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Thread: Chameleon
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2018-05-22, 08:11 PM (ISO 8601)
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Chameleon
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light and Medium Armor, Shields
Weapons: All simple weapons
Tools: Any three
Saving Throws: Intelligence and Wisdom
Skills: Any four
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
Chameleon
Spell Slots per Spell Level Level Proficiency Bonus Features Cantrips
Known1st 2nd 3rd 4th 5th 6th 7th 8th 1st +2 Aptitude Focus 3 2 2nd +2 Expertise 3 2 3rd +2 Archetype 3 3 4th +2 Ability Score Improvement 4 4 2 5th +3 Improved Aptitude Focus 4 4 3 6th +3 Skilled 4 4 3 2 7th +3 Archetype Feature 4 4 3 2 8th +3 Ability Score Improvement 4 4 3 3 9th +4 Half-Feat 4 4 3 3 1 10th +4 Expertise 5 4 3 3 2 11th +4 Greater Aptitude Focus, Rapid Refocus 5 4 3 3 3 1 12th +4 Ability Score Improvement 5 4 3 3 3 2 13th +5 Archetype Feature 5 4 3 3 3 2 14th +5 Skilled 5 4 3 3 3 2 1 15th +5 Half-Feat 5 4 3 3 3 2 1 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 17th +6 Perfect Aptitude Focus 5 4 3 3 3 2 1 1 18th +6 Expertise 5 4 3 3 3 2 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 2 1 1 1 20th +6 Double Aptitude 5 4 3 3 3 2 1 1 1
Aptitude Focus-At level one, you learn to focus your abilities in a variety of different manners. At the end of any long rest, choose one of the following aptitudes to focus on:
Arcane Focus-You gain the ability to cast spells as if you were an arcane mage. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Wizard spell list, but do not need a book to prepare them. Intelligence is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon levels plus your Intelligence modifier.
Combat Focus-You gain the ability to fight like a champ. You gain proficiency in all martial weapons and heavy armor, and a single Fighting Style of your choice.
Divine Focus-You gain the ability to cast spells as if you were a Cleric. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Cleric spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.
Skill Focus-You gain the ability to become superbly capable in a skill of your choice. You gain Expertise in a single skill you are proficient in, or gain proficiency in two skills you are not proficient in.
Wild Focus-You gain the ability to cast spells as if you were a Druid. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Druid spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.
Spoiler: A Note On MulticlassingThe Chameleon is a 5/6ths caster, when Arcane, Divine, or Wild Focus are up. Round down for every level, EXCEPT THE FIRST-a Chameleon is a first level caster at level 1, but doesn't reach a second level caster till level 3, since you round down.
Expertise-At levels two, ten, and eighteen, you gain Expertise in any two skills you are already proficient in.
Archetype-At level three, choose whether to be a Knowledge Seeker or an Information Broker.
Ability Score Improvement-At the usual levels, usual deal.
Improved Aptitude Focus-At level five, your aptitudes improve to include the following effects in addition to its earlier effects:
Arcane Focus-You may treat your Intelligence as 16 if it is less while in this focus. You may also, once per short rest while in this focus, use a single level two feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)
Spoiler: Arcane Tradition NotesArcane Ward can be created, but CANNOT regain its HP from casting spells.
Minor Conjuration may be used once per rest.
Portent may be used only once per long rest.
Hypnotic Gaze may be used once per rest.
Sculpt Spells may be used once per rest.
Improve Minor Illusion may be used once per rest.
Grim Harvest may be used once per rest.
Minor Alchemy may be used once per rest.
Combat Focus-You may treat your Strength and Dexterity as 14 if they are less while in this focus. In addition, you add your proficiency bonus to damage rolls made while in this focus.
Divine Focus-You may treat your Wisdom as 16 if is less while in this focus. In addition, once per short rest, you may Turn (but not destroy) Undead as if you were a Cleric.
Skill Focus-You may use both options from the Skill Focus.
Wild Focus-You may treat your Wisdom as 16 if it is less while in this focus. In addition, once per short rest, you may Wild Shape as a Druid of half your level.
Skilled-At levels six and fourteen, you gain proficiency in two new skills of your choice.
Half Feat-At levels nine and fifteen, you may gain any one feat of your choice that offers an increase to an ability score in addition to its other effects. You gain this feat, but do not raise your ability score.
Rapid Refocus-At level eleven, you may change aptitudes on a short rest, instead of a long rest. Note that daily limitations remain-spell slots expended stay expended, even if you switch from Arcane to Divine focus.
Greater Aptitude Focus-At level eleven, your aptitudes improve to include the following effects in addition to its earlier effects:
Arcane Focus-You may treat your Intelligence as 18 if it is lower while in this aptitude. You may also, once per short rest while in this focus, use a single level six feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)
Spoiler: TraditionsProjected Ward may be used once per rest.
Benign Transposition may be used once per rest.
Expert Divination may be used once per rest.
Instinctive Charm may be used once per long rest.
Potent Cantrip may be used once per rest.
Malleable Illusion may be used once per rest.
Undead Thralls may be used once per rest.
Transmuter's Stone may be made in one minute, but only lasts ten minutes before becoming non-magical. It may be used once per rest.
Combat Focus-You may treat your Strength and Dexterity as 16 if is less while in this focus. In addition, you gain Extra Attack.
Divine Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude. In addition, when you Turn Undead, you may Destroy Undead up to CR 1.
Skill Focus-You gain Reliable Talent.
Wild Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude. In addition, while in Wild Shape, your natural attacks are treated as magical.
Perfect Aptitude Focus-At level seventeen, your aptitudes improve to include the following effects in addition to its earlier effects:
Arcane Focus-You may treat your Intelligence as 20 if it is lower while in this aptitude. In addition, once per short rest, you may impose disadvantage on all saves you force for your turn.
Combat Focus-You may treat your Strength and Dexterity as 18 if they are less while in this focus. In addition, you score a critical hit on a roll of 19-20, and may use Action Surge once per short rest.
Divine Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may cast any Cleric spell of 8th level or lower once per long rest without having it prepared and without expending a slot.
Skill Focus-You may, proficiency modifier times per short rest, gain advantage on a skill you have Expertise in without taking an action.
Wild Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may, once per short rest, cast a spell while in Wildshape, as per the Beast Spells ability.
Double Aptitude-At level twenty, you may choose two aptitudes at once to have in effect. Note that your max spells per day does not change, even if you double up on casting foci.
Spoiler: Knowledge SeekerAstute Student-At level three, you may halve the time it takes to learn new languages or tools.
Skillful Hands-At level seven, you gain proficiency in any three artisan's tools.
Linguist-At level thirteen, you learn any three languages.
Spoiler: Information BrokerContacts-At level three, you can always find contacts wherever you are. You halve the cost of lodgings anywhere you go, and can always find someone to talk to to get the skivvy.
Forgery-At level seven, you may perfectly imitate someone's handwriting after studying them for at least ten minutes and seeing at least one sample of their writing.
Impersonation-At level thirteen, you may cast Disguise Self at-will, but only to impersonate someone you've observed.
I'm shakiest on the Archetypes. Feel free to suggest better ones, or better features.Last edited by JNAProductions; 2018-05-24 at 11:29 AM.
I have a LOT of Homebrew!
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2018-05-22, 08:13 PM (ISO 8601)
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Re: Chameleon
Why more expertises then the rogue?
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2018-05-22, 08:14 PM (ISO 8601)
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Re: Chameleon
It gets two more (unless in Skill Focus) but largely because it's not nearly as good in combat as the Rogue.
I have a LOT of Homebrew!
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2018-05-23, 10:22 AM (ISO 8601)
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2018-05-23, 10:31 AM (ISO 8601)
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Re: Chameleon
I have a LOT of Homebrew!
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2018-05-23, 07:37 PM (ISO 8601)
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Re: Chameleon
Ok, so I am still relatively new to homebrewing, and I'm not super familiar with 5e, but I like the look of this class, and it inspired me to look more into the abilities listed. Please excuse my ignorance of anything that seems obvious when I ask a question, make an analysis, or suggest an alternative. In saying that.....
I really like what you're going for here, a sort of 'jack-of-all-trades master-of-none' kind of deal. The Chameleon allows its player to fill in whatever kind of role is needed for the party in a given moment. Need an extra frontline? The Chameleon can do it! Rogue called out sick? The Chameleon can help!
Aptitude Focus-At level one, you learn to focus your abilities in a variety of different manners. At the end of any long rest, choose one of the following aptitudes to focus on:
Arcane Focus-You gain the ability to cast spells as if you were an arcane mage. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Wizard spell list, but do not need a book to prepare them. Intelligence is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon levels plus your Intelligence modifier.
Combat Focus-You gain the ability to fight like a champ. You gain proficiency in all martial weapons and heavy armor, and a single Fighting Style of your choice.
Divine Focus-You gain the ability to cast spells as if you were a Cleric. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Cleric spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.
Skill Focus-You gain the ability to become superbly capable in a skill of your choice. You gain Expertise in a single skill you are proficient in, or gain proficiency in two skills you are not proficient in.
Wild Focus-You gain the ability to cast spells as if you were a Druid. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Druid spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.
Expertise-At levels two, ten, and eighteen, you gain Expertise in any two skills you are already proficient in.
Archetype-At level three, choose whether to be a Knowledge Seeker or an Information Broker.
Ability Score Improvement-At the usual levels, usual deal.
Improved Aptitude Focus-At level five, your aptitudes improve to include the following effects in addition to its earlier effects:
Arcane Focus-You may treat your Intelligence as 16 if it is less while in this focus. You may also, once per short rest while in this focus, use a single level two feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)
Combat Focus-You may treat your Strength and Dexterity as 14 if they are less while in this focus. In addition, you add your proficiency bonus to damage rolls made while in this focus.
Divine Focus-You may treat your Wisdom as 16 if is less while in this focus. In addition, once per short rest, you may Turn (but not destroy) Undead as if you were a Cleric.
Skill Focus-You may use both options from the Skill Focus.
Wild Focus-You may treat your Wisdom as 16 if it is less while in this focus. In addition, once per short rest, you may Wild Shape as a Druid of your level.
Skilled-At levels six and fourteen, you gain proficiency in two new skills of your choice.
Half Feat-At levels nine and fifteen, you may gain any one feat of your choice that offers an increase to an ability score in addition to its other effects. You gain this feat, but do not raise your ability score.
Rapid Refocus-At level eleven, you may change aptitudes on a short rest, instead of a long rest. Note that daily limitations remain-spell slots expended stay expended, even if you switch from Arcane to Divine focus.
Greater Aptitude Focus-At level eleven, your aptitudes improve to include the following effects in addition to its earlier effects:
Arcane Focus-You may treat your Intelligence as 18 if it is lower while in this aptitude. You may also, once per short rest while in this focus, use a single level six feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)
Combat Focus-You may treat your Strength and Dexterity as 16 if is less while in this focus. In addition, you gain Extra Attack.
Divine Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude. In addition, when you Turn Undead, you may Destroy Undead up to CR 1.
Skill Focus-You gain Reliable Talent.
Wild Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude.
Perfect Aptitude Focus-At level seventeen, your aptitudes improve to include the following effects in addition to its earlier effects:
Arcane Focus-You may treat your Intelligence as 20 if it is lower while in this aptitude. In addition, once per short rest, you may impose disadvantage on all saves you force for your turn.
Combat Focus-You may treat your Strength and Dexterity as 18 if they are less while in this focus. In addition, you score a critical hit on a roll of 19-20, and may use Action Surge once per short rest.
Divine Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may cast any Cleric spell of 8th level or lower once per long rest without having it prepared.
Skill Focus-You may, proficiency modifier times per short rest, gain advantage on a skill you have Expertise in without taking an action.
Wild Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may, once per short rest, cast a spell while in Wildshape, as per the Beast Spells ability.
Overall I really like this class, and like I said, it inspired me to look more into a version I'm not really familiar with, so thank you for that
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2018-05-23, 07:50 PM (ISO 8601)
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Re: Chameleon
Maybe Druid of half level. I don't want to futz with level-3.
Half Feats are basically any feat that gives +1 to an ability score. You don't get the +1, but you do get the rest of the feat. Like Actor, or Keen Mind.
How do you get three attacks? They have one attack base, and Extra Attack. That's two total. And they're certainly not a level 11 Rogue-that'd give them 6d6 Sneak Attack.
Overall, thanks for the feedback!I have a LOT of Homebrew!
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2018-05-23, 08:04 PM (ISO 8601)
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Re: Chameleon
Ok, now I get it. That's an interesting ability, but why take away the ability increase? Would it be too powerful if you got two feats without the ability increase instead of one?
I may have looked at the wrong thing, but a Fighter's Extra Attack ability gives them 3 attacks when they hit level 11, and 4 at level 20
For skill related purposes, it is similar to a Level 11 Rogue(Rogue gets Reliable talent at Level 11) is what I meant, I wasnt including the other juicy bits of that class or any of the others, just in regards to the abilities the Chameleon gets
And your welcome!
EDIT: Half level Druid could work, but you would definitely need to give it something more than just 18 WIS at the Greater Aptitude Focus
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2018-05-23, 08:29 PM (ISO 8601)
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Re: Chameleon
Because then it'd basically be a free ASI, and this class is powerful enough it doesn't need extras.
Fighters get Extra Attack II at level 11. Chameleons in the Combat Focus get Extra Attack.
Yeah, on skills, they can be as good as a Rogue. But they lack Sneak Attack, Cunning Action, etc.
Any ideas what to add at Greater for Wild Focus?I have a LOT of Homebrew!
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2018-05-24, 06:13 AM (ISO 8601)
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Re: Chameleon
That's what I thought
Fighters get Extra Attack II at level 11. Chameleons in the Combat Focus get Extra Attack.
Yeah, on skills, they can be as good as a Rogue. But they lack Sneak Attack, Cunning Action, etc.
Any ideas what to add at Greater for Wild Focus?
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2018-05-24, 11:29 AM (ISO 8601)
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Re: Chameleon
Added magic attacks.
Thanks a ton, CH!I have a LOT of Homebrew!
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2021-03-27, 08:36 PM (ISO 8601)
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Re: Chameleon
Reopening thread for critiques.
I have a LOT of Homebrew!
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