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  1. - Top - End - #31
    Troll in the Playground
    Join Date
    Dec 2013
    Location
    turkey
    Gender
    Male

    Default Re: Weekly Subclass Workshop

    Quote Originally Posted by Anubis Dread View Post
    One class that always fascinated me back in 3.5 was the Maester. This was a class that appeared in one of the Dragonlance campaign books, so it was borderline if not ACTUAL third party. So no shame if you haven't heard of it. It was basically at its essence a mundane artificer - a crafting class that focused on the mundane rather than magical. There's this unique fun to crafting up your own items and arnaments. The artificer scratches a similar niche, but as where I couldn't even begin to make an artificer due to how complicated they are the maester was refreshingly simple.

    I've kept this one on the back burner for a while, but figured now was as good a time to write up another fighter subclass - the Maester.

    Spoiler: The Maester
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    Maester

    Anyone can make a sword. At its essence it's just a sharp piece of metal with leather wrapped around the bottom after all. But not all swords are equal. One that is forged by an ameteur is a sharp club. One that is forged by a Maester can cut through the dragon scales with ease. A fighter who follows the path of the Maester becomes an expert at crafting the equipment of their comrades and themselves.

    Tool User

    At 3rd level choose three artisans tools of your choice. You gain proficiency with these tools. In addition, double your proficiency bonus to ability checks using artisan tools.

    Expert

    Starting at 3rd level you gain a Craft Pool you can use to craft items. You gain a number of craft points at the end of a long rest equal to your fighter level, and can store a maximum number of craft points in your Craft Pool equal to five times your fighter level. Whenever you gain a level, including when you gain this feature at 3rd level, you gain enough points to completely fill your Craft Pool.

    You may expend craft points in order to create items without downtime, as long as you are proficient with and use the tools necessary to craft it. One craft point is equivalent to 1gp worth of crafting. By expending a craft point and working for one minute, you can crete an item worth 1gp or less. Alternatively you may put that 1gp towards a larger project. This works the same way as crafting does in down time. Items are not usable until you have fully crafted them, but you can keep an item partially crafted indefinitely.

    You can only craft this way if you have materials available. In general however unless it's something ridiculous such as building a wooden boat in a treeless desert it should be assumed you can scrounge up materials from almost anywhere.

    You can expend craft points to craft during downtime in addition to any other downtime activities you perform, even if that activity is more crafting.

    Master Craftsman

    Starting at 7th level you may craft masterwork items instead of regular items whenever you craft. Masterwork items are considered to cost five times as much to craft as their mundane equivalent, with the exception of consumables such as alchemist fire or healer kits which instead cost twice as much.

    -Masterwork weapons give the wielder an additional +1 to attack and damage rolls with that weapon, and are considered magic for the purpose of overcoming damage reduction.

    -Masterwork armor and shields give the wearer an additional +1 AC.

    -Masterwork ammunition does not break when shot.

    -Mastwork items that grant advantage on an ability check or a bonus to an ability check grant an additional +2 bonus. This includes tools.

    -Masterwork items that would cause the enemy to make a saving throw or ability check grants the enemy disadvantage on that throw or check.

    -Masterwork items that would heal or deal damage heal or deal twice that amount of damage.

    -All masterwork items are five times as hard to break as normal.

    You may upgrade an existing item to a masterwork version by crafting the difference between its base cost and masterwork cost.

    Dilettante

    Starting at 10th level you may craft items without proficiency with the tools necessary to do so. You cannot craft mastwork items in this way. You still need to use the right tool to craft the item, even though you aren't proficient with them.

    Rapid Crafting

    Starting at 10th level you craft much faster than normal. When crafting using a tool with which you are proficient, you may craft 2gp worth of item(s) for every 1gp or craft point of time you spend.

    In addition, you may spend gp instead of craft points when crafting. When doing so you do not gain the benefits of the rest of your Rapid Crafting ability, but by spending a gp and a minute of work you can instantly craft 1gp worth of equipment. You may only use this ability while in a settlement.

    True Maester

    At 15th level you a paragon among craftmen. You may craft masterwork items without having to be proficient in the tool necessary to make them. You may also craft transcendent items, as long as you have the necessary tools to craft the item and are proficient with them. Transcedent items cost five times as much as their masterwork equivalent.

    -Transcendent weapons give the wielder an additional +3 to attack and damage rolls with that weapon, and are considered magic for the purpose of overcoming damage reduction.

    -Transcendent armor and sheilds give the wearer an additional +2 AC.

    -Transcendent ammunition does not break when shot, and can be reclaimed after every battle even if doing so would normally be impossible.

    -Transendent items that grant advantage on an ability check or a bonus to an ability check grant an additional +5 bonus. This includes tools.

    -Transcendent items that would cause the enemy to make a saving throw or ability check forces the enemy to make that roll with disadvantage. This disadvantage cannot be cancelled by advantage.

    -Transcendent items that would heal or deal damage heal or deal five times that amount of damage.

    -All transcdent items are indestructible by anything less than spells of 9th level or higher, the supernatural abilities of creature of a CR of at least 16, being crushed by a creature of 30 or more strength, or adamantine.

    You may upgrade a masterwork item to a transcendent item by crafting the difference between its masterwork cost and its transcendent cost.


    Spoiler: Sidebar: Interacting with Masterwork
    Show

    Some things are a little bit tricky to figure out in regards to masterwork. For instance, what does a masterwork ship really do? Is it just harder to break than normal, or is there some other benefit? In general questions like these should be left up to your DM. However, there are two questions that should be answered from the get go. That is:

    How does masterwork interact with magic items?

    Masterwork and magic are additive. Magic Weapon can be cast on a mastework item for a total of +2 to attack and +2 damage. You can upgrade a magic item into a masterwork magic item, and get the benefits of it being both magical and masterwork. When upgrading a magic item in this way, base the cost on a non-enchanted version of the item.

    How does masterwork interact with poison?

    It doesn't. In fact the Maester cannot craft poison at all. Even after getting the Dillente feature, a Maester can only craft items he could craft using artisan tools. Poison uses the poisoners kit to be crafted, which is not an artisan tool. As such masterwork poisons cannot be made, and normal poisons cannot be crafted by a Maester unless they gain access to proficiency with the poisoners kit from another source. Even if they did, they would not be able to use any of his subclass feature to expedite the crafting of poison.


    Spoiler: Authors Notes
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    -This class is pretty potent if you have a LOT of downtime in a campaign, and only decent if you don't. As such YMMV on whether this class is nuts or just okay.

    -That said, the idea of slowly but surely upgrading not just your own but everyones armor and weapons as you continue your adventures together is awesome. You may not have all the fancy tricks of a Battlemaster, but you're contributing a lot in your own way.

    -Despite stating my love of the Maester, the class probably borrows more from the artificer than anything. The Craft Pool is effectively an artificer XP pool.

    -There's a deceptive amount of utility in the Maester. They can effectively craft any item you could possibly need on the spot, from ball bearings to manacles in a matter of minutes.

    -The gp to craft points ability of Rapid Crafting was added in late. I wanted there to be a nice way to convert extraneous wealth to raw power, but it was hard to peg where I should put it. In the end I decided to fold it into Rapid Crafting to avoid any confusion on how the two interacted. Whether this means the ability comes online too late or too early I can't say.


    As always PEACH
    give this puppy spell casting power and you got 3.5 artificer (at least close as it gets the in the first place)

  2. - Top - End - #32
    Ettin in the Playground
     
    MindFlayer

    Join Date
    Mar 2015
    Gender
    Male

    Default Re: Weekly Subclass Workshop

    Still doing requests?

    If so I could do with some thoughts on a witch for my campaign world.

    It can be a class or a subclass. It should be something that works for characters or NPCs and it should work reasoanbly well as a multiclass option... If this isn't restrictive enough I would like:

    A caster (obviously)
    A bit of a nature theme
    Probably a bit of a focus on Enchantments, poisons, potions and other things associated with witchcraft but also a touch of healing.

    First thoughts are a Bard subclass but cases could be made for others.


    Now, if you are up for a real challenge, I have a bonus task. Can you create a martial (or half caster) witch class/subclass? Physical combat combined with the same flavour/theme of abilities you would expect - some kind of Coven Avenger?

  3. - Top - End - #33
    Pixie in the Playground
    Join Date
    Mar 2015

    Default Re: Weekly Subclass Workshop

    Not sure if you're still doing these, but if there's one thing I've missed since the advent of 5e it's the Storm Sorcerer. Because wind, rain, lightning, all that good stuff - that's power all on its own.

  4. - Top - End - #34
    Troll in the Playground
     
    DwarfClericGuy

    Join Date
    Jan 2005
    Location
    Albuquerque, NM

    Default Re: Weekly Subclass Workshop

    Using the Favored Soul as a jumping point, and running with a suggestion I'd read over the weekend, here's my take on the Nature's Warden - a druid based sorcerer.

    Spoiler
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    Nature’s Warden
    You have been infused with the power of Nature. Perhaps there are traces of the feywild in your ancestry. A mighty druid might have sired your lineage in a primordial age, or other champion of the wild places long ago. However it came to be, the power of the natural world ebbs and flows in your veins.

    Naturalist
    At 1st level, you obtain all your spells from the Druid spell list rather than the Sorcerer spell list. Additionally, you can choose to cast spells using either your Wisdom or Charisma as your casting stat. Once chosen, it cannot be changed. Note: You're still a sorcerer, you must still choose your spells known, unlike a druid who prepares their spells.

    Bonus Proficiencies
    At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons. However, you are restricted from using metal armor, as per Druid.

    Land’s Stride
    Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

    Thousand Forms
    By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

    Undying Sentinel
    Starting at 18th 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, aging only 1 year for every 10 that pass.
    Trollbait extraordinaire

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