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MoleMage
2019-06-04, 09:34 AM
It's time for our next subclass contest! Subclass Contest IX: Follow Me!


The class must fit the theme of the contest. For our ninth contest, the theme is Leadership. Do you want to make a rogue who is a rebel guerilla commander? What about a paladin who teaches his squires combat and honor in equal measure. Or even a bard who develops and leads a huge mercantile organization? 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.
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 July 7th July 21. 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
Voting thread:

theVoidWatches
2019-06-04, 10:47 AM
Oath of Royalty

Oath Spells
You gain oath spells at the following paladin levels. See the Sacred Oath class feature for how oath spells work.



Paladin Level
Spells


3
Command, Heroism


5
Aid, Warding Bond


9
Beacon of Hope, Tiny Servant


13
Guardian of Faith, Mordenkainen's Faithful Hound


17
Animate Objects, Awaken




Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Inspiring Presence You can use your Channel Divinity to exude an inspiring aura that bolsters your allies. As a bonus action, you inspire any number of non-hostile creatures within 30 feet of you. When you inspire a creature using this feature, it can immediately use its reaction to move up to its speed towards you, and additionally regain health equal to your Paladin level.
Leader of Men You can use your Channel Divinity to guide the attacks of others. As an action, choose one ally within 30 feet of you. It can use its reaction to either take the attack action or cast a single cantrip. If it deals damage thanks to this feature, it deals additional radiant damage equal to your Charisma modifier.

Aura of Leadership
Starting at 7th level, your royal blood cannot be hidden, coming out in a shining aura whenever you're not incapacitated. The aura emits 10 feet from you in every direction, but not through total cover.
Those within your aura benefit from your leadership and can take cues from you. Whenever an ally who is within your aura makes an ability check that you are proficient in, they may add half of your proficiency modifier to the check.
At 18th level, the range of this aura increases to 30 feet.

King's Touch
Starting at 15th level, your royal blood enhances the healing powers you already have. Your pool of healing power for Lay on Hands refreshes on a short rest instead of a long one.
Additionally, you can choose to use Lay on Hands on another creature as a bonus action rather than an action. When you do so, instead of regaining 1 hit point for each 1 point you spend from your Lay On Hands pool, they gain 1 temporary hit point for each 2 points you spend from your Lay On Hands pool. These temporary hit points expire after ten minutes or the next time they leave your Aura of Leadership, whichever comes first.

Divine Right
At 20th level, none can deny the truth of your royalty. You gain the following benefits:
* You may cast the spell command at 1st level without spending a spell slot. If a creature succeeds on their save, you cannot target them with command using this feature until after a long rest.
* Any time you use your Lay on Hands feature, the target gains additional temporary hit points equal to your Charisma modifier. These hit points expire the next time the target takes a short or long rest.
* While a creature has temporary hit points that you granted them, they gain a +1 bonus to all attack rolls, skill checks, and
* When you use Inspiring Presence, all affected creatures may additionally choose to expend hit dice to roll the expending hit die and regain health equal to the result plus their Constitution modifier. They may expend a number of hit dice equal to or less than your Charisma modifier (minimum 1).
* When you use Leader of Men, the chosen ally gets a +1 bonus to its attack rolls or save dc, which expires at the end of your turn.

moonfly7
2019-06-04, 11:21 AM
Vestige’s Disciple
Vestiges, dead gods, the lost, no matter what you call them, these lost and forgotten beings represent the lost power of fallen gods and other powerful planar beings. Vestiges want nothing more than to be remembered by the worlds that have forsaken them, and some of the more coherent ones seek out potential followers who have discovered the lost means with which to contact them.To these industrious few, Vestiges offer to teach the vast wisdom and experience that they have gained over the course of a gods lifetime. In exchange for this wisdom and power, the warlock must strive to revive and kindle the name of their Vestige in the heart of the material plane so that their long forgotten patron may rise again.

The road to power for the Vestige and its warlock is a hard one though, for the Vestiges power is severely weakened at the beginning of a pact, as it only has a hand full of followers. But as the warlock grows in renown and experience, and spreads the name of his patron, the power of the his patron grows and matures, inching to where it once was. And as the power of the Vestige grows, so too does the power the warlock is able to access. Because of the mutual reliance of the bond between warlock and Vestige, Vestiges are generally highly grateful and helpful to their Disciples. And likewise the disciples highly loyal to the Vestige they serve.

Most Vestige warlocks worship their vestiges like gods, and revere them as such. Others see themselves as lieutenants in some complex war of the gods, and know that they will be richly rewarded if their Vestige can return. Whatever the case, Vestige warlocks are not just tools of the Vestige or eldritch warriors and bounty hunters, but must be leaders of the new churches for their patrons.
Vestige Expanded Spells



Spell Level
Spells


1st
Ceremony, Command


2nd
Aid, Calm Emotions


3rd
Aura Of Vitality, Crusader's Mantle


4th
Aura Of Life, Aura Of Purity


5th
Mass Cure Wounds, Geas





Disciples Of The Forgotten
Over the course of your studies and preaching, you have gathered a small number of believers who worship your Vestige as a god. At first level, a number of these followers equal to your charisma modifier travel with you as a loyal retinue and protective force, these followers revere you as great prophet of your patron, and will willingly sacrifice themselves to protect you or to complete your patrons orders. They see any order from you as an order from your patron.

You may choose any creature to be your Disciples that fit the following criteria:

The creature must have an intelligence score not exceeding 9, but no lower than 4.
The creature must have the ability to speak a language coherently enough to communicate and understand ideas.
Both you and the creature must share a common language.
None of the creatures ability scores may exceed 14.
The creature may not have class levels.

nickl_2000
2019-06-04, 11:44 AM
For some reason I wanted something a little bit more tongue in cheek and funny, while still being useful and playable. In the end, this subclass turned out primarily as a support class helping out others, even if you are doing it in a bit of an insulting way.

For anyone who prefer Homebrewry (https://homebrewery.naturalcrit.com/share/HyQoHyZgH)

Cleric: Domain of Middle Management
You worship one of the lesser deities or Demigods. Someone who has a large amount of power, but only in certain circles. Those deities typically have delusions of grandeur and are a little bit bitter about their position in the pantheon. Their followers tend to suffer as a consequence. As a cleric from the domain of middle management, you aspire to follow their path and the way of the legends within your domain, Michael Scott and Bill Lumbergh. A cleric of the domain of middle management usually has a holy symbol representing their position in power, possibly a clipboard, a binder, or most likely cup of coffee. After all, poor leadership is still leadership and we are looking to shift the entire paradigm here.

Middle Management Domain Spells



Cleric Level
Spells


1st
Cause Fear, Command


3rd
Aid, Suggestion


5th
Fear, Sending


7th
Compulsion, Confusion


9th
Dominate Person, Synaptic Static



Reaching Out
You are adept at making other people like you, at least for the short periods of time. After they get to know you, well that is a little bit more trouble. As such, at level 1, you learn the friendship cantrip. This counts as a Cleric cantrip for you and does not count against your number of cantrips known.

Employee Empowerment
At level 1, you can finally apply all that management training from school to encourage your employees to do the best possible job. On your turn, you may use a bonus action to give one ally advantage on their next attack roll or skill check within the next minute. You must be within 60 feet and be able to see your ally. You may use this ability a number of times equal to your wisdom modifier and regain all expended uses when you complete a long rest.

Channel Divinity: Increasing your bandwidth
At level 2, you may use your channel divinity to force extra work out of those underneath you. As an action, you present your holy symbol and evoke the powers of your deity. Choose an ally you can see within 60 feet of you. During that ally's next turn, they gain an extra action.

Channel Divinity: You are mission critical
At level 6, you may use your channel divinity to bolster an ally, whether they like it or not. As a reaction to a creature within 60 feet that you can see being rendered unconscious, you may present your holy symbol and evoke your deity. You heal that creature for twice your cleric level in hit points. They immediately regain consciousness and may expend their reaction to stand up from the prone position.

Management Material
At 8th level, you have now become a respected member of the management team and your words mean more than they used to. As such, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Promotion
You’ve done it, you’ve ascended the ladder into upper management. At level 17, you no longer are at the whim of others to in granting support to your employees and can control your own fate and the fate of those under you. If you roll initiative with no uses of Employee Empowerment left you gain 2 uses.



I'm a little worried about Employee Empowerment stepping on the toes of Bardic Inspiration, which is why I modified it to not require any action but be less controllable.
You are mission critical - This ability applies after damage has been done, or a spell/effect has knocked a PC unconscious. If someone is knocked out, they can immediately be brought back awake and healed some. It's a tiny bit of a nitch ability, but great when it comes up.
The capstone is the other thing I wondered about. It is good enough? It is to boring? It is to good?

Crisis21
2019-06-04, 02:17 PM
This one is for the Bards.

College of the Pied Piper

Music is an enthralling force, a magic unto itself. Those who follow the College of the Pied Piper understand the enchanting nature of music better than anyone else and are said to be able to charm any creature with ears.

Bonus Proficiencies

When you join this college at 3rd level, you gain proficiency in an additional three musical instruments of your choice. You may choose another two instruments to gain proficiency in at 6th and 14th levels.

Charming Song

When you join this college at 3rd level, you learn how to charm creatures with your music. While playing music on an instrument you have proficiency in, you may use this feature.

You must select a specific type of creature, such as rat, cat, bear, human, elf, etc. If you choose an intelligent creature, you must also select another qualifier such as gender or an age range (child, adolescent, young adult, adult, elderly). All creatures who fit the qualities you specify who can hear your music clearly (within a base range of 60 feet) must make a Charisma saving throw versus your spell save DC. If they fail, they are charmed. A creature who succeeds on the saving throw is immune to the effects of this song for one minute unless they rolled a natural 20 in which case they are immune for 24 hours.

Creatures charmed by this song will follow you blindly wherever you go at their normal movement speed, seeking only to continue hearing your song, and can take no other action, though they will avoid dangers they can perceive with their passive Perception. If they are attacked or otherwise injured while charmed by this effect, they immediately get a new saving throw with advantage to break free from the song's power. If a creature breaks free from your song this way, they are immune to your song's effects so long as any immediate threat to their life (such as a hostile creature) is present.

The song requires your full concentration. While using this feature, you may take no other action or bonus action other than your normal movement, nor may you cast or concentrate on spells. If you take damage while using this feature, you must make a concentration check under the rules of spell concentration to continue playing.

You may end your song as a bonus action or reaction. Once your song ends, voluntarily or otherwise, you cannot use this feature again until you complete a long rest. When you reach 6th level, you may use this feature twice and regain all uses after a long rest.

Musical Expertise

At 6th level, you may choose up to two musical instruments you have proficiency in. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen instruments.

You may choose another two instruments for this feature at 14th level.

Song of Rage

Starting at 6th level, you learn how to use music to incite crowds into a fervor rather than charming them. You may expend a use of your Charming Song feature to either grant all non-hostile creatures of a particular group (as specified under the Charming Song feature) or all allied creatures within hearing range (as specified under the Charming Song feature) the benefits similar to Barbarian Rage as detailed below.

Affected creatures have advantage on Strength checks and Strength saving throws.
When affected creatures make a melee weapon attack using Strength, they gain a bonus to the damage roll of +2, which increases to +3 when you reach your 14th Bard level.
Affected creatures have resistance to bludgeoning, piercing, and slashing damage.
Affected creatures are unable to cast spells while raging.

This rage lasts for a number of minutes equal to your Charisma modifier or if you stop playing.

If you have no uses of your Charming Song feature remaining, you may not use this feature.

Pie the Piper

You may now regain one use of your Charming Song feature after a short rest. In addition, when you use your Charming Song feature with an instrument you have Expertise in, creatures make their saving throw against its effects at disadvantage.

sengmeng
2019-06-04, 02:34 PM
School of Grey Tactics
Although some of the most stalwart defenders of good have come from this school, the School of Grey Tactics occupies the grey area between good and evil and between magic and martial skill. Some are called Battlemages, or Grey Wizards, and at least one simply added "the Grey" as a title after his name.

As the name indicates, this school focuses on tactics as well as magic. Too often, magic becomes a tool of brute force and indiscriminate destruction on the battlefield. Grey Wizards believe that a keen intellect should be applied to maximizing the effectiveness of oneself as both combatant and leader, whether the best tool in the moment is a spell, a sword, or a rousing speech.

Rallying Spell
At 2nd level, when you select this school, you gain the ability to inspire your allies with your displays of magical power. When you cast a spell of 1st level or higher as an action, you may take the help action as a bonus action.

Battle Secrets
Battle Secrets are bits of lore about combat that the Grey Wizard gains through research, much like spells. They can be a simple thing, like where to aim a spell for more damage, or complicated, like substituting or intensifying the type of energy in a spell, and likewise they can be purely mundane in nature, or completely magical. Some Battle Secrets have prerequisites; if none are listed in the description, it has none. When you take this school at second level, you learn two Battles Secrets. Wherever a battle secret shares its name with another type of feature, it is distinct from that other feature.

Insightful Defense
You have studied the movements people and monsters make when attacking, giving you a head start on your reflexes.
Your armor class while unarmored is 10 + your intelligence modifier + your dexterity modifier.

Martial Student
Weapons are the first subject a student of battle must study. You gain proficiency with simple and martial weapons, and a weapon may serve as an arcane focus for you.

Improved Critical
You learn some basic anatomy, at least enough to tell you where to aim to maximize damage. Your spells with attack rolls score a critical on a roll of 19-20.

Rapid Assessment
Experience or study has let you understand those moments at the beginning of combat. Your presence of mind lets you add your Intelligence modifier to Initiative rolls instead of your dexterity modifier..

Arcane Strike
Prerequisite: Martial Student
You may deliver spells that require a melee spell attack through a melee weapon. In addition to the spell's effects, they take damage from the weapon, plus bonus damage equal to the level of the spell slot used. If you have Improved Critical as a Battle Secret, you score a critical on 19-20 when using Arcane Strike, but not other melee attacks.

Ancient Tactics
You have studied battles through the centuries. You gain Expertise in History, and have advantage if the knowledge you're attempting to recall relates to warfare in some way, including knowledge about weapons and their specific histories. If you already had proficiency in History, you also gain proficiency in another wizard skill.

Triage
You gain Expertise in Medicine.

Extra Attack
Prerequisites: Wizard level 6th or higher.
Whenever you use the Attack action, you may attack twice.

Spell and Sword in Accord
Prerequisites: Extra Attack
When you take the attack action and successfully damage an opponent with both attacks (not necessarily the same opponent), you may cast a spell that normally requires an action as a bonus action. You must use a spell slot one higher than normal to do this, and it does not gain the normal benefits of casting that spell from a higher slot.

Arcane Archer
You may use your intelligence modifier in place of your dexterity modifier on ranged attacks for both attack and damage rolls.

Imbue Arrow
Prerequisite: Arcane Archer
You may deliver spells that require a ranged spell attack with a ranged weapon, including thrown weapons. The target takes damage from the weapon as well as bonus damage equal to the level of the spell slot used, in addition to the effects of the spell. If you have Improved Critical as a Battle Secret, you score a critical on 19-20 when using Imbue Arrow, but not other ranged attacks.

Spell Ambush
When you have advantage on a spell attack roll, you deal an extra 1d6 damage per slot level used. This damage applies even if the spell doesn't deal damage. If the spell does deal damage, the extra damage is the same type. If it does not, the extra damage is force damage. Spells delivered through Arcane Strike and Imbue Arrow do not benefit from this extra damage.

Spellsniper
Prerequisites: Improved Critical, Spell Ambush
Your ranged spell attacks score a critical on a roll of 18-20

Brutal Spell
Prerequisites: Improved Critical, Arcane Strike
Your Arcane Strikes threaten a critical on a roll of 18-20.

Staff Master
You are treated as having the Dual Wield feat if one of the weapons you are wielding is a staff.

Uplifting Spell
Allies gain 1 temporary hitpoint per slot level when you cast a spell on them.

Heart Ward
Prerequisites: Arcane Inspiration
If your allies have an Arcane Inspiration die and become charmed or frightened, the effect is ended and the dice removed.

Blast Spell
When you cast a spell that deals fire damage, any creature damaged must also make a strength saving throw or become prone. You can add this effect to any other spells by casting it out of a slot 1 level higher than its spell level, but you must choose this effect or the normal effects of casting it out of a higher slot.

Insightful Strike
You use your Intelligence modifier on melee weapon attacks. You do not add your intelligence modifier to your off-hand weapon when using two-weapon fighting, however.

Arcane Inspiration
At 6th level, your allies gain an inspiration die of 1d6 when you cast a spell on them. You may use this a number of times equal to your intelligence modifier, minimum one, and then must finish A short or long rest before using it again. A character cannot benefit from both Arcane Inspiration and Bardic Inspiration and cannot have more than one inspiration die stored. It functions just like Bardic Inspiration. You also learn one more Battle Secret.

Greater Inspiration
At 10th level, the inspiration dice you grant become 1d8. You also learn one more Battle Secrets.

Chromatic Metamorphosis
At 14th level, you gain Chromatic Metamorphosis. If you would be reduced to 0 hitpoints, you instead expend your highest remaining spell slot, and your hitpoints become equal to the level of the slot. You must finish a long rest before you can use this ability again. After the first time you use this ability, you gain the ability to shed light at will. Within 30 feet of you is bright light, and dim light out to 60 feet. As an action, you can double the radius for both for 1 minute, or cause the bright light to become sunlight for 1 round.

RickAsWritten
2019-06-05, 11:05 AM
Monk – Way of the Swift End

Monks of the Way of the Swift End are an odd lot. While most monastic orders are known for their self-reflection and reserved nature, the followers of the Way of the Swift End are almost diametrically opposed. They believe that a life spent in constant reflection is a life wasted. The Swiftened believe that acting on reflex and diving head-first into situations are more pure forms of meditation than the traditional sitting around and humming a bit. The Swiftened are encouraged by their elders to seek out adventure and can often be found attempting to master harsh climes or scaling rugged peaks. They prefer to be at the forefront in dangerous situations and hope to inspire their allies to master their fear and overcome.

First to the Fray

Starting when you choose this tradition at 3rd level, you learn techniques that make your reflexes preternaturally fast. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Marked for a Swift End

Also at 3rd level, you can mark a target for quick elimination. When you roll initiative, you can spend one Ki point to designate a hostile creature as the target of the Mark of the Swift End. The Mark lasts for one minute or until the creature is killed. The first allied creature to end its turn within 5 feet of the Marked creature gains a bonus to their damage rolls equal to the amount of Ki spent on the Mark while it lasts.

If you are the first creature to accomplish this, any ally that you can see within 30 feet of you gains a to-hit bonus on attack rolls equal to the amount of Ki spent on the Mark for its duration. When you reach 6th level you can spend 2 Ki points on the mark, at 11th level, you can spend 3 Ki points on the Mark and allies can be up to 60 feet away, and at 17th level you can spend up to 4 Ki and all allies gain the benefit.

Follow, Swiftened

Starting at 6th level, you hearten and lend speed to your allies. Whenever you use your Step of the Wind ability you can grant a speed bonus to allies that you can see within 30 feet. The chosen individuals gain additional movement equal to half of your Unarmored Movement bonus (rounded up to the nearest 5 feet). The speed boost lasts for one minute, and any ally that is granted the speed bonus has advantage on saving throws to avoid the frightened condition. You may grant this bonus to a number of allies equal to your Wisdom modifier, and must finish a Short Rest before you can use this ability again.

Danger at the Fore

By 11th level, you always ensure that you are the first to put yourself in harm’s way and your mystic training has prepared you for the risks. If you are forced to make a saving throw by an environmental effect or trap, you may use your reaction to spend 3 Ki Points to project a physical manifestation of your Ki energy which completely negates the effect of the trap on you and anyone else in its area. If the trap causes an lasting effect, such as a collapsed corridor or a persistent flame, you can suppress the effect for a number of minutes equal to your Wisdom modifier. You must finish a Long Rest before you can use this ability again.

The End Brought About

At 17th level, you gain the ability to turn a swift end into a new beginning with a precise Ki maneuver. If an allied creature that you can see within 30 feet of you is reduced to 0 hit points, you can spend 5 Ki points to immediately use your reaction to move to within 5 feet of that creature; this movement does not provoke Opportunity Attacks. When you arrive, make an Unarmed Strike against your downed ally. If the attack hits, roll a Martial Arts die. The creature regains hit points equal to the number rolled on the Martial Arts die multiplied by 10 and may immediately use its reaction to stand up. If the Unarmed Strike misses, the creature is stabilized, but you must mark one failed Death Saving Throw that persists until you finish a Long Rest.

Man_Over_Game
2019-06-05, 04:38 PM
A bit barebones for now, but...

Ranger subclass: The Marshal

The Marshal is a veteran of the world, capable of great leadership through the wastes. He trusts his men to complete their tasks, and they trust him to get them home. Unlike other leaders, the Marshal relies on his allies using their own specializations to accomplish a larger goal. He directs them, not commands them. As a result, any party with a Marshal understands the value of teamwork and preparation.

Level 3
Tactical Awareness: Primeval Awareness now lasts for 1 hour per Ranger spell slot spent. Additionally, your Primeval Awareness has these benefits for yourself and your allies within the radius of Primeval Awareness:

You and all of your allies know where one another are.
You and all of your allies can mentally communicate with one another.
You and all of your allies can use each others' proficiencies for Ability Checks.


Flanking Tactics: The first time the Marshal misses an attack during his turn, the creature that was missed becomes Targeted for additional attacks. Allies have Advantage on their melee attacks against the Targeted Creature, and can ignore 1/2 or 3/4 cover for the sake of attacking that creature. A creature is no longer Targeted after the Targeted creature is hit, when a new creature become Targeted, or when the Marshal begins his turn. A Marshal can choose to spend its action to Target an enemy it can see.


Level 7
Strategic Regrouping: When your Primeval Awareness feature is active, and an ally within its radius is damaged, you can choose to have the party regroup on that ally's location as a Reaction. When doing so, all allies are considered to be proficient in every Saving Throw for the next 10 minutes. Additionally, their travel pace is doubled and they ignore Difficult Terrain when traveling towards the triggering ally.

Once you use this feature, you cannot use it again until you finish your next Long Rest.

Level 11
Stalker Veteran: Allies within the radius of your Primeval Awareness feature now can use your Hide In Plain Sight feature. Additionally, you now know the exact location of creatures you sense with Primeval Awareness.

Level 14
Marshal's Command: You can spend your Bonus Action or Action to see through the senses of an ally within the radius of Primeval Awareness.

After using this feature, you can cast your Ranger spells as if you were in the place of the ally. This includes being able to cast your spells with range Self on the ally.

Segev
2019-06-05, 05:05 PM
Query on the "leadership" rules here: is minionmancy in or out for this? Undead, summons, mind-slaves, and other forms of less-than-voluntary obedience to the subclass member... are these in theme or out?

SleeplessWriter
2019-06-06, 01:38 PM
Barbarian: Savage Leader


Some leaders guide their followers with their wisdom, inspire them with boundless charisma, or orchestrate their movements with a cunning intellect. Others take a different approach. The leaders of the various hordes and savage tribes in the wilderness often find that being the strongest and fiercest warrior to be the easiest and most effective path to survival, using their strength as both an example to their brethren of what they could become beneath their leadership, and as a warning for what they must face if they wish to rebel.
Some leaders are as savage as their followers.


Undaunted Horde
Barkeep: “They say he’s fearless, and nothing will make him or the horde back down. Not even the entire might of the royal army.”
Air Genasi Ranger:“So he’s an idiot?”
Barkeep: “*sighing* Yeah, pretty much.”
Bare-Chested, Dwarven Barbarian: “* Half-asleep, curled up on a table, muttering* Hold my beer.”

Starting at 3rd level while you are raging you and all allies within 30 feet of you have advantage on saving throws against being charmed or frightened. Additionally, the first time after each of your turns when you or an ally within 15 feet of you score a critical hit or kill an enemy with a melee weapon attack while you are raging each ally within 30 feet of you may add your rage bonus to the damage of their first melee weapon attack before the end of your next turn.

Reckless Frenzy
Bare-Chested, Dwarven Barbarian: *Running towards a dragon, screaming and flailing two axes wildly about*
Air Genasi Ranger: “I don’t suppose you have a plan?”
Bare-Chested, Dwarven Barbarian: “Just keep stabbing iiitttt!”
Air Genasi Ranger: “You are wielding axes!”

Beginning at 6th level whenever you make a reckless attack each ally within 30 feet of you may make a melee weapon attack as a reaction. If they do so they have advantage on this attack, and until the beginning of your next turn all attacks against them have advantage. Each ally may only use this feature once, and all expended uses are regained after you take a short or long rest.

Imposing Leader
Bare-Chested, Dwarven Barbarian: *Atop a flaming pile of furniture and building rubble, a pair of axes flailing above his head*
Bare-Chested, Dwarven Barbarian: “I claim this town as my own!” *Plants a flag in the burning rubble*
Townsfolk: “Does he really expect us to just follow him like that?”
Air Genasi Ranger: *Head in his hands* “You wanna be the one to tell him no?”
Bare-Chested, Dwarven Barbarian: “Ahhahaha! It’s good to be king!” *Flag collapses into ashes*

At 10th level your appearance and reputation have made you both respected and feared. You are proficient in intimidation and have advantage on intimidation checks. Additionally, you may use intimidation in place of persuasion to convince potential allies to follow you, or to convince your current followers to continue to do so.

War Cry
Bare-Chested, Dwarven Barbarian: “AAAAAAAAaaaaaAAAAaaaAAAAAAAA—”
Lich with Skeletor’s Fashion Sense: Does he not have not have lungs!
Bare-Chested, Dwarven Barbarian: “AAAAaaaaHHHHHaaaaaaaaaaHHHHHH!”
Air Genasi Ranger: I dunno, but the pain in my ears makes everything else hurt a little less!
Bare-Chested, Dwarven Barbarian: “… AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH!”

At 14th level you gain the ability to unleash a fierce war cry when you rage that steels your allies against your enemies blows. When you enter a rage you may expend a use of this ability to make all allies within 15 feet of you at the time resistant to bludgeoning, piercing, and slashing damage until the end of that rage if they remain within 15 feet of you. You may do so three times, and you regain all expended uses of this ability at the end of a long rest.

Kingsluger
2019-06-07, 08:16 AM
Barbarian Path of the War Chief

The Lone Wolf Dies
Beginning when you choose this subclass at 3rd level, you are able to create openings for your allies to strike with your wild swings. Whenever you use your reckless attack feature and hit a creature with a melee weapon attack using Strength, the next attack made against that creature by an ally other than you is made at advantage so long as the attack is made before the beginning of your next turn.

Top Dog
Starting at 6th level, your very presence keeps foes from engaging you. Any creature with an intelligence score higher than 5 and is not immune to the frightened condition must succeed a charisma saving throw to initiate combat with you. The DC of this save is equal to 8 + your proficiency bonus + your strength modifier. Creatures of a CR higher than your character level and creatures which you or an ally attack automatically succeed this saving throw. A creature has advantage on this saving throw if they are joining into an already initiated combat. Additionally, you may use your strength modifier when rolling intimidation checks rather than your charisma modifier.
This feature was meant to mimic the idea of, for example, a group of guards approaching the barbarian's party to arrest them, only to gaze upon the hulk of a barbarian and be too frozen in fear to draw their weapons against the party to take them in. I'm not really sure how to word this, as there's not really any standardized language that I know of for initiating a combat.

The Pack Survives
Starting at 10th level, you learn to sacrifice yourself for your allies, using your intimidating presence to force the enemy to focus their attention on you. Whenever a hostile creature within 5 feet of you would have advantage on an attack roll against you, it makes attack rolls against creatures other than you at disadvantage.

War Howl
At 14th level, you are able to distract your foes with taunts and shouts, even in your enraged state. You can use the Help action as a bonus action while raging. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you. The target must be able to either see or hear you.

Hawk7915
2019-06-07, 05:36 PM
Fighter Martial Archetype: The Warlord

Master Tactician: Beginning when you take this Archetype at level 3, you become an expert in tactics and directing your comrades in battle. This confers three benefits:

When you use your Second Wind feature, you may choose for another character within 30 feet to receive that healing as well.
When you use your Action Surge feature, you may choose another character within 30 feet.That character may Move, Attack, or use a Cantrip as a Reaction, before or after your action at your discretion.
You gain Proficiency in Initiative and one additional skill or tool of your choice.



Rally the Troops: Starting at 7th level, you become even more effective at commanding your allies.

You may use the Help action as a Bonus action.
Characters that you Help or that you allow to attack as a reaction via your Action Surge receive a bonus to their next damage roll equal to your Charisma modifier.
When you allow another character to heal with your Second Wind, that character regains additional hitpoints equal to your Charisma modifier.



Never Give Up! Never Surrender!: Starting at 10th level, you can now use your "Second Wind" feature twice between short or long rests. Additionally, when another character within 30 feet fails a saving throw, you may expend a use of your Indomitable feature to allow that character to reroll the save (they too must take the new result, even if it is lower).

Our Finest Hour: Starting at 15th level, you can use your "Second Wind" feature three times between short or long rests, and you gain an additional use of your "Indomitable" feature as well. When any character utilizes your Indomitable feature to reroll a saving throw, they get a bonus to the second roll equal to your Charisma modifier.

Lead from the Front: At 18th level, you achieve the pinnacle of tactical mastery. This has four effects:

When you use your Action Surge feature, you may also allow any number of characters within 30 feet to take an additional action during their next turns.
When you use Indomitable, you may choose that any number of characters within 30 feet can reroll a failed save.
When you use your Second Wind feature, you may choose that any number of characters within 30 feet may be healed.
When you use the Help action, you also gain a bonus to your next damage roll equal to your Charisma modifier.

Segev
2019-06-10, 11:06 AM
Sorcerer Archetype: The Fair One

Beguiling Influence: Anger and adoration are two sides of the same coin. While many who meet the sorceress will naturally love her, she can make use of hate at least as well. At 1st level, when a creature demonstrates its hostility towards her, she may use a reaction to force the creature to make a Wisdom save against her spellcasting DC or become Charmed by her. She may use this on as many creatures as she wants, one reaction at a time, though she must maintain Concentration or the Charmed condition ends on all of them. If the sorceress or her apparent allies cause the subjects of this effect any non-psychic damage, or the subjects of this effect succeed on any saving throw against any effect generated by the sorceress or her apparent allies, the Charmed condition ends. Each subject also gets a new Wisdom saving throw against the Sorceress's spellcasting DC if it sees her or her apparent allies cause non-psychic damage to any creature it considers an ally.

If the target fails the save, she may additionally choose to spend a Sorcery point (if she has any) to cause him to forget any single provocation she may have given it. Thus, if she'd only performed a single act which might have triggered the hostility, the creature will likely cease to be hostile (but remain Charmed). This will have little effect over an ongoing or inherent hostility, such as from a long-time foe or naturally-hostile bandits and thugs, but would erase from their minds a single deliberate insult, attack, or offensive deed (such as casting friends on them) which might have triggered their hostility.

Token of Favor: At first level, the sorceress extends her touch to one of those Charmed by her, granting them a mark of her attention. This is traditionally a glove, a scarf, a piece of jewelry or a symbolic flower, though it can be anything, even a smudge of lipstick from a chaste kiss. She must inform the one to bear it that she is giving him a token, and that it will keep her in his heart. As long as he continues to bear it, he will remain Charmed regardless of anything which would otherwise cause the condition to end (though if he receives a new saving throw against that condition, he doesn't count as Charmed until the end of his next turn, at which point the token reasserts the condition and all associated effects if not discarded), and carry an additional Bond (see Backgrounds) of her choosing. He also gains Advantage on any saving throw against an effect which would contest his obedience or loyalty to her.

Discarding the token is a bonus action on his turn. The bearer may do so whenever he wishes, though love or fear of the sorceress may stay his hand (as might effects which deny him voluntary control over his actions). Should he do so, he becomes heartsick (with fear or heartbreak) until he completes a Long Rest or gains or spends inspiration. While heartsick, he is Poisoned and Frightened of anything that reminds him of the sorceress. The sorceress senses this betrayal, and may, when he discards the token, also choose to inflict 1d6 points of psychic damage for the affront. This is a free action that she may take even if it is not her turn. If she has Sorcery Points available, she may spend them to increase the damage by 1d6 per point spent. A successful Charisma saving throw against her spell save DC halves this damage.

The sorceress may have only one such token granted at any time, and may revoke it as a bonus action on her turn. When she does so, she may choose to inflict the psychic damage as above, or she may choose to release it gently. Should she release it gently, the bearer senses the loss, but suffers no particular trauma. Should she choose to inflict the psychic damage, the revocation of her favor renders him as heartsick as if he'd discarded it, himself.

Intrusive Thoughts: At 6th level the sorceress's connection with those under her influence grows to the point that it costs her little of her power to make her will known to them. Any spell whose primary purpose is communication costs no spell slot when cast solely targeting those Charmed by or Frightened of her. If the subjects of any such spell cease to be Charmed by or Frightened of her prior to the end of the duration, the spell ends for them as if its duration had expired.

Additionally, when casting any spell that creates or utilizes a scrying sensor (such as clairaudience/clairvoyance or arcane eye), she may choose to use an active Token of Favor as that scrying sensor, regardless of its range from her.

Throngs of the Beholden: At 14th level, the sorceress is able to spread her favor more liberally. She may create additional tokens beyond her first, but for each such token beyond the first, she must commit a Sorcery Point until that token is rejected or revoked. Committed sorcery points are spent, but count against the maximum she may have as if she still had them, so the Sorceress with a maximum of 14 Sorcery Points who has 5 committed cannot have more than 9 uncommtted Sorcery Points. She may also act as if whe were touching (i.e. 0 ft. away from) the bearers of any such tokens for purposes of casting any spells targeting them.

Idolized: At 18th level, the sorceress's connection to those upon whom she's bestowed her favor is such that they can call to her for aid. She may treat any one of her active tokens as an arcane eye, and may switch which she is looking through as a bonus action on her turn. Any bearer of a token my cast sending, targeting her, without spending a spell slot and with only needing a verbal component (a plea for her attention). While looking through the token as a scrying sensor of any sort, she may spend a Sorcery Point to act as if standing in the square of the bearer of that token for purposes of casting any spell she knows, and if needed, the bearer of that token may expend a Reaction to deliver a touch spell cast in this fashion on her behalf.

Vogie
2019-06-10, 03:12 PM
Roguish Archetype: Arrogate
All throughout history, there is a tendency for governments to create individuals who are permitted to perform otherwise illegal acts. These may be Privateers, Executioners, Repossessors, state-sponsored guerrillas, swains and other Warrant officers - these individuals rally groups into ad hoc fighting forces for a greater purpose.

Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in all types of vehicles.

Coordinated Attack
At 3rd level, whenever you would land a sneak attack, you can forgo half of your sneak attack die, rounded down, to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack or cast a cantrip. The spell must have a casting time of 1 action and must target only that creature.

Pre-Mortem
At 9th level, you can spend 10 minutes to mentally walk through a plan or other specific course of action in an attempt to find holes or things you might have missed. You receive a feeling about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible feelings:

"Trust Your Gut", for good results
"Something's amiss", for bad results
"Mixed Blessing", for both good and bad results
Nothing, for results that aren’t especially good or bad
This thought experiment doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Once you use this ability, you can't do it again until you finish a short or long rest.

Conspire
At 13th level, you can spend a portion of a short or long rest instructing your companions, preparing to fight. When you do so, choose up to six friendly creatures (which can include yourself) who can see or hear you and who can understand you. Each target’s hit point maximum and current hit points increase by 5 plus your Intelligence modifier until your next rest. These creatures have +2 to their initiative and stealth rolls until they take damage.

Focus Fire
At 17th level, you teach your allies to exploit your target’s tactics and movement. When you use your coordinated attack feature, the damage from your ally's attack also increases by 2d6.

Nicrosil
2019-06-10, 03:13 PM
Bard: College of Professors


There are those who say that those who can't do, teach. The Bardic College of Professors takes umbrage at that. They think that being able to successfully teach a subject is the mark of true mastery. The College of Professors pride themselves in their ability to teach others a wide variety of skills, from the use of a craftsman's tools or a language, to the secrets of magic itself.

Bonus Proficiencies: At 3rd level, you gain proficiency with two artisan’s tools and one martial weapon of your choice. In addition, you may learn three languages of your choice.

Crash Course: At 3rd level, you learn how to quickly teach the basics of a subject. By spending one minute in conversation and one use of Bardic Inspiration, you can give a number of humanoids up to your Charisma modifier proficiency with one skill, tool, instrument, or weapon you are proficient in that they are not. Alternatively, they can learn one language you know that they do not. This effect ends after one hour.

Teach by Example: At 6th level, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a use of Bardic Inspiration. That creature may immediately use their reaction to make one weapon attack, adding the Bardic Inspiration dice to the attack roll.

Arcane Instruction: At 14th level, you may choose to teach the basics of spellcasting. This functions like your Crash Course ability, but you may only target one humanoid. They gain the ability to cast a first level bard spell with a casting time of one action that you know. They can cast this spell three times, or until they take a long rest. Casting this way does not use a spell slot, and uses your own spellcasting modifier, but the target may use their own spellcasting modifier if it is higher. Casting a spell this way otherwise follows the normal rules of spellcasting. Once you use this ability, you can’t use it again until you finish a long rest.

CircuitEngie
2019-06-14, 06:54 PM
Ranger Archetype: Wild Guide

3: Apprentice. At level 3 you take on an apprentice wilderness guide. You are tasked with training and teaching a young individual who has desired to become a ranger or wilderness scout. The novice ranger arrives as an adolescent, small or medium humanoid of a race of your choice, if you already have another apprentice, the first one leaves your tutelage. If your apprentice dies during your adventuring, you must reach civilization to recruit another. Recruiting and outfitting a new apprentice costs 100 gp and 10 days of searching and basic training.
Your apprentice is friendly to you and your companions, and obeys your commands to the best of their abilities. In combat, your apprentice shares your initiative count, but takes their turn immediately after yours. The only action they take on their turn is the Dodge action, unless you use a bonus action to command it to take one of the actions in its stat block, or take the Dash, Disengage, or Help action.
Your apprentice rolls death saving throws as a player character does when they are reduced to 0 hit points but not killed outright. Whenever you spend one or more hit dice to restore hit points at the end of a short rest and your apprentice is within 30 ft of you, your apprentice also regains the same amount of hit points (including any bonuses).

Apprentice Wild Guide stat block.

APPRENTICE WILD GUIDE
Small or medium, humanoid (any race)
-------------------
Armor Class: 14 (Studded Leather)
Hit Points: 5 times your ranger level + your Constitution modifier
Speed: 30'
-------------------
STR +2 (14), DEX +2 (14), CON +1 (12), INT +0 (10), WIS +1 (12), CHA +0 (10).
-------------------
Skills: Nature +2, Survival +3
Senses: Darkvision 60 ft, Passive Perception 11.
Languages: Common and one other language of your choice
-------------------
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the apprentice’s skill bonuses and the bonuses to hit and damage of its weapon attacks.

Timid. The Apprentice Wild Guide has disadvantage on saving throws to resist effects that charm or frighten.

Youthful Vigor. When a spell of 1st level or higher is cast on the Apprentice Wild Guide that rolls dice to restore hit points, roll one of those dice a second time and add it to the result. For example, instead of restoring 2d6+2 hit points, the apprentice restores 3d6+2.
------------------- ACTIONS -------------------
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.


7: Advanced Training. At 7th level, your apprentice has improved in skill and ability, following the emphasis of your training. Your apprentice learns one of the following advanced training options. You choose additional options for your apprentice when you reach 11th and 15th level in this class.

Bravery. Your apprentice wild guide has witnessed your bravery in the face of dangerous foes. Your apprentice loses the timid trait.
Longsword Training. Your apprentice gains proficiency with the longsword, battleaxe and warhammer, increasing the damage dice of his melee weapon attack to 1d8.
Longbow Training. Your apprentice gains proficiency with longbows and light crossbows, increasing the damage dice of his ranged weapon attack to 1d8.
Skilled. Choose two skills in which you are proficient. Add your proficiency bonus to ability checks made by your apprentice while using those skills.
Toughness. Your apprentice gains additional hit points equal to your ranger level, and one additional hit point every time you level in this class.
Resiliency. Choose one saving throw in which you are proficient. Add your proficiency bonus to saving throws made by your apprentice of that type.
Shield. Your apprentice gains proficiency with shields, increasing their armor class by +2 when wielding a shield (as shield bonus).


7: Sparing Weapon Bond. When you reach 7th level, you have worked with your apprentice such that a bit of magic from your weapons have infused theirs with power. While you wield a magical weapon, your apprentice’s weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

11: Expert Training. By level 11, your apprentice has mastered the fundamentals and developed a unique fighting style that suits their talents. Your apprentice learns one of the following fighting style options:

Two-Weapon Fighting. Your apprentice has taken up a second shortsword and now wields two weapons with blinding speed. When your apprentice hits with a melee weapon attack, the attack deals an additional 1d6 damage of the same type.
Archery. Your apprentice has developed a keen eye and exceptional aim with the bow. Your apprentice ignores half-cover and gains a +2 bonus attack rolls made with ranged weapons.
Defense. Your apprentice has learned to turn blade and missile alike, improving their ability to stand toe-to-toe with the most dangerous of foes. Your apprentice gains a bonus to their armor class equal to your half your proficiency bonus. As a reaction, your apprentice can add +2 to their armor class against one weapon attack the apprentice can see.

11: Lure of the Wild. When you reach 11th level, your apprentice is following your path as a ranger, even taking to the environments you favor and monsters you hunt. Choose one terrain chosen with your Natural Explorer and one creature type chosen with your Favored Enemy class features. Your apprentice receives the benefits from these class features for the chosen terrain and creature type.
In addition, your apprentice receives the benefits of your Land’s Stride class feature.

15: Expedited Lesson. When you reach 15th level, you have learned how to instruct others quickly, and improve their abilities . As an action, you can instruct up to 3 creatures who can hear and understand you in the usage of a particular skill in which you have proficiency. Once during the next 10 minutes, they can add your proficiency bonus as a bonus to a roll using the chosen skill. They can do so after they have seen the roll, but before the DM describes the results.
You can use this ability a number of times equal to 1 + your Wisdom modifier (minimum once), regaining all uses at the end of a long rest.


At your Dungeon Master's discretion, you can build a custom apprentice that more closely suits the world. This is an advanced option for players who are very familiar with the rules and are comfortable modifying the apprentice stat block. The apprentice only has proficiency with weapons and armor in its stat block, unless otherwise noted. Make the following changes to the apprentice stat block after choosing a race for your apprentice.

Size becomes the size of the chosen race.
Speed becomes the speed of the chosen race.
Use the following attribute array (as per the standard array rules in the PHB) and distribute as desired: 14, 14, 12, 12, 10, 10.
Choose 2 skills from the ranger skill list, add +2 to those skills (treated as proficiency).
Senses becomes the senses of the chosen race.
Languages become the languages of the chosen race.
Add racial features as per creating a new character of that race, ignoring any ability score increases and bonus weapon or armor proficiencies. If a racial feature indicates a feature when reaching a higher level, consider the apprentice level 1 for that purpose.
Recalculate skill bonuses, passive perception, attack and damage based on the chosen ability scores and skills.

BerzerkerUnit
2019-06-25, 08:42 PM
I’m just reposting what I have in the chat thread with some edits. Edit: Major revamp.

Rogue Archetype: Tacticon (Tactical Recon)
As a Tacticon you specialize in transforming your target’s terrain advantage into your own. While scouting you mark locations from which your allies can launch more successful assaults, or lay traps to hinder your foes’ response. As you gain experience you will learn to leave targets open for your allies’ attacks, identify what items are of most value to a target, and even master magical arts to spy.

Scout Familiar
At 3rd level you learn to cast the Find Familiar spell. Your Familiar can take the form of a cat, rat, spider, crow, owl, or falcon. When you cast the spell using this feature you can replace the normal material components with a living specimen of one of the listed beasts, the creature uses your Stealth checks, and the maximum range to share the creature's senses is 1 mile.

Tactical Advance
Beginning at 3rd level you can mark advantageous positions called Vantage Points based on information gathered when scouting. While hidden, you can spend a bonus action to mark a location and place any required materials or direct your familiar to do so using its reaction if it is also hidden. Only those proficient in Thieves' Cant can recognize Vantage Points, though you can teach allies how to recognize your own.

The value of Vantage Points is time sensitive. As soon as you mark a Vantage Point, an ally has one minute to occupy it and make use of its effect. Once an ally occupies a Vantage Point, its effect must be used before the end of their next turn or be wasted. You can set a number of Vantage Points equal to your Intelligence Bonus. You recover all uses of this ability after completing a short or long rest.
- List of Vantage Points
Breathing Room. An ally that enters this space can use a bonus action to spend a Hit Die. They recover hit points as if the die had rolled its maximum result plus their Constitution bonus.
Deadly Positioning. Attacks made by an ally that occupies this space deal additional damage equal to your Intelligence modifier.
Power Slide. Allies can leave this space without provoking attacks of opportunity.
Artful Cover. Allies that enter this square have cover and are lightly obscured until the beginning of their next turn.
Ambush Point. Allies that attack surprised creatures from this position with melee or ranged weapon attacks deal an additional 2d6 damage.
It's a Trap. An enemy lured into this space suffers caltrops, triggers a hunter's trap, or a falling net trap. This Vantage Point requires caltrops, hunter's trap, or net.

Eye for Leverage
Beginning at 9th level you develop a keen eye for locations and objects of great value when scouting. When you make Perception, Insight, or Investigation checks to recognize items or locations of great value or personal significance, you can add your Intelligence modifier to the roll. If you have these items and use them in negotiations, you may add your Intelligence bonus to any Persuasion or Intimidation rolls made against their owner.

Prey on the Weak
Beginning at 13th level, if you hit a creature with advantage, the next attack directed at them before the end of your next turn also has advantage. If the attack isn't made by you, it deals an additional 2d6 damage.

Strategic ArcanaBeginning at 17th level your transcendent skill of gaining access to forbidden knowledge and locations has cultivated mastery of several spells. You learn the Scrying, Arcane Eye, and Truesight spells. After casting one of these spells you must complete a short or long rest before casting another.

Rawrawrawr
2019-07-04, 01:42 PM
Cleric Domain: Demagogue

Most clerics worship other beings. For most clerics, these are gods or goddesses. On occasion, some worship lesser powers like ancient dragons or demon lords, and a few even worship concepts themselves. But rarely, some clerics wish to see themselves as idols to be worshiped. Abhorred and derided as madmen, these clerics often operate on the fringes of society, targeting the desperate and the vulnerable to build up heretical cults of personality.

Domain Spells


Spell Level
Spell


1st
Charm Person, Heroism


2nd
Enthrall, Suggestion


3rd
Enemies Abound, Fear


4th
Locate Creature, Summon Greater Demon


5th
Dominate Person, Dream



Orator
At 1st level, your speeches carry supernatural influence on those who listen.
When you spend at least 1 minute pontificating, you can attempt to charm as an action (this action is indiscernible from continuing your speech). The creature must be able to hear and understand you, and must not be taking any actions other than listening to you. That creature must make a Wisdom saving throw. On a failed save, the creature is charmed by you for up to 10 minutes. The creature doesn't realize you've charmed it or attempted to charm it, regardless of the outcome of the saving throw. A creature that succeeds on this saving throw is immune to being charmed by this effect again for 24 hours.
The charmed condition ends if the creature takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

Powers of Personality
At 1st level, you become proficient in your choice of two of the following skills: Deception, Insight, Intimidation, Persuasion, or Performance.

Holy Fervor
At 2nd level, you can use your Channel Divinity to inspire a religious frenzy in one a creature.
As an action, you can shout words of your own scripture at one ally within 30 feet of you that can see and hear. Until the start of your next turn, that ally has advantage on all attack rolls, their walking speed is doubled, and they are immune to being charmed or frightened by creatures other than you. If the ally is already charmed or frightened by another creature, the effect is suppressed for the duration of the frenzy.

Demagogue's Blessings
At 6th level, you may use your Channel Divinity grant one of your allies a spell, much a like a real deity grants to their own followers.
As an action, you may touch one creature. When you do so, you choose a spell you have prepared, and spend a spell slot equal to or higher than the spell's level. The creature you've blessed may now cast the spell any time within the next hour without spending a spell slot, or even needing the ability to cast spells.
The spell is cast at a level equal to the spell slot you spent, and uses your Wisdom modifier and proficiency bonus. Otherwise, the creature is the one casting the spell, meaning it must spend the full casting time to cast the spell, be able to provide the appropriate verbal, somatic, and material components, maintain concentration on the spell if it is a concentration spell, and so on.
If the spell is not cast after 1 hour, it is lost.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Fanatical Devotion
At 17th level, whenever a CR 1 or lower creature that has been charmed by you, and that can hear and understand you, hears you pontificate for at least 1 minute, that creature becomes fanatically devoted to you for 1 week. A creature under the effect of protection from evil and good may make a Wisdom saving throw to avoid being influenced by this effect. On a success, it is aware that you tried to influence it, and is immune to becoming fanatically devoted to you for 24 hours.
Any creature that's fanatically devoted to you is charmed by you, considered your ally, and will obey all your commands, including obviously harmful or suicidal ones. A fanatically devoted creature is immune to being charmed or frightened by creatures other than you.
A fanatically devoted creature that witnesses another creature attack or damage you becomes hostile against the attacking creature, and attempts to attack that creature to the best of its ability (unless you command it not to). A fanatically devoted creature only gives up when it is killed, when its target is killed, or when it can no longer see or hear its target. While attempting to kill its target, the fanatically devoted creature has advantage on all attack rolls, and its walking speed is doubled.
Another creature can tell that a creature is fanatically devoted by succeeding on an Insight check with a DC equal to your Cleric spellcasting save DC. This reveals that the creature is fanatically devoted, but not to whom the creature is fanatically devoted to. Fanatical devotion can be removed by either a remove curse or dispel evil and good spell. A creature that reads the thoughts of a fanatically devoted creature must succeed on a Wisdom saving throw or become fanatically devoted to you for 1 hour. If that creature doesn't receive commands from you, it acts in accordance with the impression it has of you, based on whatever information it has about you.

Phhase
2019-07-11, 01:18 AM
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Druid Circle: Circle of Blood
https://66.media.tumblr.com/edef1c8557ad68b7320c75ca45642a4d/tumblr_inline_ofcl8zGeMu1rkapbx_400.jpg

These druids harness the spirit of the hunt to empower themselves and incite those around them into a bloodthirsty frenzy. Some harness this power to give themselves an outlet for dangerous impulses, or to lead manhunts on wanted criminals. Others use the carnal thrill of the hunt to feed their own bloody desires, or create deadly bands of roaming bandits. Only one thing is for certain - when pursued by a Druid of the Blood and his companions, you can run, but you can't hide.

The following spells are added to your Druid spell list: Haste, Slow, Spider Climb, Magic Fang, Greater Magic Fang, Fear
Add Carcass Eater (Libris Mortis p91) as a Wild Shape option.
Gain proficiency with Unarmed Strikes
Your fingers can split open to form bony claws, causing your unarmed strikes to deal 1d6 (+Str) slashing damage.

Whiff of Red
At second level, your sense of smell becomes supernaturally keen. If some sign of presence or passage of a creature is present, you gain advantage on survival checks made to track that creature. You are also able to discern a rough creature type by scent (E.g., goblinoid, ooze, undead, etc.) as long it is a creature type you have seen before. If you have the blood/other fragment of a creature, the effect heightens to a locate creature spell. When tracking a creature, add 10ft to your speed and to that of any allies within 40ft.

In addition, you have the option enter Bloodfury as a bonus action. This state lasts for as long as there is an injured creature within 60ft of you, or until you decide to end it as bonus action. While enraged, you may add your proficiency bonus to attacks made with natural weapons or unarmed strikes. In addition, each melee attack you land make gives you 1 Primal Fury. Primal Fury lasts until the end of your rage.

1 Primal Fury - Further +10ft to your speed and to that of allies within 40ft

2 Primal Fury - You gain an extra attack with an unarmed strike or natural weapon.

You can enter Bloodfury once per long rest.

Rip and Tear
The smell of blood upon the air is like a drug to you, an opinion often shared by those nearby. At 6th level, when a damaged creature comes within 60ft of you, you can sense its general location. This gives you advantage on perception checks made to find the location of hidden or invisible creatures.

Your bloodthirst surges, bleeding into you allies' minds. Augment Bloodfury:

6 Primal Fury - You can no longer cast spells. Allies within 20ft must succeed on a concentration check equal to you spell save DC to cast. You and allies within 20ft gain advantage on Strength saving throws, skills, and attacks.


Lacerator
At 10th level, your penchant for bloodshed reaches new heights, as does the power of the gestalt field you create while enraged. Your natural weapons and unarmed strikes are enhanced with an anti-coagulating venom. Each attack you make against a creature with blood or other vital fluid leaves a bleeding wound that deals 1 damage at the end of that creature's turn unless it succeeds at a Medicine check against your spell save DC. This effect is cumulative (2 wounds for 2 damage, etc.).

In addition, augment Bloodfury:

2 Primal Fury - Your first melee attack that hits a bleeding target each round heals you for the current bleed damage, up to a max of your level+your Con modifier.

6 Primal Fury - Allies within 20ft gain haste, and also heal from bleeding targets. When the Bloodfury ends, all parties that were affected by haste gain one level of exhaustion.

Endless Feast
At 14th level, you and your pack are awash in the ichor of your enemies. While in Bloodfury, you can continue fighting at 0hp. However, your allies lose the benefits of Primal Fury while you are at 0hp, and when Bloodfury ends, you suffer a level of exhaustion for each death save you had to make (Success or failure).

In addition, augment Bloodfury:

6 Primal Fury - Allies within 20ft take 3 less damage from all non-psychic sources.

8 Primal Fury - Allies within 15ft must succeed at a Wisdom Saving throw versus your spell save DC or wielded weapons become natural weapons as they fuse with the wielder, turning bony and organic (For example, a longsword becomes a long bony blade jutting from the end of your arm). Weapons still retain magical properties (but lose material properties like silvered). Nails become claws (+1d4 slashing to unarmed strike), teeth become fangs (1d6+str bite). Allies so transformed exude your anticoagulant on their weapons, inflicting 1 bleed for each attack landed. In this state, spellcasting or concentrating on spells is impossible. Allies may repeat the save each round if they wish. Otherwise, it lasts until Bloodfury ends.



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The idea behind this is that the Circle of Blood is all about leading a pack of ravening beasts into battle. Since you gain benefits from stacking bleed on one target, the pack follows your lead to focus down one target at a time.

Blackflight
2019-07-18, 12:05 PM
Fighter Martial Archetype: The Knight

Commanding presence:
When you select this feature at 3rd level, you can shout out a command to a nearby creature that can hear you. Whenever you use your commanding presence feature, choose one of the following effects:


Knight´s challenge:
As a bonus action you shout out a taunting challenge at a creature wtihin 60 feet. That creature makes a wisdom save (DC 8 + your proficiency modifier + charisma modifier). If it fails, it has disadvantage when attacking a creature other than you, and it treats all terrain as difficult whenever it tries to move away from you. At the end of each of its turns it can make a new wisdom save, ending this effect on a successful save. Furthermore, this effect immediately ends if you are frightened, incapacitated or you use a dash action to move away from the affected creature. A creature with an intelligence score of less than 3 is immune to this effect.

Maneuvering command:
As a bonus action you can shout a command to an allied creature within 60 feet. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.

Commanding strike:
When an allied creature fails to hit on a melee attack roll against a creature within 5 feet of you, you can use your reaction to allow that creature to reroll a single dice once.

Iron resolve:
When an allied creature within 60 feet fails a wisdom saving throw (including yourself), you can use your reaction to allow that creature to reroll its saving throw once.

You can use your commanding presence feature a number of times equal to 1 + your charisma modifier (minimum 1). You regain all uses when you complete a short or long rest.

Jousting
Also at 3rd level, you can choose to use your charisma modifier instead of your wisdom modifier whenever you make an aminal handling check made to control your mount.

Martial prowess
At 7th level, your martial skill is unmatched, being able to use your shield offensively and your great weapons defensively. You gain the following two benefits.


Shield bash:
While wielding a shield, whenever you take the attack action you can make a single attack using your shield as a bonus action. You are proficient with this attack and it deals d4 + your strength modifier as bludgeoning damage. If a shield has relevant alterations or magical enhancements, shield bash can benefit from those effects.

Parry:
While wielding a two-handed melee weapon, or two one-handed melee weapons, you can use your reaction to gain a +2 AC bonus against melee weapon attacks. You can use this feature after being attacked but before the DM tells you whether the attack would hit you or not. When used, the effect lasts until the start of your next turn.

Dauntless
At 10th level, you gain proficiency in wisdom saving throws and you have advantage on saving throws against being frightened

Battle vigor
At 15th level, while engaged in combat, when you use your Action surge or second wind features, you also regain a use of your Commanding pressence. This cannot exceed your maximum amount of uses per rest.

Imposing presence
At 18th level, whenever you use knight´s challenge from your commanding presence feature, you are able to affect any number of eligable hostile creatures within range.

Ivellius
2019-07-21, 10:32 PM
New Barbarian Path: Path of the Forerunner
While barbarians are often sent forward first, some deliberately choose to be trailblazers to better shepherd their lesser allies from harm. If you are the first one to the fray, the rest of your allies will be targeted later.

Vanguardian
Beginning at 3rd level when you choose this path, you can protect yourself and others from harm. While raging, if you are wielding a shield, you can use your reaction to impose disadvantage on an attack roll made against you or an ally within 5 feet of you.

Pathfinder
Beginning at 6th level, you are almost impossible to slow down. Your overland travel pace is not slowed due to terrain, and you can ignore movement penalties caused by difficult terrain if you make all of your movement on your turn in a straight line.

Ringbearer
Beginning at 10th level, you can fortify you and your allies with the spirits of nature, binding your souls together. During a short rest, you can perform a ritual invoking solidarity for you and up to 7 allies. You are all psychically linked for the next hour after you finish your short rest. Creatures with Intelligence scores of 2 or less aren't affected by this feature. Until the effect ends, you and your allies can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. Once you have used this feature, you cannot use it again until after you finish a long rest.

Groundbreaker
Beginning at 14th level, you can charge forward heedless of any obstacle. While raging, if you move at least 20 feet in a straight line toward a Large or smaller target, you can use a bonus action to make a special trample attack against that creature after you finish your movement. If the creature fails a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus), it is pushed 5 feet to the side (or prone if it cannot move to the side) and takes 1d10 + your Strength modifier in bludgeoning damage.

MoleMage
2019-07-22, 09:11 AM
Voting thread is up!

http://www.giantitp.com/forums/showthread.php?593342-D-amp-D-Subclass-Contest-IX-Voting-Thread&p=24045977#post24045977

Remember, voting is the first tiebreaker in the event of a tie. Make sure to vote so you don't lose out on a close race in the end!

MoleMage
2019-08-05, 08:29 AM
And voting is now concluded!

In 3rd place, with 9 points, we have Vogie's Arrogate Rogue. Plan elaborate heists! Forgo sneak attack so your allies can get a hit in! Drive vehicles better!

In 2nd place, with 11 points, we have Rawrawrawr's Demagogue Domain. Become your own divinity! Grant your followers spells (or at least spell)!

And our winner for Contest IX is BerzerkerUnit's Tacticon Rogue. Scout out the battlefield! Create tactical vantage points! Uncover the world's secrets!

Congrats to our winners! Keep your eyes open in the next little while for our next contest, which will be Contest X: Calling Card.

Voting has concluded! Next contest will be up shortly.