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MoleMage
2019-04-08, 10:59 AM
It's time for our next subclass contest! Subclass Contest VIII: Something Borrowed


The class must fit the theme of the contest. For our eighth contest, the theme is Other Classes. What this means is that your subclass must implement the features, theme, or both of a second base class into the base class it is created for. Do you want to make a Sorcerer who blends innate magical ability with monastic training? A Barbarian whose attunement to nature is so strong that they can transform into animals while raging? What about a fighter whose long worship grants him a clerical domain? Do it!
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification. For the purposes of this contest, you may also use a homebrew class as the one being borrowed from. As with homebrew classes which you make subclasses for, you must get permission and give credit when you do this.
Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
Your subclass must be complete by 11:59 PM Central Time on Sunday May 5 Sunday May 19. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
Have fun, be respectful.


Chat thread: http://www.giantitp.com/forums/showthread.php?559110-D-amp-D-5e-Subclass-Contest-Chat-Thread&p=23722956#post23722956
Voting thread: http://www.giantitp.com/forums/showthread.php?588433-D-amp-D-Subclass-Contest-VIII-Voting-Thread&p=23921791#post23921791

Man_Over_Game
2019-04-08, 11:47 AM
Path of the Pack Master
(Barbarian subclass using Revised Ranger's Beastmaster Conclave)

When you Rage, it is not wrath that controls you. Rather, it is the primal thrill of the hunt, pumping fire through your veins so that you can spill your enemies'. You fight to rise above, to survive against the odds, to assert that you are the predator against all others. It is a primal sensation, shared with all predators, and such beasts find a kinship with you. By establishing dominance, these beasts will respect your position as Alpha and join you in the Endless Hunt.

Level 3 features: Companion of the Hunt: At 3rd level, you learn to channel your warrior spirit to create a powerful bond with a beast of the savage wilds. With 8 hours of work and the expenditure of your maximum number of Hit Dice, you track and challenge an animal from the wilderness to serve as your hunting companion. The binding is a difficult ordeal (often involving a 1-on-1 battle of dominance with the beast), and leaves you Exhausted afterwards.
You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability.
You can have only one animal companion at a time. If your animal companion is ever slain, the spiritual bond you share allows you to return it to life. With 4 hours of work and the expenditure of half of your maximum Hit Dice (rounded up) and an equal amount of HP, you call forth your companion’s spirit and use your vitality to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion’s Bond: Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below.
Your companion shares your ideal, and its bond is always, “The barbarian who travels with me is a kindred spirit for whom I would gladly die for.”
Also at level 3, you gain Proficiency in Animal Handling. If you already had proficiency, then you now have Expertise in Animal Handling.

Savage Bond: Starting at level 6, when you Rage, you can choose to initiate a special bond with your Companion. While this bond is active, your Companion gains all of the benefits of your Rage feature, and your Companion's weapon attacks are considered magical for the purposes of overcoming resistances and immunities while affected by this feature.

After using this feature, when your Rage ends, the bond ends and both you and your Companion suffer from Exhaustion.

Predatory Tactics: At 10th level, while you are within 500 feet of your Companion, you both always know where the other is, you can communicate as well as you could normally, and you both can use your Bonus Actions to Help the other. Unless you are adjacent to one another, this Help action cannot grant advantage on an attack roll.

Guardian of the Pack: At 14th level, if an allied creature you can see would be reduced to 0 HP, you can use your Reaction to move up to your speed to be adjacent to your ally. If you end the movement adjacent to your ally, you receive the triggering damage on their behalf. Damage you take from this effect is halved.

Once you use this feature, you cannot do so again until you take a Long Rest.

theVoidWatches
2019-04-08, 02:01 PM
The Skinwalker
(Ranger Subclass Using Wild Shape)
Not all rangers work in harmony with the natural world - some see it as a resource to be used. Animals are not friends, but tools, things that a clever man can make use of for their own talents. These rangers hunt down animals and use the art of transfiguration to assume their shape, using the talents and abilities of animals as their own. Many of them travel even farther down the path of transfiguration, taking the shapes of anyone they choose, and perhaps even forgetting their own. The most powerful of these skinwalkers are barely humanoid anymore, having taken on so many animalistic qualities that they don't remember what they once were.

Skinwalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Skinwalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Skinwalker Spells


Ranger Level
Spell


3rd
Disguise Self


5th
Alter Self


9th
Gaseous Form


13th
Polymorph


17th
Seeming




Wild Shape
Starting at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before as described in the Druid feature, with the following exceptions.


You cannot transform into a beast with a swim speed until level 7.
You cannot transform into a beast with a fly speed until level 11.
You can use Wild Shape as a bonus action, not an action.
You can transform into beast with a CR as high as your ranger level divided by three, rounded down.
To transform into a beast, you must possess the skin of that beast. You do not have to have killed the beast personally, but you do need to have skinned it personally. You can use the same skin multiple times, but if you are reduced to 0 HP in a beast shape, you must roll a d20. On a 1, the skin is too damaged to be used again.
You transform into the specific beast whose skin you wear, not simply an average example of the species.
When you acquire this feature, choose the skins of two beasts that you have killed in the past which you already own the skins of - these beasts are assumed to have been hunted at some point in the past, during downtime. Each time you reach an odd-numbered level in this class, you may choose one additional beast to have hunted in your downtime and to possess the skin of.
You can only maintain a number of skins equal to your ranger level. If you decide harvest an additional skin when you are already at this limit, you must also choose one of your current skins to discard.

Additionally, you have a form called your favored form, which must be a beast of CR 0. You can assume your favored form without expending a use of your Wild Shape, and you do not need to possess a skin from your favored form in order to assume it. Each time you level up in this class, you may change your favored form. Your favored form must still follow the limitations regarding swim speed and flying speed.
Skinning a beast can be done by making a survival check with a DC equal to 10 + the CR of the beast. Skinning a beast takes time depending on the size of the beast - 1 minute for a Tiny beast, 5 minutes for a Small beast, 10 minutes for a Medium beast, 30 minutes for a Large beast, 1 hour for a Huge beast, 2 hours for a Gargantuan beast, and 8 hours for a Colossal beast.

Monstrous Form
Beginning at level 7, your skill at assuming the shapes of other creatures has grown to the point that you can assume the skins of unnatural beasts. You can assume the shape of a dead creature of Huge size or smaller with a CR no greater than half of your ranger level, by spending an hour skinning it and donning the skin. Doing so works the same as your Wild Shape ability, with the following exceptions.

The skin of the creature you transform into cannot be used multiple times - it is destroyed by the process of transforming.
If the creature you transform into has special abilities which can only be used a limited number of times, you have the same abilities already spent as the creature whose skin you wear. E.G. if your target can innately cast a spell 3 times per day and cast the spell once before dying, you can cast the spell only twice.
If the creature you transform into has special abilities which work on a recharge, they do not recharge as shown in the stat block. Instead, you can use the ability only once.
You can only use special abilities which are innate to the creature, not abilities which are the result of training.
Rather than being able to transform for a number of hours equal to half of your ranger level (rounded down), you can remain transformed only for one hour.


Improved Wild Shape (I)
Beginning at level 7, your attacks when you are transformed using your Wild Shape ability count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage.
Additionally, you may now use Wild Shape to transform into beasts with a swim speed.

Animalistic Smite
Beginning at level 11, your shapeshifting abilities have reached the point that you can shift your natural weapons as you strike in order to deal more damage. When you hit a creature with an attack while transformed using your Wild Shape ability, you can expend a spell slot to increase the damage of the attack. The extra damage is the same type as the original attack, and is equal to 1d8 per level of the spell slot expended.

Improved Wild Shape (II)
Beginning at level 11, you may use Wild Shape to transform into beasts with a fly speed.

Thousand Forms
Beginning at level 15, you have changed shape so much that even your natural form is not fixed. You can cast the alter self spell on yourself at will, can do so even if you are transformed using your Beast Shape or Monstrous Form abilities, and it does not take your concentration.
You can have up to 2 options of Alter Self active at once.
If you use the Natural Weapons option of Alter Self, your natural weapons do 1d10 damage instead of 1d6.
You gain an additional option for Alter Self - Flight. If you use this option, you gain a fly speed equal to your walking speed for ten minutes. After using this option, you cannot do so again until after a short or long rest.

nickl_2000
2019-04-08, 02:05 PM
Fighter Subclass, borrowing the Ki concept from Monks to make a Wisdom based warrior.

Fighter, Enlightened Warrior
Some warriors on the battlefield fight with brute strength, using the raw power to carve a path through their enemies. Others fights with speed and accuracy, nimble feet constantly moving and surgical strikes landing hitting an enemy at their weakest point. The enlightened warrior is neither of these though. They are wise beyond their years, calm, observant, and centered in the midst of the chaos of battle. They are a stalwart and calming influence to their allies and unnerving to their enemies.

Warrior’s Wisdom
At level 3, you have learned though long battle experience and to center you mind and harness a warrior's ki. You gain ki points equal to your fighter level divided by 2 (rounded down) + your wisdom modifier and regain them on a short rest. You Warrior's Ki can be combined with Ki gained through any other source and can be used for those abilities.
All save DCs for Ki based abilities are 8+proficiency mod+ Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier


Ki Abilities
Additionally at level 3, you can channel your Warrior's Ki, granting you abilities in combat.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Exploit Weakness - You know that target always have a moment of weakness after being hit and your inner focus allows you to recognize where that weakness exist take advantage of it. When you damage an opponent with a weapon attack, you may spend 1 Ki to make an attack as a bonus action. If the triggering attack was a critical hit, this extra attack is made with advantage.
Something out of nothing - You have learned through long battle that even a missed strike can be turned to your advantage. When you make an attack and miss, you may spend 1 Ki to us it to distract your opponent, giving disadvantage on its next attack roll before the end of its next turn.. This ability cannot be used if you roll a 1.

Lesser Ki Manipulation
At level 7, Your mastery of your Ki is strong enough that you can use it to affect those around you. As such, you can spend 1 Ki to cast the Command spell, 1 Ki to cast the Cause Fear spell, or 1 Ki to cast the bless spell.

Mental Shield
At level 10, you learned to create a mental shield around yourself and even expand it to protect your allies minds. As a reaction to yourself or an ally making a saving throw against a charm or fear causing spell or effect, you can spend 1 Ki to create a mental shield around yourself and your allies. As such, all allies within a 30 foot radius gain advantage on that save.

Greater Ki Manipulation
At level 15, your ability to manipulate those around you has grown evening stronger. As such, you can now spend 2 Ki to cast the Suggestion spell, 3 Ki to cast the Beacon of Hope spell, or 3 Ki to cast the invisibility spell.

Ki Battlefocus
At level 18, you have achieved complete focus in battle. As an action, you can gather your Ki and release it into a burst of power, enhancing your abilities for a short time. Choose to spend any amount of your remaining Ki, for the next X rounds (X being the number of Ki spent) you add your wisdom mod to all damage rolls, saving throws, and your armor class.

Crisis21
2019-04-09, 02:28 PM
Okay, hot off the presses (or at least my hard drive) just for this contest... It's the Green Knight!


Fighter: Green Knight

Many fighters are warriors who seek to defend their nation or the people in it from threats both internal and external. You on the other hand fell in love with the majesty of nature and would defend its purity against those who would needlessly exploit it. You are as at home among the fey wilds as your fellow warriors are on the city streets. However, unlike the rangers or druids who dedicate themselves wholly to the power of nature, you still value your connections to civilization as well and will as freely walk among the urban jungle and make use of its wonders as you would with the untamed wilderness. You are a man of two worlds, seeking to defend both from threats and, on occassion, each other.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots. The Green Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the evocation and transmutation spells on the druid spell list.

The Spells Known column of the Green Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation pell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your connection with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier




—Spell Slots per Spell Level—


Fighter Level
Cantrips Known
Spells
Known
1st
2nd
3rd
4th


3rd
2
3
2





4th
2
4
3





5th
2
4
3





6th
2
4
3





7th
2
5
4
2




8th
2
6
4
2




9th
2
6
4
2




10th
3
7
4
3




11th
3
8
4
3




12th
3
8
4
3




13th
3
9
4
3
2



14th
3
10
4
3
2



15th
3
10
4
3
2



16th
3
11
4
3
3



17th
3
11
4
3
3



18th
3
11
4
3
3



19th
3
12
4
3
3
1


20th
3
13
4
3
3
1



Bonus Proficiencies

When you gain this archetype at 3rd level, you gain proficiency in Nature and the Herbalism Kit.

Shillelagh

Your powers over nature are definitively more martial than those of the druids. Starting at 3rd level, you know the Shillelagh cantrip and it does not count against your cantrips known. When you cast Shillelagh, the spell has these changes:

The only material component required is the weapon you are casting on.
The Duration of the spell changes to Indefinite as long as you hold the weapon.
The Spell does not end when you are no longer holding the weapon, but instead has its Duration changed to 1 minute.
The spell duration still ends immediately if you cast Shillelagh again or if you will it to.
At 5th level, you can target any wooden weapon with Shillelagh, and the weapon affected by Shillelagh gains +1 to its attack and damage rolls. You can also target armor or a wooden shield instead of a weapon at this level, granting a +1 AC bonus. Items targeted this way cannot contain any refined metal.
At 11th level, the damage die of the weapon affected by Shillelagh increases to d10 damage, and at 17th level, increases again to d12.


Natural Expertise

At 7th level, you may hoose two of the following Skills or Tools that you have proficiency in: Nature, Animal Handling, Survival, or the Herbalism Kit. You gain Expertise in your chosen proficiencies, adding double your proficiency bonus to checks made involving them.

In addition, your study with the druids has given you insight into their secret language. You can now speak, read, and write Druidic.

Nature's Serenity

At 10th level, you gain a deeper understanding of everything's place in the natural order and the kind of calm assurance that comes with it. You gain proficiency in Wisdom saving throws.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Nature's Armory

All of Nature is your weapon. Starting at 18th level, when you cast Shillelagh, you may do so on any weapon, shield, or armor made of natural materials (wood, stone, bone, hide, leather). The target object cannot contain any refined metal. The enchantment bonus on objects you cast this spell on increases to +2. In addition, the spells effects do not end early if you cast it again on a new object.

Vogie
2019-04-10, 08:41 AM
Faustian College
A devil went down to Cormyr- He was lookin' for a soul to steal
He was in a bind 'cause he was way behind... He was willing to make a deal
When he came across this young bard sawin' on a fiddle and playin' it hot
And the devil jumped upon a hickory stump and said "Hey let me tell you what.
I guess you didn't know it, but I'm a fiddle player, too
and if you'd care to take a dare I'll make a bet with you
Now you play a pretty good fiddle, bard, but give this devil his due
I'll bet a fiddle of gold, against your soul 'cause I think I'm better than you."

The bard said, "This is crazy, and just might be a sin
But I'll take your bet, and you're gonna regret,
'cause I'm the best there's ever been."

Most bards pick up their craft over years, collecting thousands of hours in front of various audiences to cultivate a style that connects to the masses. Those of the Faustian College, on the other hand, have gained their notoriety seemingly overnight. More specifically, shortly after a trip to a crossroads at midnight. Faustian Bards forge some sort of arrangement to gain talent in an instant... throwing caution, among other things, to the wind chasing their dream.

Pact Instrument
When you choose this college at 3rd level, you can use your action to create a musical instrument in your empty hand. You can choose the form that this instrument takes each time you create it. If the instrument is more than 5 feet away from you for 1 minute or more, it disappears. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. While holding or wearing your pact instrument, you have expertise in the performance skill.

In addition, when you gain this feature, you may learn a cantrip from any class's spell list. While the instrument is on your person, you can cast that cantrip at will. It doesn't count against your number of cantrips known. If it don't appear on the bard spell list, it is nonetheless a bard spell for you.

Greatest Song in the World
At 3rd level, as an action, you can use your Pact Instrument to begin a reality distorting performance that lasts until the beginning of your next turn. The performance ends early if you lose concentration (as if you were concentrating on a spell), you no longer have the instrument on your person, or if you voluntarily end it (no action required). If you complete the performance, you can choose one of the following features for 1 minute:

Whenever you attack with a weapon or spell for the duration, you can instead use a Charisma (Performance) check vs the target's AC. If you hit with a weapon attack in this way, you can use your Charisma modifier, instead of Strength or Dexterity, for damage rolls.
You can change your spell save DC to be 5 + your Performance Skill.

Devil's Luck
Starting at 6th level, when you make an ability check or a saving throw, you can use this feature to expend a use of Bardic Inspiration and add it to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Crossroads Bargain
Starting at 14th level, as an action, you can duplicate any other spell of 5th level or lower by expending a spell slot of that level, or higher. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Each time you use this feature, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. This damage ignores resistance and immunity. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12 and you must succeed on a DC 15 Constitution saving throw or your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces your hit point maximum to 0, you die.

Fnissalot
2019-04-10, 02:24 PM
Relic Grifter
Most rogues lacks the commitment to sway divine powers in their favor, but you are not any rogue. You have found ways to imbue holy symbols with the fragments of powers the deities leave behind. While charlatans trick people, your hustle is aimed at the gods.

Sidenote: Inspired by the one scene, in the 1999 film The Mummy, when Beni Gabor takes out all his talismans to find one that will protect him from the mummy.


The spell casting is a borrowed crossover between pact magic, clerics prepared spell casting, and slightly inspiration from older editions. In addition, it borrows channel divinity from clerics.



—Relic Grifter—


Rogue Level
Cantrips Known
Prepared Relics
Spell Level


3rd
2
1
1


4th
2
1
1


5th
2
1
1


6th
2
1
1


7th
2
2
2


8th
2
2
2


9th
2
2
2


10th
3
2
2


11th
3
2
2


12th
3
2
2


13th
3
3
3


14th
3
3
3
[


15th
3
3
3
[


16th
3
3
3
[


17th
3
3
3
[


18th
3
3
3
[


19th
3
4
4
[


20th
3
4
4
[



Bonus Proficiencies
At 3rd level, you gain proficiency in religion if you do not already have it.

Spellcasting
When you reach 3rd level, you have learnt how to channel magic imbued in symbols and relics.

Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Relic Spell Slots
You conjure your spells through relics and holy symbols. The Relic Grifter table shows how many relics you can prepare. Your relics has 1 spell slot each. The table also shows what the level of those slots is; all of your relics' spell slots are the same level. To cast one of your relic spells of 1st level or higher, you must expend the spell slot from that relic. All your relics regain their expended spell slots when you finish a long rest. In addition, you can regain one expended spell slot of one of your relics when you finish a short rest.

Preparing and Creating Relics
You need to prepare a relic to be able to cast its spells. You can have one relic prepared. Each relic has a list of spells - it's relic spells - that are available at the rogue levels noted if you have prepared that relic.
When you reach 7th, 13th and 19th level in this class, you learn to have additional relics prepared as specified in the Relic Grifter table.
You can change which relics you have prepared when you finish a long rest. Preparing a relic requires 10 minutes spent in prayer and meditation.

You need to have created a relic to be able to prepare it. At 3rd level, you create one relic of your choice from the relic list. You can create additional relics that you don't currently have by imbuing holy symbols. This is done through performing a special ritual while you hold a holy symbol. You choose a type of relic that you don’t already have. At the end of the ritual, the symbol counts as that type of relic for you. You perform the ritual over the course of 1 hour, which can be done during a short rest. There is no limit to how many relics you have as long as you have no duplicates.

As a Relic Grifter, you are always trying to leech and swindle powers from the divine sources of your setting. For this to make sense, you need to think about what deity a holy symbol represents and what powers a relic of that deity could get. For example, a symbol of Pelor might become a relic of a lifegiver or a forgotten library but not one of a hoodwinker
Spellcasting Ability
Wisdom is your spellcasting ability for your relic spells. The power of your spells comes from using your willpower to channel the magic imbued in the relics. You use your Wisdom whenever a relic spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a relic spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast the relic spell as a ritual if that spell has the ritual tag and you have prepared a relic that has that spell.

Spellcasting Focus
You can use a relic as a spell casting focus for that relic's spells.

Swindling Divinity
At 9th level, you begin tricking divine powers to fulfill your needs. You can use the Channel Divinity of a relic you have prepared. Use a third of your rogue levels rounded down whenever a Channel Divinity refers to your cleric levels. When you do this, the relic is destroyed. Once you have used this feature, you cannot do so again until you finish a long rest. You cannot create a relic of the type that again until a week has passed or you use this feature again, whichever comes first.

Dissonant Prayers and Empty Promises
At 13th level, you know how to use divine powers to keep you safe. When you or a friendly character within 30ft of you rolled a dice result that is lower than their proficiency bonus on a saving throw, you may spend your reaction to reroll that die.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Hustle
Starting at 17th level, when you roll initiative and have no spell slots remaining in your prepared relics, you may prepare one additional relic. Once you have used this feature, you cannot do so again until you finish a long rest.

Relic list
Relic of a Commander
Rogue Level - Spells
3rd Command, Compelled Duel, Heroism
7th Hold Person, Zone of Truth
13th Aura of Vitality, Slow
19th Compulsion
Channel Divinity Order's Demand p. 26 GGtR?

Relic of a Community
Rogue Level - Spells
3rd Bless, Charm Person, Goodberry
7th Aid, Calm Emotions
13th Beacon of Hope, Tongues
19th Guardian of Faith
Channel Divinity Power of Many
Starting at 2nd level, when you use the help action, you can use your channel divinity to aid a number of allies equal to your Wisdom modifier.

Relic of a Death Still Alive
Rogue Level - Spells
3rd False Life, Inflict Wounds, Ray of Sickness
7th Ray of Enfeeblement, Shadow Blade
13th Animate Dead, Vampiric Touch
19th Shadow of Moil
Channel Divinity Touch of Death p. 60 DMG

Relic of an Everlasting Flame
Rogue Level - Spells
3rd Burning Hands, Faerie Fire, Hellish Rebuke
7th Flaming sphere, Scorching Ray
13th Daylight, Fireball
19th Wall of Fire
Channel Divinity Radiance of the Dawn p. 61 PHB

Relic of a Faithwarden
Rogue Level - Spells
3rd Protection from evil and good, Sanctuary, Shield of Fate
7th Detect Traps, Warding Bond
13th Magic Circle, Wall of Sand
19th Death Ward
Channel Divinity Turn Undead p. 59 PHB

Relic of a Forge from Legends
Rogue Level - Spells
3rd Searing Smite, Shield, Unseen Servant
7th Heat Metal, Magic Weapon
13th Elemental Weapon, Protection from Energy
19th Fabricate
Channel Divinity Artisan's Blessing p. XGE

Relic of a Forgotten Library
Rogue Level - Spells
3rd Command, Comprehend Languages, Identify
7th Augury, Suggestion
13th Nondetection, Speak with Dead
19th Arcane Eye
Channel Divinity Knowledge of the Ages p. 59 PHB

Relic of a Glorious Battle
Rogue Level - Spells
3rd Divine favor, Heroism, Shield of Fate
7th Magic Weapon, Spiritual Weapon
13th Crusader's Mantle, Spirit Guardian
19th Freedom of Movement
Channel Divinity Guided Strike p. 63 PHB

Relic of a Gravedigger
Rogue Level - Spells
3rd Bane, Cause Fear, False Life
7th Gentle Repose, Ray of Enfeeblement
13th Revivify, Vampiric Touch
19th Blight
Channel Divinity Path to the Grave p. XGE

Relic of a Grovetender
Rogue Level - Spells
3rd Animal Friendship, Entangle, Speak with Animals
7th Barkskin, Spike Growth
13th Conjure Animals, Plant Growth
19th Guardian of Nature
Channel Divinity Charm Animals and Plants p. 62 PHB

Relic of a Hoodwinker
Rogue Level - Spells
3rd Charm Person, Disguise Self, Tasha's Hideous Laughter
7th Mirror Image, Misty Step
13th Blink, Counterspell
19th Hallucinatory Terrain
Channel Divinity Invoke Duplicity p. 63 PHB

Relic of a Lifegiver
Rogue Level - Spells
3rd Cure Wounds, Detect Poison and Disease, Purify Food and Water
7th Lesser Restoration, Prayer of Healing
13th Remove Curse, Revivify
19th Aura of Life
Channel Divinity Preserve Life p. 60 PHB

Relic of a Madman
Rogue Level - Spells
3rd Dissonant Whispers, Illusory Script, Hex
7th Crown of Madness, Detect Thoughts
13th Bestow Curse, Hunger of Hadar
19th Confusion
Channel Divinity Touch of Madness
You can use your Channel Divinity to afflict short-term madness on a number of creatures of your choice equal to your wisdom modifier (minimum of 1) within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.

Relic of a Stormherald
Rogue Level - Spells
3rd Fog cloud, Thunderwave, Zephyr Strike
7th Gust of Wind, Shatter
13th Call Lightning, Thunder Step
19th Storm Sphere
Channel Divinity Destructive Wrath p. 63 PHB

Relic of a Supreme Arcanist
Rogue Level - Spells
3rd Dispel Magic, Magic Missile
7th Arcane Lock, Nystul's Magic Aura
13th Counterspell, Dispel Magic
19th Mordenkainen's Private Sanctum
Channel Divinity Arcane Abjuration p. SCAG

Edits;
14/4/19 - Tried to make preparing relics more clear.
Added more relics.
19/4/19 - Lessened some negative effects and fixed some terminology.

Bloodcloud
2019-04-10, 09:51 PM
Primal bloodline
Sorcerer subclass (druid-ish multiclass)

Perhaps it is fey parentage. Perhaps a druidic ritual, conducted before birth. The primal ones blod flow with nature's divine essence, granting great magical power, and altering their appearance into animalistic hybrids.

Side note: an hommage to the flashy yet so bad geomancers of 3.5e

Primal magic
Starting at 1st level, your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cldruid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, your beastly inship allows you to learn the animal friendship and speak with animals spells at level 1. They are sorcerer spells for you, but it doesn't count against your number of sorcerer spells known. If you later replace those spells, you must replace it with a spell from the druid spell list.

Aspect of the beast:
Starting at 1st level, your primal blood manifest itself by transforming your body with animalistic characteristic. Choose a drift from the list below. Drift is a gradual devolution into some other natural form. You may choose the exact appearance of a drift, but it is noticeable.

Tough: you develop a scaly skin, leathery hide, or some other form of protectionWhen you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Nightvision: Your gain the eyes of a cat, owl, or some other night dwelling animalYou can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.
Beast senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Quick: Your legs take a feline or hooved formYour speed increases by 10 feet.
Camouflaged: Your skin shifts color like an octopus, or you grow a camouflaged fur patternsYou are proficient in the Dexterity (stealth) skill
Clawed hands: Your hands are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. At level 5, you can attack twice with your claws, provided you are not holding anything in your hands. At level 6, all your your natural weapons are considered magic weapons for the purpose of overcoming resistance. At level 11, your claws deal 1d10 damage, and at level 18, your claws deal 2d6 damage.Note: adjusted damage to be a bit better than the Primal savagery cantrip
Photosynthetic: Your hair is a tangle of vines and leaves As long as you spend three hours under direct sunlight, you do not need to eat for the day.

Embrace of the beast:
Starting at 6th level, your body's animal transformation continues. Choose a drift from the list below or from the Aspect of the beast list:
Natural armament: You grow horns or develop a gaping maw. You can use a bonus action to make an attack. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier.
Elusive: You gain some characteristic of a frequently preyed upon animal, always quick to flee and hide You can take the Disengage or Hide action as a bonus action on each of your turns.
Predator: You gain some characteristic of a hunting predator, quick to manoeuvre to his target and pounceYou can take the Disengage or dash action as a bonus action on each of your turns.
Keen senses: You grow a snout and prominent ears, like a wolf or boar You gain blind sense 5 ft and you are also aware of the location of any invisible creature within 10 feet of you, provided you aren’t blinded or deafened
Thorny:You grow spines, quills or thorns. Your unarmed attack deal 1d4 piercing damage. You have advantge on your unarmed strike attack when grappling. When a ceature grapples you, you can immediately use your reaction to make an unarmed strike attack with advantage, and can do so as long as you are grappled.

Boon of the beast:
Starting at 14th level, your body grows new modes of movement. Choose a drift from the list below or from the Aspect of the beast or from the Embrace of the beast lists :
Wings: You grow a pair of wings. You have a flying speed equal to your current speed.
Monke's limbs: You have a climb speed equal to your current speed, and your jump distance is tripled. You also gain profiency in the Strength (athletic) skill
Fish gill's: You grow gills and fins. You can breath underwater, and gain a swim speed speed equal to twice your current speed.
Mole's claw: You have a burrow speed of half your current speed.

Primal apotheosis:
Beginning at 18th level, primal elemental power can surge through you. As an action, you can spend 7 sorcery points to channel the power of stone, fire, water or wind. You must maintain concentration on the transformation, as if concentrating on a spell.You can end the effect early as a bonus action. The DC for your apotheosis form abilities are 8+proficiency modifier+Charisma modifier.

Stone: You become covered in stone. You gain the following benefits for 1 minute:
-You gain resistance to bludgeoning, piercing and slashing damage.
-You gain temporary hit points equal to your sorcerer level + your Charisma modifier
-As a bonus action, you can make the ground within a 30 feet radius centered on you difficult terrain until the spell ends.

Fire: Flames erupt from your body. You gain the following benefits for 1 minute:
-You are immune to fire damage and have resistance to cold damage.
-The flame shed bright light in a 10-foot radius and dim light for an additional 10 feet
-Any creature that moves within 5 feet of you for the first time on a turn, starts and ends its turn there takes 2d8 fire damage. (Note: yes, that means it can trigger twice. I was comparing to fire shield, and figured I wanted this stronger, and multiattack could easily make fire shield much better.)

Wind: Powerfull wind surrounds you, like a tornado. You gain the following benefit for 10 minutes:
-Arrows, bolts, and other ordinary projectiles launched at you are deflected and automatically miss (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
-You have a fly speed of 60 feet. You cannot be tripped when flying. If you are flying when the effect end, you fall gently and slowly for 60 feet, taking no damage.
-As a bonus action, you can cause a burst of wind to erupt in a 40 ft cone. Each creature in the area must make a Strenght saving throw or be pushed 15 feet and fall prone.

Water: You become watery and liquid. You gain the following benefits for 10 minutes:
-On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement and taking 1d6 damage for every 5 feet of forced movement.
-When you move on your turn, you can move through any enemy’s space but can’t willingly end your move there. When you move through a creature’s space during this movement, you can make them vulnerable to cold and lightning damage till the end of your next turn if they fail a dexterity saving throw. Creatures do not become vulnerable to a damage type to which they are already resistant or immune. (note: Thinking about it, a tempest cleric buddy would like this ability waaaaayy too much, and it combo's a little too well with chain lightning/extra movement/disengage that are all bake into the class, so I added a saving throw and a clause for resistant/immune enemies
-A critical hit against you becomes a normal hit.
-You can use your reaction to halve the damage from an attack and then you can move up to 30 feet without provoking opportunity attacks.

Mechalobster
2019-04-11, 10:34 PM
Sorcerous Origin: Fury

You innate magic comes from your raw emotions, especially your rage. This form of magic is most often practiced by members of the tribes on the fringes of the wild. Sorcerers of fury often come into their power while training to become Barbarians, and have adapted the techniques that their martial counterparts use to control their surging emotions and apply it to their overwhelming magic.

Spell Fury
Starting at first level, you can enter a spell fury on your turn as a bonus action.

While you are in the middle of a spell fury, you gain the following benefits if you are wearing light armor or no armor:


You have advantage of Charisma (Intimidation) checks and Charisma Saving Throws
You gain a +2 bonus to spell damage rolls of all of your Sorcerer spells. This bonus increases to +3 at 9th level and +4 at 17th level.
You have resistance to bludgeoning, piercing, and slashing damage.

While you are in the middle of a spell fury, you can only cast and concentrate on your Sorcerer spells.

Your spell fury lasts for 1 minute. It ends early if you are knocked unconscious of if your turn ends and you haven’t cast a spell since your last turn or taken damage since then. You can also end your spell fury on your turn as a bonus action.

Once you have used your spell fury, you must complete a long rest before you use it again.

Barbaric Training
The training you went through has made you tougher than many practitioners of magic. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. You also gain proficiency with simple weapons and light armor.

Renewed Fury
Starting at 6th level, you can call upon your fury again even if you have already used it once. If you have used your spell fury, you can spend 4 sorcery points as a bonus action to enter a spell fury again.

Reckless Casting
At 14th level, you have come to embrace your surging emotions and use them to empower your spells even if it leaves you vulnerable. When you cast a spell on your turn, you can choose to cast recklessly. Doing so gives you advantage on spell attack rolls with your Sorcerer spells during this turn, but attack rolls against you have advantage until your next turn.

Unbreakable Will
Beginning at 18th level, your surging emotions allows you to retain control of your magic even while you endure the most ferocious assaults. When you are in the middle of a spell fury and must roll a concentration check, you can spend 1 sorcery point to automatically succeed on the check instead of rolling.

Kingsluger
2019-04-12, 06:06 PM
Coffee wizard
Another late night spent filling out your spell book, barely clinging onto consciousness with the help of potions and spells. Your head finally dips mere hours before dawn and with the sunrise, you're woken up with only a few winks of sleep. Exhausted but determined, you press on, squeezing out every ounce of magic you have in you.

Jitterbug
Late nights studying magic under the effects of energizing magic have left you quick on your toes and able to comb over a ludicrous amount of information in a single sitting.
Beginning at 2nd level, you may take the dash, dodge or disengage action as a bonus action on your turn. Additionally, whenever you spend downtime to research, you may reduce the number of days it takes you to find a piece of information by half.

Spell Buzz
After months of sleepless nights spent practicing spells, your magic now energizes you.
Beginning at 2nd level, whenever you cast a spell of first level or higher, your walking speed increases by 5 feet per level of spell you cast. This bonus lasts until the end of your turn.

All-Nighter
Whenever others falter under their lack of rest, you manage to just squeeze out a bit more potential.
Beginning at 6th level, you add your proficiency bonus to the amount of spells you are able to regain with your arcane recovery class feature.

Buzz Rush
With a jolt of energy, you are able to quickly go from casting one spell to another.
Beginning at 10th level, whenever both your hands are free and you use your action to cast a spell, you may use your bonus action to cast a cantrip. You may use this feature a number of times equal to half your proficiency bonus (rounding down) per long rest.

Espresso
Energy flows through your veins, allowing you to preform feats of magic and speed some would consider impossible.
Beginning at 14th level, you can take an additional action in addition to the normal one allotted to you on your turn. Once you use this feature, you must finish a short or long rest before you can use it again.

SleeplessWriter
2019-04-15, 12:00 PM
Hedge Wizard

Hedge Craft
“Only an idiot would buy bat guano, it smells best fresh anyway.”

When you choose this archetype at 2nd level gain proficiency in the Survival skill and with the Herbalism Kit, and you may replace wisdom with intelligence when you make an ability check for one of these proficiencies. You have advantage on any Survival check you make to locate spell components for spells you know.

Hedge Magic
“…stuffy, no-good, starry-robed vampire spawn. Get some sunlight for a change. If you’d bother with the world for a moment, me and my ‘branch’ here would like to teach you some real magic…”

Also at 2nd level, you learn the cantrip shillelagh if you did not know it already, and additionally you may learn one druid cantrip of your choice, both of these cantrips are wizard spells for you. You may also learn the spell Find Familiar if you did not know it already. When you cast it you may summon any beast that is medium or smaller of CR 1/8 or lower that you have seen as your familiar. The max CR of your familiar’s form increases at later levels, becoming 1/4 at 6th level, 1/2 at 10th level, and 1 at 14th level. Also at 14th level the size of your familiar’s potential forms increases to large or smaller. Whenever you make an attack roll you may have your familiar make a single attack as its reaction. All other restrictions apply for your Familiar as normal.
You learn additional spells at certain levels in this class, as shown in the Hedge Magic Spell Table. These spells are considered wizard spells for you.


Wizard Level -- Spell
2nd -- Speak with Animals
3rd -- Barkskin
5th -- Conjure Animals
7th -- Guardian of Nature
9th -- Wrath of Nature

Herbalist’s Magic
“I understand the big, pointy hat, but why does it have to have so much moss and flowers on it?”
“They give me power, punk, you got a problem with that?”
“…”

You have learned how to infuse yourself with the magic of various herbs and plants to improve your magic. Beginning at 6th level you have two sorcery points and you gain the ability to convert your spell slots into a number of sorcery points equal to its level as a bonus action, or to convert your sorcery points back into spell slots as a bonus action, as described in the sorcerer’s flexible casting feature. Whenever you use either of these abilities you must also expend 1gp worth of herbs as a material component. These sorcery points and spell slots disappear at the end of a short or long rest, and you regain two sorcery points. In addition, you know one of the sorcerer’s metamagic options, and you learn an additional option at 10th and 14th levels. Each time you learn a new metamgic option you may replace a metamagic option you know with another metamagic option.

Wizard’s Wrath
“Oh now you get it!”
*Staff to the face*
*Mauled by bear*

Beginning at 10th level, whenever an enemy within 5 feet of you hits you with a melee attack while you are concentrating on a spell you may make an opportunity attack against that enemy. If your attack hit and you lost concentration on your spell as a result of the triggering attack then your attack becomes a critical hit. You may use this feature a number of times equal to your intelligence modifier (minimum once) and you regain all expended uses at the end of a long rest.

Binding Strike
“I! Was! Not! Done! Talking!”

At 14th level you have learned how to lash out with the vines, roots, and branches of your environment. Once per turn whenever you make an attack you may force that attacks target to make a dexterity saving throw against your spell save DC or be restrained until the beginning of your next turn. On their turn they may attempt to free themselves as an action by making a strength saving throw against your spell save DC.

MoleMage
2019-04-16, 01:14 PM
Monk: Way of Tranquil Fury
Class: Monk
Source: Barbarian
Rage is not the opposite of calm, nor calm the counter to rage. Each can blend into a perfect harmony when approached with proper form.

To most, anger is a detriment to achieving the inner self and harnessing the power of ki. However, some monasteries embrace a different philosophy, that by accepting true, passionate anger, and then letting it wash through your mind, you can harness and direct it. Monks who take the Way of Tranquil Fury are brutally efficient in combat, disabling enemies with seeming dispassion before moving on to the next foe.

Expressionless
The mental training necessary to let rage wash through you without controlling you has given you remarkable emotional control in other aspects of your life. When you first study this Way at 3rd level, creatures have Disadvantage on Wisdom(Insight) checks made to determine your emotional state, unless you choose otherwise.

Battle Trance
Also at 3rd level, you learn to willingly enter a state of fused anger and clarity. As a bonus action, you can spend 2 ki points to enter a battle trance. While in a battle trance, you gain the following benefits:


Your Patient Defense feature does not cost ki points.
When you make an unarmed attack as part of a bonus action, such as with your Martial Arts or Flurry of Blows class features, that attack deals an additional 2 damage. This damage bonus improves to 3 at level 11 and 4 at level 17.
You have Advantage on Strength and Dexterity checks.


If you are able to cast spells, you can't cast them while in a battle trance, though you can maintain concentration on them. Your battle trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or been attacked by a hostile creature since then (the attacks need not hit or deal damage). You can also end your battle trance on your turn as a bonus action.

Ki points spent to enter a battle trance are only regained when you complete a long rest.

Open-Stance Strike
At 6th level, you can choose to leave yourself open to attacks in order to strike through enemy defenses. When you use your Flurry of Blows feature, you can choose to make both of the additional attacks as Open-Stance Strikes. If you do so, you deal bonus damage equal to your Martial Arts die on those attacks, but you provoke an Opportunity Attack by the target of each attack after the attack resolves, and all attack rolls against you until the start of your next turn are made at Advantage.

Blade Catching
Also at 6th level, you can use your reaction to turn aside or catch the blade when you are struck by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity modifier + your monk level. If you reduce the damage to 0 and the attack was not made with a natural weapon, you can spend 1 ki point to force the wielder of the weapon to drop it to the ground in an adjacent square.

Disabling Strike
At 11th level, you can spend additional ki points to improve your Stunning Strikes. When you attempt a Stunning Strike, you can spend up to 2 additional ki points. For each additional ki point you spend, the DC of that Stunning Strike is increased by 1, and the damage dealt by the triggering strike is increased by 2.

True Tranquility
At 17th level, you have perfected your battle trance technique. You can now enter a battle trance when you roll initiative provided you have enough ki points to do so, and ki points spent to enter a battle trance are now regained on a short rest as normal.


Expressionless
The mental training necessary to let rage wash through you without controlling you has given you remarkable emotional control in other aspects of your life. When you first study this Way at 3rd level, creatures have Disadvantage on Wisdom(Insight) checks made to determine your emotional state, unless you choose otherwise.

Battle Trance
Also at 3rd level, you learn to willingly enter a state of fused anger and clarity. As a bonus action, you can spend 2 ki points to enter a battle trance. While in a battle trance, you gain the following benefits:

Your Patient Defense feature does not cost ki points.
When you make an unarmed attack as part of a bonus action, such as with your Martial Arts or Flurry of Blows class features, you deal additional damage equal to your Wisdom modifier (minimum 1) with that attack.
You have Advantage on Strength and Dexterity checks.

If you are able to cast spells, you can't cast them while in a battle trance, though you can maintain concentration on them. Your battle trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or been attacked by a hostile creature since then (the attacks need not hit or deal damage). You can also end your battle trance on your turn as a bonus action.

Ki points spent to enter a battle trance are only regained when you complete a long rest.

Open-Stance Strike
At 6th level, you can choose to leave yourself open to attacks in order to strike through enemy defenses. When you use your Flurry of Blows feature, you can choose to make both of the additional attacks as Open-Stance Strikes. If you do so, you deal bonus damage equal to your Martial Arts die on those attacks, but you provoke an Opportunity Attack by the target of each attack, and all attack rolls against you until the start of your next turn are made at Advantage.

Blade Catching
Also at 6th level, you can use your reaction to turn aside or catch the blade when you are struck by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can force the wielder of the weapon to drop it to the ground in an adjacent square.

If you disarm the wielder in this way, you can spend 1 ki point to make an unarmed strike against them. If it hits, you deal additional damage equal to your Martial Arts die plus your Wisdom modifier on that attack.

Disabling Strike
At 11th level, you can spend additional ki points to improve your Stunning Strikes. When you attempt a Stunning Strike, you can spend up to 2 additional ki points. For each additional ki point you spend, the DC of that Stunning Strike is increased by 1, and the damage dealt by the triggering strike is increased by 2.

True Tranquility
At 17th level, you have perfected your battle trance technique. You can now enter a battle trance when you roll initiative provided you have enough ki points to do so, and ki points spent to enter a battle trance are now regained on a short rest as normal.

Heavenblade
2019-04-17, 02:00 PM
The skald (Barbarian with sprinkles of bardic inspiration)
​Enter cool quote here!


The skalds, poets of their people, see the rage as a divine gift. They lead their fellow warriors into battle, sing about the heroes of the past and inspire their brothers in arms to exceed them. armed with song and steel, thunder and blades, the skalds are able to make their allies greater and more powerful than they ever dreamed of, and make sure that they will be remembered as legends.

Poet of the past
at 3rd level, the skald gains proficiency in the religion and history. if he is already proficient in one of those skills, his proficiency bonus to that skill checks is doubled.

Maker of legends

The skald starts on his journey towards greatness with the ability to give his allies little bits of his inner might, and share his strength and determination with them. the skald gains a number of inspiration dice similar to those of a bard(although the skald's raging inspiration dice begins as a d4), equal to his charisma modifier. while raging (and only while raging), the skald may use a bonus action to give one ally he can see within 60 ft a raging inspiration dice.

The raging inspiration dice persists for a number of rounds equal to the skald's charisma modifier. A raging inspiration dice can be used while making an attack roll, damage roll, or strength check, and the result of the dice is added to that roll.
The skalds regains all raging inspiration dice after a long rest.
The die becomes a d6 at level 5, a d8 at level 10, and a d10 at level 15.

Flowing rage

as the skald grows in power, he is able to grant more and more of his rage to his comrades. beggining in 6th level, when an ally of the skald uses a raging inspiration die the skald gave him, the ally may gain one of the benefits of rage for one round.

Song of the seven thunders

At this point at his career, the skald's rage is powerful enough to allow him to make a terrifying shout in the middle of the battle. starting at 10th level, the skald can perform the song of the seven thunders once per long rest.
in order to activate the song, the skald has to use rage while attempting this attack and use an action to make a terrifying shout that can be heard by any creature with a sense of hearing in a radius of 120 ft. the shout has different effects on creatures, depending on their distance from the skald while he shouts.



distance
Effect


10 ft or less
6d6 damage, and the creature is stunned, and falls prone, and every object in the area is under the effects of the shatter spell


10-30 ft
4d6 damage, and the creature is deafened and fall prone, and every object in the area is under the effets of the shatter spell.


30-60 ft
2d6 damage, and the creature is deafened, and falls prone


60-90 ft
The creature is frightened, and falls prone


90-120 ft
the creature is frightened



A creature can roll a fortitude saving throw against the effect (DC=8+skald's charisma mod+skald's proficiency bonus) in order to treat himself as if he is in the next range category (for example, if a creture is standing 35 feet from the skald while he activates the song of seven thunders, and makes his fortitude save, he takes no damage and is frightened instead of deafened.)


Song of true rage

at 14th level, the skald have reached mastery over his ability to let his rage flow through the veins of other creatures. when a character gains a raging inspiration die, it also gains the benefits of normal rage for a number of rounds equal to the skald's charisma modifier or until she decides to end that rage. the character is fatigued thereafter for a number of rounds equal to te number of round she was affected by this rage. a character cannot benefit from that form of rage more than once per short rest.

RickAsWritten
2019-04-18, 09:50 PM
Main: Ranger
Donor: Warlock

Ranger – Soulsworn Archetype

The wilds are a dangerous place, but as a Ranger they’re where you make your living. Unfortunately, sometimes nature gets the best of even the hardiest of warriors. At some point in your history, you were placed in a situation where you faced impossible odds, or maybe you expired at the hands of an encroaching evil. Regardless of how it happened, you were done for… but desperate people in desperate situations will make desperate choices. You called-out for aid to every god, deity or planar being you could think of…someone answered. In exchange for a piece of yourself, you were granted otherworldly powers to help you overcome that struggle, but now you are beholden to a mysterious being and this mysterious benefactor just might require a favor in the future.

Soulsworn

Soulsworn Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as
shown in the Soulsworn Spells table. The spell counts as a ranger spell for you, but it doesn’t
count against the number of ranger spells you know.



Ranger Level
Spell


3rd
Armor of Agathys


5th
Hold Person


9th
Vampiric Touch


13th
Banishment


17th
Hold Monster



Otherworldly Recovery

At 3rd level, the mysterious entity that you are beholden to grants you a boon to your spell casting. Whenever you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to your Wisdom modifier.

Earned Invocation

At 3rd level, your patron grants you the ability to perform an Eldritch Invocation, a fragment of forbidden knowledge that imbues you with an abiding magical ability.
You gain your choice of two Eldritch Invocations from the list of Invocations detailed at the end of the subclass description. If the Invocation requires you to expend a Warlock spell slot, you instead expend a Ranger spell slot equal to the lowest possible spell level of the spell that is being produced. You then follow any other restrictions put forth by the Invocation.
You gain an additional Invocation at levels 7, 11, and 15. When you are granted the ability to add a new Invocation, you can choose one of the Invocations you know and replace it with another Invocation that you could learn at that level. The table detailing the Eldritch Invocation prerequisites is displayed at the end of the subclass description.

Gift of the Arcane Entity

At 7th level, you learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Blood Hawk, Flying Snake, Giant Fire Beetle, or Stirge.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack o f its own.

Invoked Attack

At 11th level, the powers granted to you by your arcane benefactor have suffused you with eldritch energy, which you can direct at your enemies. You gain the ability to make a special attack with your bonus action, when you use your action to make a weapon attack. The attack is a ranged spell attack with a range of 60 feet. You are proficient with it and add your Wisdom modifier to its attack and damage rolls. Its damage is force and the damage die is a d10. On a hit, the creature is pushed 5 feet directly away from you. If you are within 5 feet of an enemy, the ranged spell attack is not made at disadvantage if it is directed at a different creature than the those you attacked with your action. When you reach 17th level, you can fire two beams of Invoked Attack as a bonus action.

Soulsworn Mysticism

Starting at 15th level, your patron bestows upon you a magical boon that enhances your spell casting. You can cast one of the spells that you gained from the Soulsworn Magic feature once without spending a spell slot. The spell is cast at a level equal to the highest spell slot that you currently can cast. You must finish a long rest before you can do so again.

Eldritch Invocations
If an Eldritch Invocation has a prerequisite, you must meet the prerequisites shown in the Soulsworn Prerequisite table shown below. You can learn the Invocation at the same time that you meet its prerequisites.



Warlock Prerequisite
Soulsworn Prerequisite


None
None


5th level
11th level


7th level
15th level


9th level
Not Permitted


15th level
Not Permitted


Pact of the Chain
Not Permitted


Pact of the Blade
Not Permitted


Pact of the Tome
Not Permitted


Eldritch Blast Cantrip
Not Permitted


Hex Spell or Curse
Hunter's Mark Spell



Eldritch Invocations eligible for choice by Soulsworn:

Armor of Shadows
Beast Speech
Beguiling Influence
Bewitching Whispers
Devil’s Sight
Dreadful Word
Eldritch Sight
Eyes of the Rune Keeper
Fiendish Vigor
Gaze of Two Minds
Mask of Many Faces
Mire of the Mind
Misty Visions
One with Shadows
Sculptor of Flesh
Sign of Ill Omen
Cloak of Flies (replace Charisma modifier with Wisdom modifier)
Ghostly Gaze
Gift of the Depths
Tomb of Levistus
Tricksters Escape
Maddening Hex (replace Charisma modifier with Wisdom modifier)
Relentless Hex

Amnoriath
2019-04-19, 10:07 PM
The Bone Knight

https://i.pinimg.com/originals/c8/f2/49/c8f2497458a96cf3464eeef412974a83.jpg
"Ashes to ashes, dust to dust, death is inevitable" Zara'kur, Bone Knight

Death is a part of a life for all especially for the fighters of men and heroes of war. A Bone Knight has accepted this and to some extent has declared allegiance or made a pact with the Undying Court, Raven Queen, or the like. Perhaps as a Fighter they died and were resurrected or were tempted with bringing back a dead loved ones. Whatever the reason those who choose this as a martial archetype use the power of death and the undead to command legions of the Undead and destroy their enemies.

Bonecraft Armor: At level 3 the undying has gifted you the ability to create your own Bonecraft armor. By taking a 1 hour ritual with a suit of armor and a bone you suffuse negative energy in the armor after which the bone turns to dust. While the form hasn't changed the smell of the grave is always with you. Living creatures who would take it without permission take 5d10 necrotic damage each day and can't benefit from a long rest. You can only have one set of Bonecraft armor at a time. As an action you can reveal its true nature, your armor grows skulls, spikes, and other symbols of the grave are riveted all the over the piece. You may dismiss it as a bonus action. You have resistance to necrotic and poison damage. You have advantage on Intimidation checks but have disadvantage on all other charisma based ability checks against living creatures. You also have advantage on saves against being poisoned as well as being paralyzed or stunned and to any poisons you come in contact with. Finally if you would expend a Pact Magic slot as part of this action you are immune to being stunned, paralyzed or poisoned for 1 minute. Additionally for this turn and the beginning of every other turn for the duration you gain 2+level of slot in temporary hit points. You only gain these benefits while transformed.

Undying Magic: At level 3 your Undying Patron grants you magic to manipulate the power of power of death and undeath.


Cantrips Known
Spells Known
Spell Slots
Slot Level


2
1
1
1


2
1
1
1


2
2
1
1


2
2
1
1


2
2
1
2


2
2
1
2


2
3
1
2


3
3
1
2


3
3
2
2


3
3
2
2


3
3
2
3


3
3
2
3


3
4
2
3


3
4
2
3


3
4
2
3


3
4
2
3


3
5
2
3




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

Spell Slots
The table shows how many spell slots you have to cast your Bone Knight spells. The table above also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock 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.

The Spells Known column of the table shows when you learn more warlock 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. You automatically know the following spells in addition to those you select and are treated as Warlock spells.

At 3rd level, you know the Wrathful Smite spell.
At 7th level you know the Find Steed spell
At 13th level you know the Animate Dead spell

Additionally, when you gain a new spell in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.You may not though replace the specific spells mentioned above. At level 19 select one 4th level warlock spell you may cast this spell once per long rest.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

The Undeath's Blessing: At level 7 you may select 2 two invocations you qualify for treating your Fighter level-4 as your effective Warlock level. Additionally when you would gain an Ability Score Increase from this class you may choose to forego its normal benefit to gain two more invocations though the total invocations may not exceed what your effective Warlock level would have. As such a 12th level Bone Knight can't have more than 4 invocations known.

Bonecraft Legionnaire: At level 10 your allegiance to the Undying is well known that even the mindless hordes the undead know you. As long as you don't provoke them undead creatures treat you as another undead creature. Additionally if you would encounter a humanoid body by performing a 1 minute ritual you can raise them up as either a Skeleton or Zombie. If they are killed you can't use this ritual on them again. You may have up to a total number of 1+max level of spell creatures this way. Creatures this are controlled as per the rules of Animate Dead spell. There attacks are considered magical for bypassing resistance and immunity. Finally when you would use your bonus action to order your undead you can expend a pact magic slot to bolster your army. They gain 1d8+slot level in temporary hit points and deal 2+slot level points in bonus damage on their attacks. This ability lasts for 1 minute.

Bonecraft Weapon: At level 15 you may select a melee weapon in which you are proficient with to apply the same ritual as per the Bonecraft Armor once completed the weapon itself doesn't changed other than that it feels cold to the touch like that of a dead body. If a creature were to take this they suffer the same penalty as your Bonecraft Armor if they were to take both they can't benefit from a short or long rest on top of dealing 10d10 necrotic damage per day instead. When you would start combat you can release the true form twisted with bones and death motifs riddled across the weapon as a bonus action. The weapon deals 1 point of necrotic damage and those that take necrotic damage from it can't benefit healing of any kind until the beginning of your next turn. When you would strike a living creature with this as a bonus action you can discharge a spell slot if the creature would be reduced to less than 50 hit points from the attack the creature is killed outright.

Undeath's General: At level 18 the Undying has declared you to be their champion and commander of their Legions. You age at a much slower pace taking 10 years to age 1 normally. Additionally when you would expend a pact magic slot to fuel a bonecraft ability you can choose to use this to regain the slot. Once used you must complete a short or long rest to use this ability again. Finally if an undead creature you summon would attack you or an ally within 60 of you as a reaction you can expend a spell slot to force the creature to make a Charisma save equal to your spell save DC. If they fail the attack is halted and are under your control as if you had summoned them as a Skeleton or Zombie. They remain under your control for 1 minute.

KOLE
2019-04-29, 03:11 PM
Roguish Archetype: Mageblood

Base: Rogue
Borrowed: Sorcerer

Sometimes, fortune and opportunity cruelly present themselves to those not capable of fully taking advantage of them. When one possesses a bloodline harboring great arcane power, it can be used to become a powerful spellcaster given the right resources. Other times, however, this bloodline is fated to those less fortunate; thieves, cutpurses, highwaymen. They may have been able to become epic arcane masters, instead they do what they can with such things as they have, and use their magical inheritance for more nefarious purposes. Magebloods are rare, but usually sought after by prominent criminal organization for their innate magical talents as well their more mundane practical ones.



Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th


3rd
2
2
2
-
-
-


4th
2
3
3
-
-
-


5th
2
3
3
-
-
-


6th
2
3
3
-
-
-


6th
2
3
3
-
-
-


7th
2
4
4
2
-
-


8th
2
5
4
2
-
-


9th
2
5
4
2
-
-


10th
3
6
4
3
-
-


11th
3
7
4
3
-
-


12th
3
7
4
3
-
-


13th
3
8
4
3
2
-


14th
3
9
4
3
2
-


15th
3
9
4
3
2
-


16th
3
10
4
3
3
-


17th
3
10
4
3
3
-


18th
3
10
4
3
3
-


19th
3
11
4
3
3
1


20th
3
12
4
3
3
1



Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips.

You learn two cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots.

The Mageblood Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher.

You know two 1st-level sorcerer spells of your choice, the Spells Known column of the Mageblood Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability.

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Silent Incantations

Your bloodline connection to your magic and your talents for subterfuge put you one step ahead of other spellcasters. Starting at 3rd level, When you cast a spell, you may do so without verbal or somatic components. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.


Quickening Pulse

Beginning at 9th level, your connection to your magical energy deepens. When you cast a spell with a casting time of one action, you can choose to cast it as a bonus action instead.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Arcane Nemesis

At 13th level you connection to the weave allows you to manipulate other spellcaster's energy, and your own shady talents aid you in your efforts. You learn the spell counterspell. It doesn't count against the number of sorcerer spells you know.

If you are hidden from a target when you cast this spell and it doesn't cause the spell to automatically fail, you gain advantage on the ability check made to cause the spell to fail. Whether you succeed or not, your position is still hidden from the target. Also, if you are hidden from a creature and miss with a ranged spell attack, making the attack doesn't reveal your position.

Magical Evisceration

You've learned to combine your arcane talent with your underhanded skills. At 17th level, when you cast a spell of 1st level or higher that requires you to make a ranged spell attack against a single creature, you may choose to apply your sneak attack damage to the spell damage if it hits. You must have advantage on the attack roll, or have an enemy of the target within 5 feet of it. Hit or miss, you cannot attempt to do so again until you finish a long rest.

DracoDei
2019-04-29, 10:06 PM
((This is based on my 3.x/PF Grace-Gift (http://www.giantitp.com/forums/showthread.php?247637-Semi-hiatus-to-avoid-wearing-new-reviewers-out-but-ANYONE-can-post-here-if-you-want&p=13454543) class that I am in the process of rewriting for 5e. I haven't published that version of it yet, but a summary of its relevant class features can be seen in this post (http://www.giantitp.com/forums/showsinglepost.php?p=23876547&postcount=560), and MoleMage said in the previous post in that discussion thread that it would be acceptable.))

Self-Sacrifice Domain
Gods with both the Life and Protection domains often grant this domain, as do those who commonly sponsor paladins who take the Oath of Devotion. It is specifically available to clerics of Týr, Christianity, and the ancestor spirits of bushido. These first two are especially likely to take it generally. For the third it is generally seen in shugenja yojimbo (in settings where that isn't a contradiction in terms) especially those who devote their lives to guarding a few high-ranking officials, rather than being for-hire.

A few gods of karmic balance may also grant this domain.

This sub-class could be an effective bodyguard for a B.B.E.G. (Big Bad Evil Guy).
Self-Sacrifice Domain Spells


Cleric Level
Spells



1st
Compelled Duel, Bolt of Resilient Guidance*



3rd
Status*, Warding Bond



5th
Beacon of Hope, Protection from Energy



7th
Aura of Life, Aura of Purity



9th
Circle of Power, Telepathic Bond


*New spell described at the end of this post.

Bastion of Defense
At 1st level, you gain proficiency with Heavy Armor that you meet the strength requirement (if any) not to be slowed by*. If your strength score later increases this may grant you additional proficiencies.
*As dwarves do not need any specific strength score to avoid being slowed by armor, they may ignore that requirement.

You are also proficient with Martial Reach weapons.

You have advantage and proficiency on Concentration saves to maintain spells that affect one or more of your allies, but do not benefit yourself. This also specifically applies to Bolt of Resilient Guidance*. When casting a spell with concentration duration that would provide you a benefit (such as Beacon of Hope) you may elect to have that spell provide you no benefit.
*New spell described at the end of this post.

However, these benefits come with a tiny drawback. You must always humbly remember that your best defense may not be sufficient. If you are not proficient in the Medicine skill, you must choose Spare the Dying as one of your cantrips at level 1.

Channel Divinity: Selfless Sacrifice and Vicious Defense
Starting at 2nd level, you can use your Channel Divinity to protect others against misfortune or to become a deadly bulwark of defense.
Expend a bonus action to activate either of the following two effects for a number of minutes equal to your cleric level to a maximum of 10. You may dismiss either or both of them as an action.

Selfless Sacrifice::
Whatever grace is granted to me, let it pass to them instead.
You have disadvantage on all saving throws, except concentration checks that this Domain grants proficiency in. Whenever an ally* within 20' of you makes a saving throw, they have advantage on it.
*Other than yourself of course!
Vicious Defense:
For the duration of this ability you lose the ability to use the Attack action and can not cast spells that involve attack rolls* except for Bolt of Resilient Guidance.
*For example Booming Blade.

You gain an additional reaction each round that may only be used for an opportunity attack. You add your wisdom modifier (with a minimum bonus of +1) to all to-hit rolls for opportunity attacks. If the weapon you are making the opportunity attack with is not magical, it becomes magical for the duration of that attack.

In addition, whenever you make an opportunity attack while this ability is active, you can expend one spell slot and take damage equal to that slot's level to deal extra radiant damage to the target. The extra damage is 2d8 for a 1st level slot, plus 1d8 for each spell level higher than first, to a maximum of 10d8 total radiant damage.
Instead of all clerics of this domain dealing radiant damage, the GM can give the player a choice of what damage type they would like this feature to add to their Vicious Defense.

Radiant damage is still available, but only if the cleric is Good.
Evil characters may choose Necrotic.
Lawful characters may choose Cold. (The ability of cold to transform the chaotic swirling and shapelessness of water into the stability of ice is symbolic of Law.)
Chaotic characters may elect to wield the cacophonic energy of Thunder.

Characters of any alignment may choose the vengeful energy of Fire, the agonizing rebuke of Acid, or the divine judgement of Lightning.

This change in damage type also applies to the Divine Strike option available at 8th level.

Once made, this choice may only be altered if the character's alignment alters to no longer qualify for their previous selection (without, of course, falling from the favor of their deity).

Roleplaying suggestion: Most characters who undergo such a profound change still pick a alignment exclusive energy type. Sudden reversals (from Lawful to Chaotic for example) usually select the element that goes with the new aspect of their alignment.



Gifting Specialization:
At 6th level, you gain one of the following features of your choice:

Carry the Burden:
You can take the weight of gravity in the stead of those you treasure.
Fly is considered a prepared spell and you cast it as one spell level higher than the slot used. This includes using a 2nd level slot to cast it in its basic version. However, you cannot cast it on yourself, and the weight of all targets (including their own loads) is added to your load. If this exceeds your carrying capacity you become Prone and Restrained* for the duration of the spell and may not take any actions other than dismissing the effect (you may, however, pass time without taking actions to allow the effect to continue!). If this exceeds twice your carrying capacity the crushing weight deals you 1d8 bludgeoning damage each round for each target of the spell. You do not need to make concentration checks for this damage.
*This bypasses the immunity provided by Freedom of Movement and similar effects.

When using a higher level spell slot to cast Fly you may reduce the number of targets allowed by up to four. Add 1 to the number of targets given up and divide the weight added to your load by this number. In effect, you can choose to spend each individual level you increase the spell on either adding an additional target, or on mitigating the weight.
Gift of Time:
In a crisis, split seconds can be the difference between survival and death. You give up your own fleeting moments to those whose need is greater.
You may forgo your action, bonus action, and movement to grant one ally within 30' of you the following benefits for 1 round:

Speed is doubled
+2 bonus to AC
Advantage on Dexterity saving throws
An additional action on their turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

These bonuses are NOT cumulative with the effects of the Haste spell.
Nota Bene: Unlike Haste, this effect does NOT cause a loss of actions to lethargy when it ends.

You can do this Wisdom Modifier (minimum 1) + your proficiency bonus times per short or long rest.
Take My Eyes, That You Might See. Take My Ears That You Might Hear:
This ability has two major options, each with sub-options. All target a single creature within 30', have a duration of Concentration, unless otherwise specified the maximum duration is 8 hours. The effect also ends if you and the target are ever separated by more than 30', or if the sense you give up* is restored to you. They also fail to manifest in the first place if you have immunity to the condition(s) that specific application would inflict on you.
*This includes if you gain blindsense while concentrating on the Eyes option.
Eyes: You go blind and have any blindsight you possess suppressed for the duration of this ability. Pick one of the following for the target:

They can see as normal for their species for the duration of this ability, even if born blind. If they are from a species with no sense of sight they gain the visual abilities of a human. Any pre-existing blindness effect is suppressed (but not removed) and they are immune to being blinded for the duration.
They has advantage on sight-based perception checks.
See Invisibility. This has a maximum duration of 1 hour.
Darkvision out to a range of 60 feet.
They gain low-light vision as an elf.
(You must have a cleric level of at least 13 to select this option.) True Seeing. This requires the normal material component, which is destroyed, but you can simply hold it, rather than having to apply it to the target. This has a maximum duration of 1 hour.


Ears: You go deaf for the duration of this ability. Pick one of the following:

They can hear for the duration of this ability, even if born deaf or from a species with no sense of hearing. Any pre-existing deafness effect is suppressed (but not removed) and they are immune to being deafened for the duration.
They have advantage on hearing-based perception checks.
Whenever they have both expertise and advantage of on hearing-based perception checks, they also gain Blindsense 5'. This has a maximum duration of 1 hour.


Once you have used any of these options you may not use this ability again until you have finished a long rest.
Mob-Halting Reflexes:
When Vicious Defense is NOT active you gain an additional reaction that may only be used for an opportunity attack. When it IS active, the number of additional reactions you gain increases to your dexterity modifier (minimum 2).
Nota Bene: Check with your GM before taking this feature. It may slow the game down more than is generally considered acceptable for 5e.
Readied Defense: As a bonus action immediately after casting a spell that requires concentration, provides a beneficial effect to allies in an area, or that you select at the time of this initial casting (and possibly yourself), you may suspend its actual effect. You still need to concentrate to avoid losing it, but the duration is not otherwise considered to have started yet. You may start the effect and chronologically specific duration (plus any "until discharged" aspect of the duration) as a reaction or bonus action. Once begun, it may not be suspended again.
Example: ((Watch this space))


Divine Strike:
At 8th level all your opportunity attacks deal an additional 1d8 radiant damage. When you reach 14th level the damage increases to 2d8. This does not count against the cap on damage for Vicious Defense.

You may select the above, OR one of the following for your individual character:

Protector's Reward: When you use a spell slot to deal additional damage with Vicious Defense, you no longer take damage. In fact you heal 2 + slot level damage. This feature can restore you to no more than half of your hit point maximum.
Additional Gifting Specialization: You gain an additional, different, pick from the five options of Gifting Specialization.


Band of Brothers:
Time and time again you have shown the virtues of sacrifice. Now you shall empower others to follow in your footsteps.
At 17th level, as an action you may ward yourself and up to 5 willing creatures you select who are all within 60' of yourself and each other. This effect has a duration of 1 minute. This creates a mystic connection between each of you until the effect ends. None of the creatures may be the subject or caster of a currently active Warding Bond. You and each of the other targets gain a +1 bonus to AC and saving throws. Each time any of the targets takes damage, the damage is instead divided evenly among all targets. Remaining points are lost.

The effect ends if any of the targets (including yourself) drop to 0 hit points or any pair of targets becomes separated by more than 60 feet. It also ends if this effect or Warding Bond is used again on any of the connected creatures. You or any of the targets can also dismiss the effect as an action. This action is instinctive, and requires no knowledge of spellcasting to use.

Once you use this feature you must finish a short or long rest before you can use it again.

Stoic Casting:
Also starting at 17th level, you add your Wisdom modifier (minimum 1) to Concentration saves.


NEW SPELLS:
Bolt of Resilient Guidance
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration(but see below), up to 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 radiant damage, and the next attack roll made against this target during the next round has advantage, thanks to the mystical dim light glittering on the target until then. This effect occurs even if you do not maintain concentration. If you DO maintain concentration this light continues, also applying advantage to all attacks on that creature up to your casting ability modifier additional attacks during that round.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and you gain +1 to concentration checks to maintain this spell for each slot level above 1st. In addition, if you cast this spell with a 6th level or higher slot the duration is Concentration, up to 1 minute. Each round after the first, it grants advantage on a number of attacks equal to your casting ability modifier.


Status
2nd-level Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
This spell only works on willing creatures and beasts of intelligence 3 or less.

You touch a single creature. You are aware of direction and distance to the creature and any conditions affecting them: unharmed, fatigued (including level of fatigue), wounded, incapacitated, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, or the like. Examples of conditions it does NOT reveal include charmed, frightened, grappled, prone, and restrained. Once the spell has been cast upon the subject, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, you may target one additional willing creature for each slot level above 3rd. If you use a slot of at 5th to 7th level then the duration increases to 8 hours. If you use a slot of 8th level the duration increases to 24 hours, and if you use a 9th level spell slot the duration increases to 7 days.

sengmeng
2019-05-04, 12:11 PM
Path of the Spirit Vessel

Barbarian Primal Path (Pact Magic)

To most barbarian tribesmen, the rage is seen as a gift. It helps you destroy your enemies, protects you from harm, and lets you perform superhuman feats of strength. To them, the shaman's relationship with the spirit world is a mystery best left alone. To a few, the rage becomes too much to control, and appealing to the shaman and his mysterious allies may be their only hope for survival and sanity. Binding themselves to the spirits, the barbarian who takes the Path of the Spirit Vessel gains control over their rages, and powerful magic. Alone of their tribesmen, they can command the forces of the mystical world while in the throes of berzerker rage, to devastating effect.

SpellcastingWhen you reach 3rd level, you augment your primal ferocity with the ability to cast spells.

Cantrips: You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots: The Spirit Vessel Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot. As you level up, the slot level raises from 1st to 4th level according to the column labeled "Slot Level" on the Spirit Vessel Spellcasting table, and your lower level spells are enhanced if your slot level is higher than the spell's level. Slots are regained after a short or long rest.

Spells Known of 1st-Level and Higher: You learn 3 first level spells from the warlock spell list at 3rd level, and continue to learn spells as you level up. To learn spells higher than 1st level, your slot level must be high enough to cast that spell.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level you are able to cast.

Spellcasting Ability: Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Invocations: The spirits you serve grant certain gifts to you, fragments of their power that bind to you inextricably. Whenever you gain an Invocation on the Spirit Vessel Spellcasting table, choose a warlock invocation you qualify for. Invocations that require a minimum warlock level count your warlock level as half your barbarian levels.

SPIRIT VESSEL SPELLCASTING TABLE


Level
Cantrips Known
Spells Known
Spell Slots
Slot Level
Invocations Known


3rd
2
3
1
1st
-


4th
2
4
2
1st
2


5th
2
4
2
1st
2


6th
2
4
2
1st
2


7th
2
5
2
2nd
2


8th
2
6
2
2nd
2


9th
2
6
2
2nd
2


10th
3
7
2
2nd
2


11th
3
8
2
2nd
2


12th
3
8
2
2nd
2


13th
3
9
2
3rd
3


14th
3
10
2
3rd
3


15th
3
10
2
3rd
3


16th
3
11
2
3rd
3


17th
3
11
2
3rd
3


18th
3
11
2
3rd
3


19th
3
12
2
4th
4


20th
3
13
2
4th
4



Spirit Weapon: At 3rd level when you choose this primal path, you gain the ability to form a spiritual bond with one melee weapon. You perform an hour long ritual which can be accomplished during a short rest, during which the weapon must be within your reach. At the end, you touch the weapon and seal the bond.
Once you have bonded to a weapon, you cannot be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon to your hand as a bonus action, causing it to teleport instantly to your hand. During your rage, your Spirit Weapon deals force damage instead of its normal damage type.
You can only have one spirit weapon at a time. If you perform the ritual on a weapon while you already have a spirit weapon, it breaks the bond with the first weapon.

Spell Rage: At 6th level, you can cast spells gained through this archetype during your rage. Damaging spells add your rage damage, and they count as making a weapon attack for the purposes of determining if your rage persists. Spells that deal damage and have an attack roll can also benefit from critical hits, adding one more die to the damage, and another die from your Brutal Critical feature when you gain it at 9th level.

Spirits' Protection: At 10th level, when you go into a rage, you may remove one negative status effect that you suffer from at that time.

Spirit Master: At 14th level, when you go into a rage and have no spell slots, you gain one spell slot.

Ivellius
2019-05-05, 09:21 PM
Sorcerous Origin: Quickblood
Borrowed: Cunning Action / Action Surge

Sometimes a mortal is touched with a measure of speed, whether from the ancestry of some supernaturally quick creature or tapping into some kind of undiscovered force beyond the normal laws of the universe. In combat, they zoom around the battlefield, lobbing spells with a barrage of rapid fire. With so much free time on their hands, they can even master skills more quickly and make checks with more proficiency.

Fast Fingers
At 1st level, your heritage helps you do many things more effectively than the average individual. If you do not cast a spell of 1st-level or higher on your turn, you can take the Help or Use an Object action as a bonus action, and you may add your proficiency modifier to any tool check you make.

You also gain the following spells at the listed sorcerer level. These spells do not count against the sorcerer spells you know.
• 1st – longstrider
• 3rd – blur
• 5th – haste
• 7th – fabricate
• 9th – creation

Speedforce Surge
Beginning at 6th level you can gain an unnatural burst of speed, spending 3 sorcery points to take an additional action on your turn. You can use this feature only once per round. Additionally, you can spend 1 sorcery point to take the Dash or Disengage action as a bonus action.

Jittery
At 14th level, your energetic blood manifests even more, making you a more nervous but nimble individual. Your movement speed increases by 10 feet, and you gain a climbing and swimming speed equal to your current walking speed. Additionally, you have advantage on saving throws to avoid traps and resistance to damage from them.

True Quickener
At 18th level, you have mastered magic to the point that you break rules other individuals must follow. You learn Quickened Spell as a metamagic option (or another metamagic option of your choice if you already know it). Additionally, when you cast a spell of 1st-level or higher as a bonus action, you can use your action to cast a spell of 5th-level or lower instead of being restricted to only cantrips. You must expend sorcery points equal to the level of the spell cast as an action when you do so. Whenever you cast more than one spell of 1st-level or higher in a round, you also gain temporary hit points equal to your Charisma modifier (minimum of 1) for 1 round.

moonfly7
2019-05-07, 10:48 AM
Versatility is a warrior's greatest weapon, strength and skill are important. But taking what others have learns and mastered and turning into your own blend of fighting, that is how one succeeds. Learning from enemies and friends alike, the path to victory can only be attained by standing on the shoulders of giants.

Fighter, Adept Replicator
Replicators are fighters who understand the need to take what others have pioneered and meld it into their own personal fighting styles. This subclass draws from the features of other classes, allowing for that perfect customization and blend that characters with versatility in mind need.

Knowledge Gained
When you take this subclass at third level, you must choose a feature from a class which that class gains at 2nd level or lower, this feature is considered a fighters feature for you. If the feature you chose has a number of uses that increase at higher levels, you do not gain those, only getting the features base uses. If the feature you chose allows you to cast spells, you gain the number of spells, slots, and spell list from the base class you took the feature from. You only gain the spell slots, cantrips, and spells known that the base class has at the level you took the feature from. For example, if you took the spell casting feature from a wizard, you would have 3 cantrips, 2 1st level spell slots, and your spells would be determined by the your intelligence modifier plus 1, as you took the spell casting from the first level of the wizards class. The feature you choose may not be a subclass feature.

Intensive study
At 7th level, you have studied more styles of fighting and gained more knowledge into such matters. You take an additional fighting style, you cannot pick a fighting style you already have.

Careful Observance
At level 10 you have watched others long enough to not only mimic their fighting ability, but also their skills and passive abilities. Choose two skills, you may add your proficiency bonus to checks made with these skills. If you already have proficiency with them, you may add double your proficiency bonus to them.

Masterful Replication
At level 15, you have again studied the abilities of a specific class. You may choose one feature from level 5 or below from any class. This feature may not be a subclass feature and has the same restrictions as mentioned above. If you take a feature in the same class as you have already taken a feature from, you do not gain benefits to the original feature, unless you choose to upgrade the feature gained from Knowledge Gained. You gain the feature only, not a level in the class. This means that sneak attack dice, uses of rage, and spells and spell slots do not increase. However, if you wish, you may choose to upgrade the feature you gained from Knowledge Gained instead of taking a new feature. If you do so, the feature improves to its maximum bonus at the highest level below, or at 5. For example, the Rogues sneak attack die would increase from a d6 from level 1 to the 3d6 gained at level 5. If you choose to improve the feature from Knowledge Gained you may not take a new feature.

Temporary Replication
At 18th level, you can temporarily emulate any ally or foe. On your turn, you may spend an action to study any creature with class levels. You may choose any feature that they possess be it from subclass, base class, or natural trait. On your next turn you may use the effect of the feature you chose. Any feature you emulate is mimicked at the same level as the creature you witnessed use the ability. For example, if a level 20 Paladin just used lay on hands, and you mimic them using this feature, you use lay on hands at level 20, regardless of your level. If you use this feature to cast a spell you just witnessed being cast, you cast it at the same level as the creature you chose to mimic. You expend no spell slots, but may not choose to expend more spell slots to strengthen the spell. You may not use this ability again until after a long rest.

gloryblaze
2019-05-09, 04:05 AM
Presenting the Battledancer Conclave for the UA Revised Ranger. PDF link. (https://drive.google.com/file/d/1wx8Kk0WEibU-iDV43pafv-q0RPTucbfA/view?usp=sharing)

Battledancer Conclave
Some rangers believe that there is an underlying melody to the natural world---the singing of the birds, the whistling of the wind. Rangers of the Battledancer Conclave seek to learn that melody. They combine song and sword, incorporating beautiful dances that inspire allies in with sword and spear strikes that cut down foes. Battledancers are able to tap into the magic of song and dance as a bard might, making their performances magical invigorating, capable of granting allies supernatural celerity.

Battledancer Magic:
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Battledancer Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Battledancer Spells


Ranger Level
Spell


3rd
dissonant whispers


5th
enthrall


9th
hypnotic pattern


11th
compulsion


17th
dominate person




Natural Grace:
When you choose this archetype at 3rd level, you learn how to dance and sing along to the rhythm of nature. You gain proficiency in the Performance skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses Performance.

Additionally, you can use your Wisdom modifier in place of your Dexterity modifier when calculating your AC while unarmored or wearing light or medium armor.

Battledancer Inspiration:
Also at 3rd level, you can inspire others with your songs and dances. To do so, you use your bonus action to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Battledancer Inspiration die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack roll, ability check, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Battledancer Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Battledancer Inspiration die is rolled, it is lost. A creature can have only one Battledancer Inspiration die at a time.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Battledancer Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 15th level.

Song of Vigor:
Beginning at 5th level, you can incorporate magical song and dance into your fighting, invigorating your allies. When you take the Attack action on your turn and make a melee weapon attack, one friendly creature that can see and hear you can use their reaction to make a melee attack.

Harmonic Resonance:
By 7th level, you grow more in tune with nature's melody. You regain all expended uses of Battledancer Inspiration when you finish a short or long rest.

Further, if at least one creature that has one of your Battledancer Inspiration dice is within 30 feet of you, you and all such creatures gain a +1 bonus to AC and saving throws.

Primal Duet:
At 11th level, if you and a creature benefiting from your Song of Vigor both hit the same creature with melee attacks on your turn, you can make one additional melee weapon attack against that creature.

Rhythm of the Wilds:
By 15th level, you and your allies draw fortitude from nature's rhythm. If at least one creature that has one of your Battledancer Inspiration dice is within 30 feet of you, you and all such creatures have advantage on saving throws against spells and other magical effects.

thisdude9001
2019-05-09, 02:00 PM
Forbidden Knowledge
(wizard of a bit of GOO Warlock spice)
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
Some seek to understand...

Many believe that knowledge is the ultimate goal in life. They spend part their lives in libraries and schools learning everything they can. But some delve to deep and seal themselves up in ancient ruins and endanger themselves searching for forgotten knowledge. Those who follow Forbidden Knowledge often consider themselves protectors and sharers of such knowledge, but not all are so keen to share what they have strived for years to discover.


Boons of Knowledge

When you choose this subclass at second level you gain an Invocation from the Warlocks Invocation list, you gain an additional Invocation every time you gain a new feature with this subclass (6th, 10th, 14th). You may take invocations that require The Great Old One prerequisite as well as any invocation that requires the Pact of the Tome. You may switch any amount of invocations each time you gain a feature in this class (6th, 10th, 14th). In addition, you may use your wizard level for the purpose of meeting prerequisites.


Cognition from the Shadows

Your study and exploration lead to the discovery of lost knowledge. Starting at second level you add 3 cantrips form any spell list to your spellbook and add additional spells from any one spell list equal to your intelligence modifier to your spellbook.


Guardians Of Knowledge

Starting at 6th level you can summon a number of tentacles equal to your level divide by 4 rounded down. These tentacles appear within 20ft. of you. The health of these tentacles equal to your level*three. Tentacles share their round with there creator.
You can use this feature once per short or long rest.

Tentacle
Medium aberration, unaligned
Armor Class 12 (natural armor)
Speed 15 ft.

STR
18(+4)

DEX
8(-1)

CON
17(+3)

INT
7(-2)

WIS
16(+3)

CHA
6(-2)



Senses Shares senses with creator.

Actions
Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws.

Reel. The tentacle pulls each creature grappled by it up to 5 ft. straight toward it.


Bringer of Madness

Starting at level 10 when casting a spell you can instead spend the spell slot to fill your opponents mind with overwhelming knowledge. Force a target within 30ft. to make an Intelligence saving throw. On failure your target takes damage equal to the expanded spell slot level worth of 1d10s of psychic damage and is frightened for 1 min per spell slot level. On success target takes 1d6s of damage rather than 1d10s of psychic damage and is frightened for half of the duration.

You can use this feature an amount equal to your half intelligence modifier (minimum of once). Regain uses on a short or long rest.

Trip to the Far Realm

Starting at level 14 you gain the ability to send targets to the Far Realm as an action. When you hit a creature with an attack or spell you can use this feature to instantly transport the target through the Far Realm. The target gets removed for 1 minute, after it returns it takes 5d10 psychic damage and it is frightened for 1 minute.

You regain the use of this feature after a long rest.

Breccia
2019-05-15, 11:35 AM
I had no idea these kinds of contests were happening. This was fun!

Oh, and my entry.

Leywalker
Barbarian Primal Path (a dose of Sorcerer and a pinch of Paladin (https://www.ancient-origins.net/sites/default/files/field/image/modern-day-Viking.jpg))

The far off lands of Utol-Bagosh are full of life and death. They are fertile with plants, animals, monsters, and magic. Many unnatural beasts walk the green hills and stalk the dense forests, beasts the like neither man nor orc were meant to see. The land and those that live in it are oversaturated with magic due to the very veins of magic that cross the sky, nurturing supernatural powers as rain nurtures a field of grain.

Only the bravest and strongest of hunters dare seek out the most dangerous challenges in these wilds. The “simple” act of inviting primal forces into one’s own body and mind, in a place where magic flows through the very air, invites this magic in as well. These enchanted warriors are able to fuel themselves from the very arcane energies that made the monsters they seek to fight.

These are the Leywalkers.

Ley Focus: Starting at 3rd level, when the Barbarian chooses this Primal Path, they choose their first Ley Focus from the list of fire, cold, electricity, thunder, acid, poison and necrotic. (At the DM’s option, other damage types appropriate the campaign may be added or substituted)

Leywalkers get a second Ley Focus at 6th level, a third at 10th, and their fourth and final at 14th.

When a Leywalker advances a level, instead of replacing a known spell with another spell, they may swap out one of their Ley Foci with another acceptable option.

Spellcasting Ability: Starting at 3rd level, when the Barbarian chooses this Primal Path, they get access to spellcasting. They may take spells from the Sorcerer spell list.

https://i.imgur.com/d7aDlqV.jpg

A Leywalker’s casting ability is Charisma. Saving throws against their spells and abilities have a DC of 8 + the Leywalker’s proficiency + the Leywalker’s Charisma modifier.

Furious Concentration: A Leywalker is able to Concentrate on their own spells while Raging. They still have to make Concentration checks like everyone else when, for example, they take damage.

Spellcasting Focus: A Leywalker may use an arcane focus while casting spells. Despite their best attempts, putting a sharp or spikey bit of metal at the end of a spellcasting focus tended to ruin the effect, so using an arcane focus as a weapon (other than rod/club or quarterstaff) basically doesn't work.

However, see Furious Casting below.

Ley Infusion: A Leywalker has a maximum amount of malleable, unfocused arcane energy in their blood equal to one-half their class level, plus their Charisma modifier. (Alternatively, you coiuld just say one-half class level plus 1 or 2, if you're at all worried about changing Cha scores) This Ley Infusion allows them to power some of their abilities. Ley Infusion returns to its maximum value when the Leywalker takes a long rest.

Ley Infusion may be used to do the following:

Focus Aura: When a Leywalker Rages, they may spend 2 Ley Infusion to cover themselves with an aura of one of their Ley Foci. While the Rage continues, they have resistance against that damage type. If the Leywalker has more than one Ley Focus, they may spend an additional 1 Ley Infusion for each extra Ley Focus type past the first they wish to resist.

Focus Strike: Before making a melee attack while Raging, a Leywalker may spend 1 Ley Infusion to make a Focus Strike. If the attack hits, it does an extra +2d8 damage of the type of one of their Ley Foci.
At 7th level and beyond, they may spend 2 Ley Infusion for the Focus Strike to do +3d8 damage.
At 13th level and beyond, they may spend 3 Ley Infusion for the Focus Strike to do +4d8 damage.
At 19th level and beyond, they may spend 4 Ley Infusion for the Focus Strike to do +5d8 damage.

Focus Strike does not benefit from Brutal Criticals, but the weapon damage itself still does.

Focus Bolt: A Leywalker may use their Action and spend a number of Ley Infusion up to their proficiency bonus to throw a number of bolts of energy equal to the Ley Infusion spent. Each bolt is a ranged spell attack with a range of 120 feet, but any target more than 60 feet away causes the attack to have Disadvantage. A hit from a Focus Bolt does 2d8 damage of a type of one of the Leywalker’s Ley Foci. The Leywalker may mix and match bolts amongst their Ley Foci in any way they wish, but each bolt is a single damage type. The bolts may be split between any number of targets as desired.

Focus Bolts benefit from Brutal Criticals.

A Leywalker does not need to be Raging to use Focus Bolt.

Magic Flows Like Blood: Starting at 6th level, a Leywalker may recover an expended spell slot, by spending 2 Ley Infusion for each level of the spell slot they wish to recover.

Alternatively, they may choose to expend a spell slot, to recover 1 expended Ley Infusion for each level of the expended slot.

Alternatively, they may spend 5 Ley Infusion to restore one expended Rage use; or expend one remaining Rage to restore 3 expended Ley Infusion.

This is a Bonus Action while Raging, and a Standard Action at any other time.

Furious Casting: Also starting at 6th level, a Raging Leywalker may spend 1 Ley Infusion to allow themselves to cast a spell, bypassing the usual restriction that Raging barbarians cannot cast spells. Further, a spell cast this way does not require somatic components, nor material components without a listed price, so the Leywalker may continue to hold their weapons while casting in this way.

While not Raging, a Leywalker can't use Furious Casting, and has to use somatic and materials (or arcane focus) like everyone else.

Saturation: Starting at 10th level, when a Leywalker Rages, they may spend 3 Ley Infusion to get Magic Resistance for the duration of the Rage.

In addition, when they do damage with any spell, Focus Strike, or Focus Bolt, they may spend any number of Ley Infusion to reroll all damage dice which were equal to or lower than the number of Ley Infusion spent. They must keep the result of the reroll(s). In the case of Focus Strike, the weapon’s damage is not affected, only the bonus energy damage.

Arcane Fury: Starting at 14th level, Furious Casting no longer requires expending Ley Infusion. They may cast any spells while Raging, and do not require somatic components, nor inexpensive material components, when they do.

In addition, while Raging, a Leywalker may cast a spell with a casting time of 1 Action and spend a number of Ley Infusion equal to that spell’s level, to make the casting time a Bonus Action.

Obviously, this is the same kind of idea as Arcane Tricksters and Eldtrich Knights. But one of the things I liked in 4E (yes, 4E wasn't 100% horrible, see also "Second Wind") was Barbarians liked Charisma. This felt like a natural progression. And I figured a barbarian was far more likely to get arcane power "accidentally" than study like a Wizard, or ask for it like a Warlock. This prestige class offers a little of the Sorcerer Metamagic flexibility, the kind most likely needed by a Raging Barbarian anyhow, as well as a more direct way of using that energy in combat basically replacing cantrips.

It should be noted that, in a world with Eldritch Knights, Arcane Tricksters, Paladins and also Leywalkers, weapons such as sword +1 that's also a wand +1 might be allowed to exist by a very generous DM, but they should be few and far between, at least as rare as +2 weapons and foci.

MoleMage
2019-05-20, 12:26 PM
Time's up! No more editing to be done until the voting concludes!

The voting thread is available here (http://www.giantitp.com/forums/showthread.php?588433-D-amp-D-Subclass-Contest-VIII-Voting-Thread&p=23921791#post23921791)!

Since we clocked in at an astounding 22 entries this time, you can vote for your top 5 picks instead of your top 3. Good luck to everyone!