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    Default D&D 5e Subclass Contest Chat Thread

    As per the interest thread posted yesterday, this is the chat thread for the subclass contest for D&D 5e. I'll update this first post as contests progress.

    Current Contest: Contest IX: Follow Me!

    Current Voting Thread: To be posted July 7 July 22



    Spoiler: Class Representation
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    Rankings are based on number of submissions first, then number of contests.
    Up to date as of Contest VII
    Class Number of Contests Total Number of Submissions Rank
    Barbarian 5 6 4th
    Bard 4 6 5th
    Cleric 5 5 8th
    Druid 5 5 8th
    Fighter 3 6 7th
    Monk 6 10 1st
    Paladin 4 5 10th
    Ranger 2 3 12th
    Rogue 5 7 3rd
    Sorcerer 3 3 11th
    Warlock 5 8 2nd
    Wizard 4 6 5th
    Other/Homebrew 6 6 Unranked


    Spoiler: Future Contest Ideas
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    It is Written (Destiny/Prophecy)
    Refine Mayhem (Remake an existing subclass)
    Hold the Line (Stationary heroes)
    Calling Card (Summoning sigils and circles)
    From Zero to Hero (Ordinary folks doing the extraordinary)
    Subsystems Online (New game mechanics)
    Keep it Simple, Stupid (simple subclasses)
    My Way is Different (Alternate or rare mechanics)
    Points for Everybody (Subclasses that use point-based resources?)
    The Pen is Mightier than the Sword ("Subclasses specializing in stationery combat" --Ninja_Prawn)
    Follow Me! (Command and Leadership)
    Scaling Strangely (Subclasses that scale from unusual values)
    Warriors of Old (Subclasses from previous editions)
    Hold my Ale! (Subclasses themed around taverns, carousing, drinking, pub games, etc.)
    Make a Choice (Subclasses which, like Hunter Ranger or Totem Barbarian, offer choices at one or more points)
    Bigger is Better (Subclasses which have something bigger about them)
    It's Mind! (Subclasses focused on mental abilities)


    Spoiler: The Rules
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    1. The class must fit the theme of the contest.
    2. Your class must be posted in the contest 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.
    3. 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.
    4. Until the contest is finished, do not post your subclass anywhere else. 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).
    5. Your subclass must be complete by the deadline. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two week extension is implemented if at least three requests are made in the chat thread.
    6. Have fun, be respectful.

    Last edited by MoleMage; 2019-07-17 at 08:15 AM.

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    PirateGuy

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    Default Re: D&D 5e Subclass Contest Chat Thread

    I was about to post something about how this may have been one of the trickier themes for me to come up with something, when an idea jumped into my head.

    Funny how things work. Need to just pin down which class I want to tie it to. This should be fun. Good luck everyone.

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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by MoleMage View Post
    This is the first subclass competition on the forums. Or at least, I'm pretty sure it is.
    I agree - we haven't had a true subclass contest for 5e yet! Amechra tried to run a 'slapdash' (i.e. you've got three days to finish your entry) contest back in 2015, but there wasn't much interest. I'm sure there will be more people taking part in this one.

    I'll see if I can come up with a new idea... it's an theme I've explored before though, so I might not have much inspiration left for it.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Do you think if I just submit Matthew Mercer's Gunslinger fighter subclass anyone would notice?

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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by WarrentheHero View Post
    Do you think if I just submit Matthew Mercer's Gunslinger fighter subclass anyone would notice?
    Well now we would.
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    Spoiler: Contest Awards
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by MoleMage View Post
    Well now we would.
    You overestimate my ability to know Mercer's gunslinger, it may still fool me.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by Blackbando View Post
    You overestimate my ability to know Mercer's gunslinger, it may still fool me.
    Well now that he's said it, if he posts any type of gunslinger we can just go look up Mercer's gunslinger and compare them. That said, if he wants to do a gunslinger using original mechanics that's fine by me.


    Bard College of Optics is up! I'm thinking I might need to dial back the damage on Focusing Lens, but other than that I am satisfied that I did what I could with it.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    GAH! Why did I... WHy!

    I went with some random monk subclass-I should've done a Megaman X Warlock!
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    Default Re: D&D 5e Subclass Contest Chat Thread

    I did a Monk also! I hope its okay, I haven't done much for Monk before.

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    Default Re: D&D 5e Subclass Contest Chat Thread

    HUD is probably too much, combined with uber True Strike.

    Giving yourself (with your one attack) and two other people Advantage on their next attack as a bonus action? Tis crazy, methinks.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by JNAProductions View Post
    HUD is probably too much, combined with uber True Strike.

    Giving yourself (with your one attack) and two other people Advantage on their next attack as a bonus action? Tis crazy, methinks.
    The advantage doesn't spread to other people until you get the capstone. Mechanically, this is no stronger than the Arcane Trickster. You could argue it's more flexible, since you can cast *any* divination as a bonus action but, on the flip side, mage hand is a more flexible spell to start with.

    It's intended that the main power of Multiplexed True Strike only comes online with the capstone. Rogue capstones are meant to be strong.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Um... Multiplexed True Strike makes it apply to up to three people. It most definitely applies to three people at level thirteen, as written now.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by JNAProductions View Post
    Um... Multiplexed True Strike makes it apply to up to three people. It most definitely applies to three people at level thirteen, as written now.
    Three targets. You have advantage on attacks against any of the three creatures you cast it on. Which, given that you're a rogue, is a rather modest benefit.

    True strike is not faerie fire.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Good Lord, True Strike is WAY WORSE than I thought! I thought it was just blanket advantage on your next attack!

    Side note-as the way the capstone is worded, it doesn't actually grant the benefits to anyone else.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by JNAProductions View Post
    Side note-as the way the capstone is worded, it doesn't actually grant the benefits to anyone else.
    Yeah, I realised that wasn't clear, so I've already added the clause "granting them the benefits of the spell."
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    This is why you're the best, Ninja Prawn.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    I posted mine a while ago, but i would love to enter the contest, is there a way to do so?

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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by Silkensword View Post
    I posted mine a while ago, but i would love to enter the contest, is there a way to do so?
    Write a new one? The idea that you have to come up with a new entry for any given contest is one of the central tenets, after all...
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Ah, fair point, Ninjaprawn. I Guess I will... but i'm so proud of that one! *pouty face* ah well, you'll hear back from me :3

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    Default Re: D&D 5e Subclass Contest Chat Thread

    First time dabbling with a class that has spells. Promptly ignored Bonus Spells, because I didn't feel it was needed. Might have to re-add them later though if the class is weak. I am much more comfortable working with Martials than Casters at this experience level.

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    Default Re: D&D 5e Subclass Contest Chat Thread

    PhoenixPhyre, your link appears to be broken. Or at least it isn't working for me.

    Also, I dialed back Focusing Lens to 2x bardic inspiration die; die size already scaled so scaling the number of dice you got to use was compounding power.

    EDIT: NinjaPrawn, you might want to specify that Divination spells you cast as a bonus action have to have a base cast time of 1 action. There are a handful of divination spells (like Identify) that normally take a minute to cast. Unless reducing the 1 minute cast time to a bonus action is intended (not getting anything above 4th level helps with this not being too strong).
    Last edited by MoleMage; 2018-05-24 at 02:18 PM.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by MoleMage View Post
    Unless reducing the 1 minute cast time to a bonus action is intended
    It was intended. I'm aware that there are several on the list with default casting times longer than 1 action, but none of them seem like they'd be particularly game-breaking in combat, so I don't think it's an issue.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by Ninja_Prawn View Post
    It was intended. I'm aware that there are several on the list with default casting times longer than 1 action, but none of them seem like they'd be particularly game-breaking in combat, so I don't think it's an issue.
    Fair enough. I went looking and on the SRD it looks like identify is the only one they'll get natively. A bit of a cleric multiclass nets them...augury. So you're right, nothing particularly useful for combat. Though mid-combat auguries might be fun. "What will happen if I use fire on that monster?" "WOE!" "Okay, no fire guys."

    EDIT: I'm going to be offline from Saturday May 26 through Saturday June 2. Nobody do anything that requires judication during that time. I'll check back in Sunday the 3rd or maybe Monday the 4th.
    Last edited by MoleMage; 2018-05-25 at 08:03 AM.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by MoleMage View Post
    PhoenixPhyre, your link appears to be broken. Or at least it isn't working for me.
    Sigh. WOMM, but I put the text of the subclass in a spoiler. That'll be the one I update based on any suggestions.
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    The Clockwork Warframe (PhoenixPhyre) - Comments

    First off, this is completely awesome (well, it would be if I didn’t despise gnomes as PC race ). Right on theme!

    I do have a number of questions and comments in the spoiler.

    Spoiler: Warframe Feature Comments
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    First, the questions:

    • Is it intended to only be used by gnomes?
    • How does one enter/remove the Warframe (how long does it take)?
    • Can one wear armor while within the Warframe or is it considered armor? If so, what is the AC?
    • If the Warframe is destroyed, how long and at what cost can a replacement be made? If it can be destroyed or damaged, how is this done and what would be the properties of the Warframe as an object?


    Comments after each feature (if provided).

    Augmented Strength
    When you choose this archetype at 3rd level, you have finished the basic framework of your exoskeleton. This frame provides significantly increased strength and stability. When you wield a weapon with the Versatile trait in one hand, you use the same damage die as if you were wielding it in two hands. You also ignore the Heavy property of weapons entirely.

    In addition, you can attempt a grapple or shove against creatures up to two sizes larger than you. Your carrying capacity doubles.

    Great “kickoff” feature. My only concern would be the grapple/shove mechanic – especially if the suit is worn by a medium or large creature (e.g. a custom large PC race or a medium creature under the effect of the enlarge/reduce spell). A large creature could grapple something gargantuan.

    Weaponized Exoskeleton
    By the time you reach 10th level, you have completed a significant upgrade to your exoskeleton. Choose one of the options below:

    Sweeping Strike: You have upgraded the arms of your suit, letting you scythe through enemies. Once per turn when you take the Attack action, you can perform a sweeping strike instead of one of your regular attacks. Choose a 180 degree arc and make an attack roll; all targets in that arc within the reach of your weapon that would be hit by that attack roll take damage as if they were struck by the weapon normally.

    Death from Above: You have upgraded the legs of your suit, enabling potent leaping attacks. When you fall at least 10 feet onto another creature and make a successful weapon attack against it, the target must make a Strength saving throw or be knocked prone and be pushed 5 feet in a direction of your choosing. If the target fails the saving throw, you can use a bonus action to make one additional weapon attack against it.

    If you would have taken falling damage, you take none and the target takes the whole amount as additional damage whether or not it failed the save.

    I can see how this applies to falling on another creature (though it’s not clear how one would control where they land), but it’s not clear how you would actively jump up, attain height, and land on an enemy. The bonus action portion should be reworded as, on the failed save, the target is pushed 5 feet and is then likely out of reach of the bonus attack.

    Defensive Augmentation
    By the time you reach 15th level, you have completed a second significant upgrade. Choose one of the options below:

    Turn the Blow: You have strengthened the arms of the suit to let you deflect melee attacks against you. When another creature hits you with a melee weapon attack, you can make an attack roll as a reaction. If your total result is higher than the triggering attack, you successfully deflect the attack. If you roll a critical hit, the force of the parry unbalances the opponent and the next attack against them has advantage.

    Deflecting blows strains the mechanism--once you successfully deflect an attack twice in this way, you must complete maintenance during a long or short rest before you can use it again.

    I’m not sure the limit/recovery mechanism is needed – you already have a cost (reaction) so it would be difficult to abuse. Alternately, if you wanted to be boring (and assuming the Warframe is your armor and/or you can’t use shield), you could make the Warframe’s arm serve the role of shield (static AC increase).


    Stabilizing Frame
    Beginning at 18th level, the torso portion of your exoskeleton has been augmented to provide medical treatment to keep you in the fight longer. At the beginning of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left and are not incapacitated.

    Add the “(minimum of 1)” wording just in case…

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    Bard College of Optics (MoleMage) -- Comments

    Interesting concept! One minor quibble is that it’s hard to really (for me) to tie the school to the Bard as there’s nothing inherently musical, inspiring, or charming about the school.

    Comments (where provided) in the spoiler.

    Spoiler: School of Optics Comments
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    Opticist's Glass
    Upon joining the College of Optics at 3rd level, you learn to craft a specialized tool, which combines advanced lenses with magical know-how to focus and redirect light. Your Opticist's Glass only functions for you, and has the following uses:


    • The Opticist's Glass functions as an improved spyglass. At your option, you may choose to adjust the magnification of items viewed through the glass from anywhere between two and four times normal size. Additionally, you have advantage on Wisdom (Perception) checks made when viewing distant objects through your glass.
    • The Opticist's Glass can be used to make a ranged attack against a target within 120 feet. This attack deals radiant damage equal to 1d10 + your Dexterity modifier.
    • You can use the Opticist's Glass to cast Silent Image as a 1st level spell at will by projecting holographic light. The space between the Glass and the image must remain unobstructed, and creatures have advantage on their Intelligence (Investigation) checks to identify that a projected Silent Image is illusory.
    • You can use your Opticist's Glass as an arcane spell focus for your Bard spells.

    In regards to the ranged attack, the range may be looked at as spell like or as per a ranged weapon in which case there should be a normal/long range. I’m not sure which you intended (well, beyond that it’s currently worded like a spell). It might be fun to treat it like a ranged weapon with a 120/240 range.

    I can understand how radiant could apply, but I think fire would be more appropriate – remove any of the metaphysical from the damage output (as Radiant damage is also seen as “overloading the spirit with power”.

    If your Opticist's Glass is lost or broken, you can replace it by expending 500 gold pieces worth of materials with 8 hours of work.

    This seems really expensive! How many HP and AC is the Glass? I would guess these numbers might be small (as it’s…glass) so it wouldn’t be difficult to break – either accidentely or targeted.

    Focusing Lens
    At level 6, your Opticist's Glass improves as you add new lenses to its design to focus its power further. Whenever you hit with an attack roll using the Opticist's Glass, you can spend one of your uses of Bardic Inspiration to increase the damage dealt by that attack. Roll your bardic inspiration die twice and add the total to the damage dealt by your Glass.

    This is really clever! Great job!

    Splitting Lens
    At level 14, you add an array of lenses and mirrors designed to fire additional shots from your Opticist's Glass. When you use the Attack action to attack with your glass, you can expend up to two uses of Bardic Inspiration. For each use expended in this way, you can make an additional attack with the glass, but you cannot attack the same target twice.

    This certainly works, but it would be even better if you could find a way to accomplish this without further taxing Inspiration (which is already fueling extra damage and its “normal” function”). No helpful ideas here.

    Some general thoughts… this begs to use the blinded condition somehow (imo). Or the ability to create light in a focused 10’ (for example) radius at a targeted point within its range. Or the creation of a scintillating pattern of rainbow light for charming or distracting… so many cool options!

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    Default Re: D&D 5e Subclass Contest Chat Thread

    I'm not fond of gnomes per se (they're not playable in my setting), but when inspiration strikes...

    Quote Originally Posted by Mourne View Post

    • Is it intended to only be used by gnomes?
    • How does one enter/remove the Warframe (how long does it take)?
    • Can one wear armor while within the Warframe or is it considered armor? If so, what is the AC?
    • If the Warframe is destroyed, how long and at what cost can a replacement be made? If it can be destroyed or damaged, how is this done and what would be the properties of the Warframe as an object?
    1) No. It's designed to be most common among gnomes. There's a line about how the knowledge to create them has found its way elsewhere.
    2-4) The intent was to handwave that--I'm not fond of the idea of a destructable sub-class. It's just a framework, so hanging armor over it merely means you need a slightly different size (which is abstracted away anyway. I'm assuming you're doing constant maintenance on it during rests and downtime. While sleeping in a hostile place (like a wilderness), you'd sleep in it.

    Quote Originally Posted by Mourne View Post
    Comments after each feature (if provided).

    Augmented Strength
    When you choose this archetype at 3rd level, you have finished the basic framework of your exoskeleton. This frame provides significantly increased strength and stability. When you wield a weapon with the Versatile trait in one hand, you use the same damage die as if you were wielding it in two hands. You also ignore the Heavy property of weapons entirely.

    In addition, you can attempt a grapple or shove against creatures up to two sizes larger than you. Your carrying capacity doubles.

    Great “kickoff” feature. My only concern would be the grapple/shove mechanic – especially if the suit is worn by a medium or large creature (e.g. a custom large PC race or a medium creature under the effect of the enlarge/reduce spell). A large creature could grapple something gargantuan.
    That's by design. This archetype is all about grappling, so you should be able to grapple anything if you spend resources.

    Quote Originally Posted by Mourne View Post
    Weaponized Exoskeleton
    By the time you reach 10th level, you have completed a significant upgrade to your exoskeleton. Choose one of the options below:

    Sweeping Strike: You have upgraded the arms of your suit, letting you scythe through enemies. Once per turn when you take the Attack action, you can perform a sweeping strike instead of one of your regular attacks. Choose a 180 degree arc and make an attack roll; all targets in that arc within the reach of your weapon that would be hit by that attack roll take damage as if they were struck by the weapon normally.

    Death from Above: You have upgraded the legs of your suit, enabling potent leaping attacks. When you fall at least 10 feet onto another creature and make a successful weapon attack against it, the target must make a Strength saving throw or be knocked prone and be pushed 5 feet in a direction of your choosing. If the target fails the saving throw, you can use a bonus action to make one additional weapon attack against it.

    If you would have taken falling damage, you take none and the target takes the whole amount as additional damage whether or not it failed the save.

    I can see how this applies to falling on another creature (though it’s not clear how one would control where they land), but it’s not clear how you would actively jump up, attain height, and land on an enemy. The bonus action portion should be reworded as, on the failed save, the target is pushed 5 feet and is then likely out of reach of the bonus attack.
    The idea was to jump off of something (a ledge, a cliff, a wall, a tree, etc). Even a 5' height advantage lets you get 10' up. Pairs greatly with a jumping boost. I'll reword the bonus action thing (the idea was so you end up in the creature's former spot and thus are next to them so you don't end up in the same square).

    Quote Originally Posted by Mourne View Post
    Defensive Augmentation
    By the time you reach 15th level, you have completed a second significant upgrade. Choose one of the options below:

    Turn the Blow: You have strengthened the arms of the suit to let you deflect melee attacks against you. When another creature hits you with a melee weapon attack, you can make an attack roll as a reaction. If your total result is higher than the triggering attack, you successfully deflect the attack. If you roll a critical hit, the force of the parry unbalances the opponent and the next attack against them has advantage.

    Deflecting blows strains the mechanism--once you successfully deflect an attack twice in this way, you must complete maintenance during a long or short rest before you can use it again.

    I’m not sure the limit/recovery mechanism is needed – you already have a cost (reaction) so it would be difficult to abuse. Alternately, if you wanted to be boring (and assuming the Warframe is your armor and/or you can’t use shield), you could make the Warframe’s arm serve the role of shield (static AC increase).
    I was uncomfortable letting you possibly deflect one attack per round with no limit. It's way more powerful than deflect missiles (the monk ability), which is what's its based on.

    Quote Originally Posted by Mourne View Post
    Stabilizing Frame
    Beginning at 18th level, the torso portion of your exoskeleton has been augmented to provide medical treatment to keep you in the fight longer. At the beginning of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left and are not incapacitated.

    Add the “(minimum of 1)” wording just in case…
    [/SPOILER]
    Yeah, probably a good idea.

    Thanks for the comments!
    Last edited by PhoenixPhyre; 2018-05-28 at 06:52 AM.
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  27. - Top - End - #27
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Quote Originally Posted by MoleMage View Post
    it looks like identify is the only one they'll get natively.
    Clairvoyance, as well. Still though, I don't see a problem there; any benefit you could derive from casting it as a bonus action is well within the bounds of the amount of power I'm intending to give out.
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Analyst (Ninja_Prawn) -- Comments

    Interesting subclass, though it fits into the contest more thematically than mechanically imo (something I'm very guilty of myself).

    Spoiler: Analyst Feature Comments
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    Spellcasting
    When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list...

    Generic comments in regards to the Analyst casting overall...what are Chronomancy spells? A custom spell school I’m guessing?

    Multiplexed True Strike
    Starting at 3rd level, when you cast true strike, you can choose up to three targets rather than just one. Additionally, you can ignore half and three-quarter cover when attacking a creature you have marked with true strike, and you do not need to perform any spell components when you cast true strike.

    By spell components, I’m guessing you’re talking about the somatic requirement? So able to cast while bound and gagged – even though not so useful in the context of what True Strike is intended for (at least until Telepathic Divination comes into play).

    This plays real well into the wheelhouse of the Rogue, even with the single attack as they can more easily set up sneak on an opportunity attack. Good synergy without being too powerful!


    Data-Driven Investments
    By 9th level, you have amassed enough data to gain the upper hand in commercial transactions. You can add double your proficiency bonus to any Intelligence check you make to appraise an item, compute currency exchanges and interest rates, and predict which commodities will be in demand up to 30 days into the future.

    This feels somewhat underpowered compared to the other Rogue archetypes. Definitely some room to grow here – maybe allow for all divination spells to be cast without 1 of their components (and, if they only have one, then have no components – similar to multiplexed true strike)?

    Heads-Up Display
    At 13th level, you can cast any divination spell you know as a bonus action.

    Is the expectation here then that the rules for casting spells with a bonus action (PHB p202) are then followed? Or was the intent for something more (e.g. ability to cast a divination bonus and then be able to use action to cast an additional spell)?

    I’m guessing this is really intended to use true strike as a setup for easier sneak attacks (especially ranged, given ignoring 1/2 and 3/4 covers as part of the 3rd level feature).


    Telepathic Divination
    At 17th level, whenever you cast a divination spell, you can telepathically broadcast the information you glean to any willing creature within 30 feet of you, granting them the benefits of the spell. If the spell can be controlled or manipulated after being cast (e.g. arcane eye), only you can control it.

    Would this include the Hunter’s Mark (if gained from multi-classing) and the expanded benefit of Multiplexed True Strike? How would you handle the benefits of Guidance (also, if received from multi-classing)? Beyond those questions, I think this feature is really flavorful and has a lot of potential “cool” applications.

  29. - Top - End - #29
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Path to Singularity (JNAProductions) -- Comments

    This prevented me from delving into a subclass that used augmentations (didn't want to replicate/have a subclass with similar features). Points for beating me to the punch!

    I feel this really hews close to the theme... perhaps too closely as one overall "weakness" I see with this subclass is that it in no way uses ki in any of its features and thus doesn't feel like it's a monastic tradition (intended?). Regardless, good job!

    Spoiler: Singularity Feature Comments
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    Man-Machine: At level three, when you take this subclass, you begin replacing your body with cybernetic parts. These initial improvements increase your martial arts die by one step and grant you resistance to poison damage, as well as advantage on saves against poison.

    Just to be clear, this increases the current and all future progressions of the martial arts die by one step?

    Even with the inclusion of the resistance and save advantage, this feels a little behind the curve compared to the other traditions – maybe due to being primarily a setup to later features?

    The Monk 3rd level feature is normally ki focused – just an observation.


    More Machine Than Man: At level six, you gain advantage on saves made against Exhaustion. In addition, you reduce all non-magical bludgeoning, piercing, and slashing damage you take by your proficiency bonus (applied before resistance, if applicable).

    Sadly, I don’t see exhaustion used as much as it should be (imo). I understand how this works for this tradition, but in the hands of a lot of DMs could be a useless feature.

    I do have some concerns about reduction of damage via the proficiency bonus (as opposed to the more “normal” granting of resistance). This would essentially make this monk un-killable by a large swathe of low CR creatures. At least with resistance, you can’t drop below 1 damage received (?). In a lot of ways, this feature is better than spells like Stoneskin without costing any resource whatsoever.


    Blinged-Out Robo Bits: At level eleven, you gain one of several upgrades:
    -Rocket Fist-You can fire your fist as a projectile. This attack is treated as an unarmed strike, save it has a range of 60'/240'. You may do this up to twice-once for each arm-before you must reattach your fists. Re-attaching one fist is a bonus action, both is an action, and it requires you to recover your hand first.
    -Rocket Legs-You gain a fly speed equal to your land speed, but must end your turn on solid ground or fall.
    -Bionic Eyes-You double the range of your Darkvision, or gain Darkvision out to 60' if you did not already possess it. You can also focus your eyes as an action-if you do so, you gain Truesight out to 10' for as long as you both Concentrate (as if on a spell) and use your action every round.
    -General Reinforcements-You gain +1 to your AC.

    Very cool. And the upgrades cover the spectrum (offensive, defensive, movement, exploration…). Only missing an odd social upgrade.

    I, Robot: At level seventeen, you have become the machine-man hybrid you always wished to be. You gain immunity to Exhaustion, your More Machine Than Man feature now applies to all bludgeoning, piercing, and slashing damage, and you gain immunity to lightning damage. In addition, you may spend a ki point without an action to absorb lightning and charge yourself-when you would take lightning damage, the ki may be spent to heal yourself for the damage you would've taken, were you not immune.

    For clarity: If you take lightning damage, you can spend 1 ki point and heal for the amount of damage you would have received?

  30. - Top - End - #30
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    Default Re: D&D 5e Subclass Contest Chat Thread

    Yes. Let's say you're hit for 23 Lightning Damage. You would take no damage (being immune) but could spend one ki point to heal for 23.
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