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  1. - Top - End - #1
    Titan in the Playground
     
    JNAProductions's Avatar

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    Default Tactics And Leadership-A 5E Everything But Class Contest

    Companion to this contest. Same rules as before, but instead of a class, you should create something else. A race, subclass, magic item, monster, organization... Anything you like!

    Rules and deadlines can be found in the main thread. There is one change, though-you may enter up to three things in this contest, but they must all be from different categories.

    Chatter is here.
    Last edited by JNAProductions; 2017-11-05 at 08:49 PM.
    I have a LOT of Homebrew and a Patreon for it

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  2. - Top - End - #2
    Titan in the Playground
     
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    Default Re: Tactics And Leadership-A 5E Everything But Class Contest

    Spoiler: Programmed Alpha
    Show
    Programmed Alpha
    Huge Construct, Lawful Neutral


    Armor Class 22 (Natural Armor)
    Hit Points 338 (25d12+175)
    Speed 40'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    26 (+8) 10 (0) 24 (+7) 18 (+4) 16 (+3) 16 (+3)


    Skills Athletics +14, Perception +9
    Damage Immunity Poison
    Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-adamantine weapons.
    Condition Immunities Poisoned, Exhausted
    Senses Darkvision 120', Blindsense 10', Passive Perception 19
    Languages Common, Lawful
    Challenge 22



    Dictates Despite being the leader of the Programmed, a Programmed Alpha still must follow a series of rules. The rules of an Alpha are as follows:
    -No preemptive strikes (ambushes are acceptable against designated foes)
    -Lead from the fore
    -Minimize harm to their own forces
    Unlike other Programmed, Alphas' dictates are rather broad, but they still cannot be ignored.

    Axiomatic Nature A Programmed may never be forced to act against its Dictates.

    Regeneration An Alpha recovers 5 HP at the start of its turn.

    Magic Weapons An Alpha's attacks are treated as magical.

    Many-Armed An Alpha may grapple up to 8 targets (one in each limb), so long as each target is Medium or smaller. A Large target takes two limbs, a Huge takes four, and larger takes all eight. In addition, they may grapple any size of creature without disadvantage and with success (on a usual opposed check) so long as they have the appropriate number of limbs available. Note that usually two limbs are used to wield the Greatblade.

    Magic Resistance The Alpha has advantage on saves against magical effects.

    Actions



    Slam Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 3d8+8 (22) bludgeoning damage.

    Greatblade Melee Weapon Attack: +14 to-hit, reach 15', one target. Hit: 3d12+8 (28) slashing damage.

    Wristbow Ranged Weapon Attack: +6 to-hit, range 50'/200', one target. Hit: 2d10 (11) piercing damage.

    Sweeping Blow Melee Weapon Attack: All creatures in a 15' cone must make a DC 22 Dexterity saving throw or take 3d12 (20) points of slashing damage as the Alpha sweeps its greatblade along the ground. On a success, they instead take half damage. (If the Alpha is somehow disarmed of his Greatblade, he may instead Sweep with his Slam-in which case, it is a 10' cone for 3d8 (14) points of damage.)

    Hit And Fade The Alpha makes a single attack and then Disengages.

    Pushback The Alpha makes a single attack. Anyone damaged by the attack is immediately subject to a Shove attempt from the Alpha.

    Extra Attack 4 The Alpha makes five attacks in any combination of Slams, Greatblades, Wristbows, Sweeping Blows, and other attack actions (such as grappling).

    Bonus Actions



    Dictating The Alpha adds a new Dictate to another Programmed within 60' The Dictates he may add as are follows:
    -Kill-The Programmed adds the Alpha's proficiency bonus (6) to all damage rolls.
    -Live-The Programmed may make a single attack as a bonus action while performing the Dodge or Disengage action. (A Gamma may instead perform a Healing action.)
    -Detonate-The Programmed explodes on its next turn as an action, dealing its remaining HP in force damage to all creatures within 5' (tiny Programmed), 10' (small or medium Programmed), 20' (large Programmed), or 30' (huge Programmed) if it fails a DC 8+the Programmed's proficiency bonus+its Constitution modifier Dexterity save, and half damage on a success.
    This new Dictate lasts for one minute (ten rounds), after which the Programmed shuts down for 1d4 rounds as it reboots. While shut down, treat the Programmed as incapacitated and unable to move. Multiple Dictates can be stacked, however, if two Dictates are stacked, then each round counts for double for the time limit before it shuts down, and it must spend 2d4 rounds rebooting.

    The Alpha may instead attempt to impose a Dictate on non-Programmed. It selects any one Dictate from any Programmed, and if the target within 60' fails a DC 18 Wisdom save, it must follow the Dictate for one minute. The target may repeat the saving throw at the end of each round.

    Reboot The Alpha shuts down for up to five rounds. While shut down, it gains resistance to all damage and recovers 5d10 (28) points of damage each round, in addition to its usual regeneration, but is incapacitated and cannot move. It must choose how many rounds to shut down when it first deactivates.

    Reactions



    Retaliate The Alpha makes a single attack that must include the person who attacked it.

    Reflect The Alpha adds 6 to its AC against this attack or adds 6 to its saving throw (if it requires one). If the Alpha was the sole target and the attack misses/effect fails, the Alpha may immediately reflect the attack back on whoever initiated it.

    Spoiler: CR Math
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    DCR starts at 18 (338 HP), but then goes up to 19 (Regen) and then 20 (AC 22). Reflect and Reboot, I think, should up it to 21.

    OCR is, assuming a routine of five Greatblades, is 20, +2 for good hit bonuses, for 22.

    It's got a few other abilities, so let's round up to 22.


    Spoiler: Programmed Beta
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    Programmed Beta
    Medium Construct, Lawful Neutral


    Armor Class 20 (Natural Armor)
    Hit Points 210 (20d8+120)
    Speed 50'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    18 (+4) 22 (+6) 22 (+6) 16 (+3) 14 (+2) 14 (+2)


    Skills Athletics +9, Acrobatics +11, Stealth +11, Sleight of Hand +11
    Damage Immunity Poison
    Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical, non-adamantine sources.
    Condition Immunities Poisoned, Exhausted
    Senses Darkvision 100', Passive Perception 12
    Languages Common, Lawful
    Challenge 16



    Dictates A Programmed Beta must follow a series of rules, as all Programmed must do. A Beta's rules are as follows:
    -Retreat from a losing fight
    -Harass when possible, avoid engaging directly
    -Prey on the weak

    Axiomatic Nature A Programmed may never be forced to act against its Dictates.

    Magic Weapons A Beta's attacks are treated as magical.

    Sneak Attack Once per turn, a Beta may inflict an extra 10d6 (35) points of damage on an attack, so long as the attack was made with advantage, or the Beta has an ally adjacent to their target and does not have disadvantage on the attack.

    Actions



    Poisoned Blade Melee Weapon Attack: +11 to-hit, reach 5', one target. Hit: 1d8+6 (11) slashing or piercing damage, and the target must take a DC 14 Constitution save or take an additional 6d6 (21) points of poison damage, with no damage on a successful save.

    Wristbow Ranged Weapon Attack: +11 to-hit, range 100'/400', one target. Hit: 2d6+6 (13) piercing damage.

    Stealth Field The Beta casts Invisibility on itself. This is not a magical effect.

    Extra Attack 2 The Beta makes three Wristbow, Poisoned Blade, or other attack actions.

    Bonus Action



    Overcharge Stealth Fields The Beta may, once per short rest, cause its Stealth Field to overcharge for 3d4 rounds. While overcharged, Stealth Field casts Greater Invisibility rather than Invisibility. After overcharging, the Stealth Field will not function for another 2d4 rounds.

    Reaction



    Swap The Beta, when targeted by an attack, swaps places with someone who is adjacent to it. If the target is willing (other Programmed of lesser rank are always considered willing, and Alphas are usually willing) this happens automatically. If the target is unwilling, it makes a contested Acrobatics or Athletics against the Beta's Athletics. On a tie or failure, the Beta and target are unmoved, but if the Beta succeeds, the target and itself switch places.

    Spoiler: CR Math
    Show
    DCR starts at 10 (210 HP), but immediately jumps to 11 due to AC. I'll add up to 12 for Swap, then 14 for Stealth Field.

    OCR is (35+13+13+11+21=93) 15, +1 for hit bonus. So 16. Add 2 for Stealth Field, and you get 18.

    Total CR is 16.


    Spoiler: Programmed Gamma
    Show
    Programmed Gamma
    Large Construct, Lawful Neutral


    Armor Class 18 (Natural Armor)
    Hit Points 173 (15d10+90)
    Speed 30'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    16 (+3) 10 (0) 22 (+6) 14 (+2) 12 (+1) 12 (+1)


    Damage Immunity Poison
    Condition Immunities Poisoned, Exhausted
    Senses Darkvision 80', Passive Perception 11
    Languages Common, Lawful
    Challenge X



    Dictates A Programmed Gamma must follow a series of rules, as all Programmed must do. A Gamma's rules are as follows:
    -Protect superiors
    -Do no harm
    -Protect noncombatants

    Axiomatic Nature A Programmed may never be forced to act against its Dictates.

    Actions



    Pushback Melee Weapon Attack: +3 to-hit, reach 10', one target. Hit: The target is pushed back 10'.

    Area Shove Melee Weapon Attack: All creatures in a 10' cone must make a DC 15 Strength save or be pushed back 5' from the Gamma.

    Heal Melee Spell: One target within 10' is healed for 2d10+2 (13) points of damage.

    Ranged Heal Ranged Spell: One target within 120' is healed for 2d6+2 (9) points of damage.

    Multi-Heal The Gamma makes four Heal or Ranged Heal actions.

    Bonus Action



    Ward The Gamma Wards an ally within 10'. So long as that ally remains within 150' of the Gamma, it halves all damage it takes. The Gamma takes the other half. If multiple Gammas ward one target, damage is split evenly between them all.

    Spoiler: CR Math
    Show
    Honestly, no clue how to CR these guys. They have no offense-as such, they're useless on their own. But they provide potent heals to friendly targets.


    Spoiler: Programmed Epsilon
    Show
    Programmed Epsilon
    Small Construct, Lawful Neutral


    Armor Class 16 (Natural Armor)
    Hit Points 75 (10d6+40)
    Speed 30'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    8 (-1) 14 (+2) 18 (+4) 12 (+1) 10 (0) 10 (0)


    Skills Acrobatics +5
    Damage Immunity Poison
    Condition Immunities Poisoned, Exhausted
    Senses Darkvision 60', Passive Perception 10
    Languages Common, Lawful
    Challenge 2



    Dictates A Programmed Epsilon must follow a series of rules, as all Programmed must do. An Epsilon's rules are as follows:
    -Buff, don't beat
    -Sacrifice for superiors
    -Stay till the end

    Axiomatic Nature A Programmed may never be forced to act against its Dictates.

    Actions



    Short Sword Melee Weapon Attack: +5 to-hit, reach 5', one target. Hit: 1d6+2 (6) piercing damage.

    Haste The Epsilon casts Haste.

    Slow The Epsilon casts Slow, targeting no more than two creatures. DC is 12.

    Spoiler: CR Math
    Show
    DCR is pretty basic. 75 HP is 1, +1 for AC, for 2.

    OCR is a touch harder. I'll assume they haste themselves, for two attacks, and 12 damage. That's 1, with +1 for hit bonus.

    In other words, CR 2. But much more dangerous in groups or with friends, like that Alpha.


    Spoiler: Programmed Zeta
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    Programmed Zeta
    Tiny Construct, Lawful Neutral



    Armor Class 14 (Natural Armor)
    Hit Points 28 (5d4+15)
    Speed 25'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    8 (-1) 14 (+2) 16 (+3) 10 (0) 8 (-1) 8 (-1)


    Damage Immunity Poison
    Condition Immunities Poisoned, Exhausted
    Senses Darkvision 40', Passive Perception 9
    Languages Common, Lawful
    Challenge 1/8



    Dictates A Programmed Zeta must follow a series of rules, as all Programmed must do. A Zeta's rules are as follows:
    -Swarm the enemy
    -Run if alone
    -Explode when below 25%

    Axiomatic Nature A Programmed may never be forced to act against its Dictates.

    Actions



    Slam Melee Natural Attack: +4 to-hit, reach 1', one target. Hit: 1d4-1 (2) bludgeoning damage.

    Explode The Zeta explodes in a shower of parts. All creatures within 5' must make a DC 13 Dexterity saving throw or take 2d10 (11) points of force damage, half on a success.

    Spoiler: CR Math
    Show
    DCR is 1/8th.

    OCR is also 1/8th.
    I have a LOT of Homebrew and a Patreon for it

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  3. - Top - End - #3
    Firbolg in the Playground
     
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    Default Re: Tactics And Leadership-A 5E Everything But Class Contest

    I guess I can throw something together...

    Synchronised Sending
    4th-level evocation

    Casting Time: 1 Action
    Range: Unlimited
    Components: V, S, M (a bundle of copper wires)
    Duration: Instantaneous

    You send a short message of twenty-five words or fewer to any number of non-hostile creatures. You do not need to specify individual creatures; you could use this spell to contact all members of the town guard or all allied soldiers in an army's vanguard. All of the creatures hear the message in their minds and recognize you as the sender if they know you. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message, even if you do not share a language.
    You can send the message across any distance and even to other planes of existence with no penalty.
    Avatar by Oneris!
    Sorry I'm so quiet, I'm doing NaNo!

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    Homebrew: Sig, MFoV (I'm the Nails)

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Oath of Courage

    The Oath of Courage bonds a Paladin to uphold valor amongst not only themselves, but also their compatriots. Inspiring their fellows with divine power much like a Bard does through music, they draw out greater force than nearly any other can. Known to some as Harmonious Knights, and to others as Champions of Valor, they make it far more difficult to truly defeat whatever side they stand on.

    Tenants of Courage:

    • Valor: In the face of danger, never back down unless failure is inevitable.
    • Leadership: Never be content with merely ordering, lead by example.


    Oath of Courage Spells:

    Paladin level Spells
    3rd Heroism, Healing Word
    5th Enhance Ability, Prayer of Healing
    9th Protection from Energy, Mass Healing Word
    13th Stoneskin, Death Ward
    17th Dispel Evil and Good, Mass Cure Wounds

    Channel Divinity:
    When you take this Oath at third level, you gain the following two Channel Divinity options:

    • Inspire Courage: As a bonus action, you may select a creature within 30 ft. of you that is not of an opposite alignment, such as being Chaotic Evil if you are Lawful Good. That creature gains one Inspiration die, a d8. This die may be used during a roll for an ability check, damage roll or saving throw within 10 minutes of gaining the die, adding the result of rolling this die to that roll. The inspiration die may be used after the initial roll, but only before the result is determined to have succeeded or failed.
    • Fervor: As a bonus action, you may expend five points of your Lay on Hands pool to restore health equal to your Charisma modifier to all friendly creatures in 30 ft. of you. They may also expend hit dice to heal, as if they had taken a rest, using your Charisma modifier in place of their Constitution modifier if it is higher.


    Inspiring Radiance: Starting at 7th level, whenever you use Divine Smite, you may give yourself or another creature not of opposite alignment within 10 ft. of you a number of d8 Inspiration dice, as described in Inspire Courage, equal to the number of extra damage dice given by the Divine Smite instead of the extra damage dice. Only one of these Inspiration dice can be used on any single roll. At 18th level, the range increases to 30 ft. and you may divide the Inspiration dice between a number of targets not exceeding your Charisma modifier.

    Inspire Heroism: Starting at 15th level, you gain an extra number of uses of Channel Divinity equal to your Charisma modifier each Long Rest. Additionally, creatures with more than one of your Inspiration dice within 20 ft. may use two of them on a single roll, instead of being limited to only one.

    Heroic Presence: Starting at 20th level, you and friendly creatures within 30 ft. of you gain temporary HP equal to your Charisma modifier at the start of each of your and their turns and you and they are immune to being frightened. The temporary HP only lasts a single round, and as such fades if a friendly creature begins their turn farther than 30 ft. from you.
    My most liked class, thematically, is the Artificer. Make free items! (fail by RAW to)Hold up the setting! Have access to every magic item...
    My most liked class, mechanically, is the Bard. I sing the enemy to death! (at level 21)I talk you into a suicidal fanatic! I need to cheese rules that make me sing as I fight or talk to get things done...

    I prefer t2 over anything else, because t2 lets you become anything. I think Psionics is more versatile than magic.

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