STR DEX CON INT WIS CHA
18(+4) 18(+4) 18(+4) 12(+1) 18(+4) 18(+4)
Skills: Acrobatics (+8), Animal Handling (+8), Athletics (+8), Perception (+8), Performance (+8), Persuasion (+8)
Senses darkvision 60 ft., passive Perception 18
Languages: understands Auran, Celestial, Common, and Sylvan but can't speak
Challenge 3 (700 XP)

Magic Resistance: The chocobo has advantage on saving throws against spells and other magical effects.

Adaptable: The chocobo is acclimated to high altitude, including elevations above 20,000 feet. It's also naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hold Breath: The chocobo can hold its breath for 30 minutes.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
15 Leather
16 Studded leather
14 Ring mail
16 Scale mail
16 Chain mail
17 Splint
18 Plate



Green Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 22/22 (3d10+6)
Speed 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 14(+2) 8(-1) 12(+1) 10(+0)
Skills: Perception (+3), Stealth (+4)
Senses darkvision 60 ft., passive Perception 13
Languages: understands Common but can't speak
Challenge 1/2 (100 XP)

Woodlands Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in heavily wooded terrain.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate



Orange Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 22/22 (3d10+6)
Speed 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 14(+2) 8(-1) 12(+1) 10(+0)
Saving Throws: Con +4
Senses darkvision 60 ft., passive Perception 13
Languages: understands Common but can't speak
Challenge 1/2 (100 XP)

Desert Born: The chocobo is naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Desert Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in desert terrain.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate



Red Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 66/66 (7d10+28)
Speed 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 18(+4) 8(-1) 12(+1) 18(+4)
Skills: Intimidation (+8)
Damage Immunities: fire
Senses passive Perception 11
Languages: understands Common and Ignan but can't speak
Challenge 2 (450 XP)

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Choco Meteor: (1/day) The chocobo causes a firey meteor to fall out of the sky and smash into the ground, harming only its enemies.
The chocobo chooses a point it can see within 90 feet. Each enemy creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw and a DC 15 Strength saving throw. A creature takes 3d6 bludgeoning and 2d12 fire damage on a failed Dexterity save, or half as much damage on a successful one. A creature is pushed 20 feet away from the chosen point and knocked prone on a failed Strength save.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate



White Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 22/22 (3d10+6)
Speed 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 14(+2) 8(-1) 12(+1) 10(+0)
Skills: Acrobatics (+4), Stealth (+4)
Senses passive Perception 11
Languages: understands Common but can't speak
Challenge 1/2 (100 XP)

Snow Camouflage: The chocobo has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Winter Born: The chocobo ignores difficult terrain from snow or ice and has advantage on checks to avoid slipping and/or falling while moving across icy surfaces. It is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate



Yellow Chocobo
Large beast, unaligned
Armor Class 12
Hit Points: 22/22 (3d10+6)
Speed 60 ft.
STR DEX CON INT WIS CHA
18(+4) 14(+2) 14(+2) 8(-1) 12(+1) 10(+0)
Skills: Athletics (+6)
Senses passive Perception 11
Languages: understands Common but can't speak
Challenge 1/2 (100 XP)

Poofy: The chocobo can squeeze to move through spaces a medium creature could fit through while squeezing.

Small Flappy Wings: When the chocobo makes a Strength (Athletics) check to climb, run, swim or similar activities or Dexterity (Acrobatics) check it can rolls one Intuition die, a d4, and add the number rolled to the ability check.

---Actions---

Chocobo Kick: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Chocobo Kick?: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0d0+0 bludgeoning damage.

Variant: Chocobo Armor
An armored chocobo has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The chocobo's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the chocobo's challenge rating.
AC Barding
13 Leather
14 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate

Squire Doodad
2020-05-03, 08:38 PM
I'm going to assume that you're using Chocobos as a major part of transportation and that they will see battle more than once. Also that the Chocobos are somewhat working off of the stuff in FF but not to the letter.

On the Chocobos, I would suggest giving each of them 3 or more skills where applicable. Think of the Chocobos in FFTA2. I guess "Chocobo Kick?" option would be a "Chocobo Peck" and make it act as slashing damage or something. It gives them a pinch more versatility as a whole. There's also stuff like Choco Pellets if you want them to have an innate limited-use ranged skill, but that's up to you.

Anyways, if you want you could try making the Chocobos have abilities modeled after the ones they have in the FF games (like the Red Chocobo having Choco Meteor) or just abilities that feel appropriate.
For instance: Historically, the White Chocobo is largely known for restoring MP, or being a healer. The Green Chocobo is also known for healing, but may lean a bit more towards defensive buffs as well. If you'd like, you could make White Chocobo have a simplistic healing skill - let's call it Choco Cure for consistency - but it also has Choco Dia, which acts like some variant of Turn Undead on undead characters and blinds those that are not. The Green Chocobo can then have Choco Cure and Cura, and whatever additional things you want.
Then again, if you want to go with the MP bit of the early White Chocobos, they could have no actual skill but once per [X], they can allow a player to reuse a spell of the Yth level, or something to that effect.

Miscellaneous stuff includes Brown Chocobos probably being a bit bulkier than average (they're big flightless birds that live in the mountains, either they travel in small groups and have buffing abilities or they're particularly durable) and maybe Blue Chocobos can understand [aquatic race]'s language? They probably live by the sea or marshlands or something after all.

I hope this helps!

SpawnOfMorbo
2020-05-03, 10:58 PM
I haven't read much of this yet but I love everything about this and the chocobos remind me of Final Fantasy Tactics.