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  1. - Top - End - #1
    Ogre in the Playground
     
    Flumph

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    Default D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?)!

    Welcome to the 3rd competition between playgrounders to create a homebrewed base class for Dungeons and Dragons Fifth Edition. This concept was heavily based around the Base Class Contests for 3.5e on this forum, but they are by no means officially related and this competition runs on slightly a slightly different ruleset. Please only place the your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.
    1) The class you homebrew should follow the theme of The Elements. For the most part I am referring to the four cardinal elements of fantasy; air, earth, fire and water, but you don't have to be constrained to that. You can include things such as paraelements like dust, ice, magma, mud, smoke, steam, expanded elements system that may include things like metal or wood, less conventional elements such as light or darkness, or even the periodic elements. So long as you can justify that your class fits the theme, it will be allowed.
    2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
    3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread then one on the homebrew design sub-forum, you will be disqualified. If you do make a specific thread for you class, please mention its involvement to the competition in that thread.
    4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features which you have created elsewhere to supplement your class, but these must be written at least partially by you. Taking a concept from someone else’s homebrew is acceptable, but the exact mechanics cannot be the same. Failure to comply to either of the previous two rules will result in disqualification.
    5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due at 11:59 pm on September 23rd Eastern Standard Time. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
    6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
    7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

    Chat Thread: http://www.giantitp.com/forums/showt...4#post23265144
    Voting Thread: yet to be created

    Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!
    Last edited by Requilac; 2018-07-31 at 06:16 PM.
    -
    I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!

    My D&D 5e Homebrew Content

    The Necronomicon. An >30 Page Cthulhu Mythos Supplement

    Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.

    Check here for my extended homebrew signature!

  2. - Top - End - #2
    Banned
     
    Jormengand's Avatar

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    Default The Channeller

    The Channeller
    "Life comes and goes, but energy never dies."

    Channellers subscribe to an ancient tradition which links eight core motives, eight core actions, and eight core priorities. Combining these three elements blesses the channeller with eight final consequences, tools with which to achieve their aims.

    Adventures: Channellers wish to enhance their powers, and also to make sense of the world. Their eight core motives also play into their spirit of adventure.

    Characteristics: Channellers create eight consequences, each born of a motive, an action, and a priority. Once a motive, action or priority is used to create a consequence, it cannot then be used to create another. Thus, there are 512 possible consequences and 1,625,702,400 possible combinations of eight consequences.

    Alignment: Any. An array of motivations provides an array of alignments.

    Religion: Channellers might think of deities as entirely peripheral to their tenets, as the critical foundation thereof, or anywhere in-between.

    Background: Channellers are often inducted into their tradition by other channellers, but may also have taken an interest in a book on the subject.

    Races: Any. The tradition is originally an avariel one, but its power calls to all who will embrace it.

    Other Classes: The channeller is seen as an unusual sort, but their power is undeniable.

    Role: With preparation, a channeller can assume a variety of roles, though using their most powerful abilities outside of the most desperate situations will quickly leave them helpless, and they cannot be relied on to provide consistently the kinds of abilities usually reserved for spells.

    Hit Points
    Hit Dice: 1d8 per channeller level.
    Hit Points at 1st Level: 8 + your Constitution modifier.
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each channeller level after 1st.

    Proficiencies
    Armour: Light armour, medium armour, shields
    Weapons: Simple weapons, nets, and all martial weapons with the ammunition or finesse property.
    Tools: Any artisan's tools.
    Saving Throws: Dexterity, Intelligence
    Skills: You are proficient with religion, or if already proficient in religion, choose one of arcana, history and nature. Then, choose any two skills to be proficient with.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    Any simple weapon
    a) a net or b) any martial weapon with the finesse or ammunition property.
    a) any simple weapon, net, or martial weapon with the finesse or ammunition property or b) any shield
    Any artisan's tools
    Any light or medium armour

    Level Proficiency Bonus Features Necessity Urgency Salience Gravitas Importance Pertinence Utility Preference
    1st +2 Channelling 1 1 1 1 1 1 1 1
    2nd +2 Overload 2 1 1 1 1 1 1 1
    3rd +2 Meditate (1) 3 2 1 1 1 1 1 1
    4th +2 Ability Score Increase 4 3 2 1 1 1 1 1
    5th +3 Extra Attack 5 4 3 2 1 1 1 1
    6th +3 Prime Motive 6 5 4 3 2 1 1 1
    7th +3 Prime Action 7 6 5 4 3 2 1 1
    8th +3 Ability Score Increase 8 7 6 5 4 3 2 1
    9th +4 Desperate Overload 9 8 7 6 4 3 2 1
    10th +4 Meditate (2) 10 9 8 6 5 4 2 1
    11th +4 Prime Motive Feature 11 10 8 7 5 4 3 1
    12th +4 Ability Score Increase 12 10 9 7 6 4 3 2
    13th +5 Prime Action Feature 13 11 9 8 6 5 3 2
    14th +5 Dire Overload 14 12 10 8 7 5 4 2
    15th +5 Prime Motive Feature 15 13 11 9 7 5 4 2
    16th +5 Ability Score Increase 16 14 12 10 8 6 4 2
    17th +6 Meditate (3) 17 15 12 10 8 6 4 2
    18th +6 Prime Action Feature 18 16 13 11 9 7 4 2
    19th +6 Ability Score Increase 19 17 14 11 9 7 5 2
    20th +6 Relink the Chain 20 18 15 12 10 8 5 2

    Class Features
    All of the following are class features of the channeller.

    Channelling

    As a channeller, you master the spiritual link between motive, action, and priority. Each of these consists of eight elements that can be combined into a consequence, the compound form that provides you with your powers. This section first covers the principle behind channelling, and then explains how it works in practice.

    Channelling in Theory

    Samkah, the Motive

    Living creatures have desires, ambitions, and fears. What sets a human or elf or even a frog apart from an automaton, or a river, or a spell is agency. The automaton follows its orders, the river flows not by choice but at the whims of wind and tide, and even mighty spells that move mountains or turn civilisations into graveyards only do so at the behest of the caster.

    Samkah is the principle behind this. Alone, a Samkah is nothing but empty thought - if you have no arms, you cannot reach out and grab someone no matter how much you will it. However, Samkah leads to Matuzi, or action.

    The eight Samkahs are as follows:

    Idrej, the Kinship
    "United we stand; divided we fall."
    ― Aesop.


    Idrej is the feeling of connection with our fellow being or the world around us. It is characterised by a sense of community and belonging, and actions born of Idrej are usually done in service to other living beings. Idrej is represented by the colour cyan.

    Mobiza, the Hatred
    "When your people rise against you, you will curse my name to the heavens, and the heavens will side with me."
    ― Captain Listrata, War of Omens


    Mobiza, at its best, is a desire to create change and oppose those who are tyrants or otherwise stand in the way of what is right and good, but equally, Mobiza represents prejudice, and scorn for those who are considered outsiders. Mobiza is represented by the colour red.

    Nist, the Principle
    “Laws and principles are not for the times when there is no temptation: they are for such moments as this, when body and soul rise in mutiny against their rigour [...] If at my convenience I might break them, what would be their worth?”
    ― Charlotte Brontë, Jane Eyre


    Nist is one's conscience, one's learned behaviour, one's line in the sand. Everyone has one, even if it's just trying to prove that they don't. Morality is a major part of Nist, but there is yet honour among thieves. Nist is represented by the colour blue.

    Kaytu, the Ego
    "Show me someone with no ego and I'll show you a loser."
    ― Donald J. Trump


    Kaytu is self-interest, self-actualisation, self-discovery and self-importance, but it is also willpower and determination. The will to know more about who you are, the pride in what you've done and the protection of your own interests is Kaytu, which is represented by the colour yellow.

    Mipiu, the Instinct
    "Assuming is like breathing. You only really notice you've been doing it when you stop. And then you die."
    ― High Priest of Hel, The Order of the Stick


    Mipiu is one's hunger and thirst, the primal forces that make us fulfil their goals if we wish to survive. Simple, and yet brutally effective as a motivating factor, Mipiu is represented by the colour green.

    Kaskar, the Reasoning
    "Ask yourself only and solely: "What are the facts, and what is the truth that the facts bear out?"."
    ― Bertrand Russell.


    Kaskar is born of the ability of a person to choose their own goals. A commander shows their Kaskar when they effect a brilliant stratagem, not because they desire it to be so but simply because it makes sense. Kaskar is represented by magenta.

    Yexaki, the Desire
    "Some men's hearts are like a lock to pick, but most simply hand you the key."
    ― Madam Pasqualina, War of Omens


    Represented by white, Yexaki is simple wanting of something, or someone. Romantic love is all of Idrej, Kaytu and Mipiu, but most of all, it is Yexaki.

    Kutowi, the Fear
    "We're vermin to them. We're monsters. Now we can either be alive monsters, or dead monsters. You decide."
    - Veradux, Sonny


    Kutowi is represented by black. It is the prevention force: the wish for something not to come to pass. To lay low a tyrant to protect the future is an act of Mobiza, Nist, and Kaskar, but none of those so much as Kutowi.

    Kinwujo, the Priority

    There is less point in explaining exactly the meanings of the different priorities, but in brief, Yekh (Necessity) represents what cannot be eschewed, Vudwe (Urgency) is that which most assuredly should be done, Rabli (Salience), Hutho (Gravitas), Yevil (Importance) and Tilores (Pertinence) are different degrees of impetus to do something, Inuej (Utility) is that which would be advantageous if it were done, and Uzu (Preference) is what would be better done than undone. In effect, these are eight ordered degrees of priority, each of which is represented symbolically by a different level of detail. Kinwujo, it is taught, leads to Matuzi: action.

    Matuzi, the Action

    All beings take Matuzi, at some level. A rock may sit inert for many years, but when thrown skywards, it comes crashing down. For living creatures, though, Matuzi is the result of Kinwujo. As the wheel turns back around, Matuzi leads to Samkah-Kinwojo, or ambition.

    Imqui, the Destroyer
    "It took years to build what I can destroy in minutes"
    ― Theodox, War of Omens


    Imqui is destructive force, represented by the clenched fist of one's right hand. To act with Imqui is to attempt damage, harm, or break something.

    Dropha, the Mender
    "The land is not dead, merely sick. I will nurse it back to health."
    ― Lifespring Druid, Magic: The Gathering


    Dropha is an action that fixes the broken, which is represented by an open-palmed left hand. Dropha restores something to its previous state.

    Civar, the Mover
    "Change is the only constant."
    ― Hera****us of Ephesus


    Civar is an action that moves or changes something, whether changing its physical location or altering its state. Civar is represented by the left foot in motion.

    Hakwi, the Sustainer
    "Let sleeping dogs lie."
    ― Multiple attributions.


    Hakwi protects, prevents, and otherwise causes things to remain as they are. It is represented by the right foot flat on the ground.

    Kitfo, the Watcher
    "Big Brother is watching you."
    ― George Orwell, 1984


    Kitfo is an attempt to glean information about a situation, or otherwise observe it. Kitfo is represented by the left of the face, with open eye and closed mouth.

    Rinnata, the Speaker
    "One voice can change a room, and if it can change a room it can change a city, and if it can change a city it can change a state, and if it can change a state it can change a nation, and if it can change a nation it can change the world. Your voice can change the world."
    ― Barrack Obama


    Rinnata is a sharing of information, an attempt to convince, or even a simple gesture. Rinnata is depicted as the right side of one's face, with an open mouth and a closed eye.

    Ezpar, The Commencer
    “Everything starts somewhere, though many physicists disagree. But people have always been dimly aware of the problem with the start of things. They wonder how the snowplough driver gets to work, or how the makers of dictionaries look up the spelling of words.”
    ― Terry Pratchett, Hogfather

    Ezpar is an act of creation or beginning: whether crafting a tool or birthing a child. Ezpar is pictured as a raised left wing.

    Levaltu, the Finisher
    "This too shall pass."
    ― Attar of Nishapur


    Levaltu is the act of ending something: crushing someone's arm is Imqui, but tearing their soul from their body is Levaltu. It is pictured as a right wing furled across the body.

    Samkah-Kinwujo, the Ambition

    Samakh-Kinwujo is the distinction between anxiety, terror, friendship and love: the motivation combined with its intensity. A Samkah-Kinwujo usually means little on its own, but it leads to Samkah-Matuzi, or impulse.

    Samkah-Matuzi, the Impulse

    Combining a Samkah and a Matuzi leads to impulse, the moment at which theory becomes practice. Some are more common than others: instinct and sustenance combine often into Mipiu-Hakwi, or self-preservation, but the furled wing of cyan that is Idrej-Levaltu, roughly speaking euthanasia, is less common. Samkah-Matuzi leads to Kinwujo-Matuzi.

    The full implications of the impulses are explained in the section on how channelling works in practice, and they are listed at the end of the class description.

    Kinwujo-Matuzi, the Execution

    Kinwujo-Matuzi is a type of action combined with the lengths to which one might go to achieve it. Uzu-Ezpar can make small curiosities; Yekh-Ezpar can found cities. Yet, there is one more step to complete: Kinwujo-Matuzi leads to Samkah-Kinwujo-Matuzi.

    Samkah-Kinwujo-Matuzi, the Consequence

    The cycle completes itself only when Samkah, Kinwujo and Matuzi come together to create an effect defined by what inspires which action to what extent. By crafting a Samkah-Kinwujo-Matuzi, you create an effect on the real world.

    Channelling in Practice

    As a channeller, you gain your powers by making eight consequences, each built out of a Motive, Priority and Action, of which there are eight of each. Contrary to the theory behind channelling, it is often more helpful to choose which motive will lead to each action, before assigning them priorities. Each combination of motive and action provides an impulse, which loosely gives a benefit to some game statistic or other, or allows you to take a certain type of action. The magnitude of the benefit or effectiveness of the action is then defined by the Priority level. Initially, it makes absolutely no difference which priority is assigned to which impulse, but the magnitudes associated with each priority level increase over levels, as given on the channeller table above.

    For example, Kutowi-Civar (Retreat) grants a bonus to speed equal to five times the magnitude of your priority. At 8th level, Yekh (Necessity) has a magnitude of 8. Thus, combining Kutowi, Civar and Yekh would give a +40 bonus to your speed. Once you have combined these three, you can combine another Motive, Priority and Action together, but cannot use Kutowi, Civar or Yekh again. Essentially, each Motive must have a different Action associated with it, and each Action must have a different Priority. You continue until you have created eight consequences (you should have no choice in the eighth consequence, because you will only have one Motive, one Priority and one Action left).

    You can reassign your consequences completely whenever you complete a short or a long rest.

    Overload
    Each impulse has its own overload, desperate overload and dire overload abilities. These are special abilities which you can activate which are more powerful than the ones passively provided by the impulse, but they temporarily prevent the consequence from having any effect, or its component Motive, Priority or Action from being reassigned. For example, if your Kutowi-Yekh-Civar consequence is overloaded, it doesn't provide the usual movement speed bonus, you can't overload it again, and you can't put your Kutowi, Yekh or Civar elements anywhere else even if you get to reassign your consequences (though if you take a rest which also ends the overload, you can move them then).

    A standard overload is available from 2nd level, and the consequence is overloaded until you enter or leave combat or complete a short or long rest. The more powerful desperate overload is available from 9th level, and overloads your consequence until you complete a short or long rest. Yet stronger is the dire overload, which is available from 14th level, and overloads your consequence until you complete a long rest.

    Meditate
    From 3rd level, as an action, you can reassign your consequences. This does not end the drawbacks of overloads. Once you have used this feature, you must complete a short or long rest before you do so again. At 10th level, you can use it twice between rests, and at 17th, three times.

    Ability Score Increase
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Prime Motive and Action
    You choose a prime motive at 6th level, which grants you features at 6th, 11th and 15th levels, and a prime action at 7th level, which grants features at 7th, 13th and 18th levels.

    Relink the Chain
    From 20th level, you can end the overload drawback on all of your consequences, making them available for use again, as an action. You can't do so again until you complete a long rest.




    Impulses

    An impulse grants five abilities, a passive ability, an active ability, and three different levels of overload ability. Each of these abilities is based on the magnitude of your priority, which is given in the Channeller table - for example, at 11th level, the magnitude of Hutho (Gravitas) is 7. The passive ability is always on unless you overload your impulse; the active ability requires some kind of action to be taken to use it. The effect of each ability is given clearly in its description.

    Idrej-Imqui, the Revolution
    "Do you hear the people sing, singing the songs of angry men?
    It is the music of the people who will not be slaves again!"
    ― Do You Hear the People Sing, Les Miserables

    Idrej-Imqui is violence in the name of your community, family, or nation. It is an act of standing together with your allies and joining together to fight against a common foe.

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    Idrej-Dropha, the Rebuilding
    "Nothing is too broken to mend."
    ― Tiana, Magic: The Gathering




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    Idrej-Civar, the Migration
    "The valley is ever fertile. The herds roam thick, on fours legs and on two."
    ― Liet, War of Omens




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    Idrej-Hakwi, the Protection
    "Uh, get behind me..."
    ― Booty Bay Bodyguard, Hearthstone: Heroes of Warcraft




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    Idrej-Kitfo, the Guardian
    "We pray to Avacyn on high.
    On snow-white wings fearless you fly.
    Keep safe our souls. Keep safe our lives.
    May angels watch us from the skies."
    — Children's prayer, Magic: The Gathering




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    Idrej-Rinnata, the Inspiration
    "Hold your ground! Hold your ground, men of Gondor, of Rohan, my brothers! I see in your eyes, the same fear that would take the heart of me. A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship, but it is not this day. An age of war, and shattered shields when the age of men comes crashing down, but it is not this day. This day we fight! By all that you hold dear on this good earth, I bid you stand, men of the west!"
    — Aragorn, The Return of the King




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    Idrej-Ezpar, the Founding
    "Here we are, don't turn away now:
    We are the warriors who built this town from dust."
    — Imagine Dragons, Warriors




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    Idrej-Levaltu, the Last Mercy
    "Sleep now, brother. That is the one gift I can give you."
    — Liliana Vess, Magic: the Gathering




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    Mobiza-Imqui, the Violence
    "Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn!"
    — Khârn the Betrayer, Warhammer 40,000




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    Mobiza-Dropha, the Subversion
    "And on the pedestal, these words appear:
    MY NAME IS OZYMANDIAS, KING OF KINGS,
    LOOK ON MY WORKS, YE MIGHTY, AND DESPAIR.
    Nothing beside remains, near that colossal wreck."
    — Percy Bysshe Shelley, Ozymandias




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    Mobiza-Civar, the Exile
    "I cast you out. Do not enter my lands again."
    — The Black Magician




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    Mobiza-Hakwi, the Prolongment
    "It is tasteless to prolong life artificially. I have done my share; it is time to go. I will do it elegantly."
    — Albert Einstein




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    Mobiza-Kitfo, the Stalker
    "Do not be afraid, you are fortunate to be chosen by me. The lives we take live forever in our stories."
    — Birondelle, War of Omens




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    Mobiza-Rinnata, the Condemnation
    "As much as we thirst for approval we dread condemnation"
    — Hans Selye




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    Moziba-Ezpar, the Artifice
    "Few can recognize an illegitimate seal. They are too enamored with the honor of written orders from above to hold them to any scrutiny. "

    — Birondelle, War of Omens




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    Mobiza-Levaltu, the Defeat
    "Anyone can deal with victory. Only the mighty can bear defeat."
    ― Adolf Hitler




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    Nist-Imqui, the Justice
    "Injustice anywhere is a threat to justice anywhere."
    ― Martin Luther King Jr.




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    Nist-Dropha, the Reparition
    "Mistakes from our collective past are like any other: they require intervention--a remedy--to correct. They don't erase themselves over time."
    ― Jonathan R. Miller




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    Nist-Civar, the Reform
    "It is not true that everyone is special. It is true that everyone was once special and still possesses the ability to recover it."
    ― Criss Jami, Killosophy




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    Nist-Hakwi, the Safeguard




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    Nist-Kitfo, the Observation




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    Nist-Rinnata, the Confession




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    Nist-Ezpar, the Formation




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    Nist-Levaltu, the Absolution




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    Kaytu-Imqui, the Competition




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    Kaytu-Dropha, the Recovery




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    Kaytu-Civar, the Growth




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    Kaytu-Hakwi, the Stillness




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    Kaytu-Kitfo, the Reflection




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    Kaytu-Ezpar, the Identity




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    Kaytu-Levaltu, the Rest




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    Mipiu-Imqui, the Hunt




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    Mipiu-Dropha, the Nurturing




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    Mipiu-Civar, the Prowl




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    Mipiu-Hakwi, the Habit




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    Mipiu-Kitfo, the Tracking




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    Mipiu-Rinnata, the Roar




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    Mipiu-Ezpar, the Birth




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    Mipiu-Levaltu, the Final Sleep




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    Kaskar-Imqui, the Precision




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    Kaskar-Dropha, the Restoration




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    Kaskar-Civar, the Positioning




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    Kaskar-Hakwi, the Biding




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    Kaskar-Kitfo, the Observation




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    Kaskar-Rinnata, the Informer




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    Kaskar-Ezpar, the Crafting




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    Kaskar-Levaltu, the Finality




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    Yexaki-Imqui, the Bloodlust




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    Yexaki-Dropha, the Labour of Love




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    Yexaki-Civar, the Attraction




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    Yexaki-Hakwi, the Jealousy




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    Yexaki-Kitfo, the Longing




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    Yexaki-Rinnata, the Passion




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    Yexaki-Ezpar, the Convergence




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    Yexaki-Levaltu, the Burial




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    Kutowi-Imqui, the Rebuff




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    Kutowi-Dropha, the Rallying




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    Kutowi-Civar, the Escape




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    Kutowi-Hakwi, the Bravery




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    Kutowi-Kitfo, the Vigilance




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    Last edited by Jormengand; 2018-08-19 at 01:36 PM.

  3. - Top - End - #3
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default The Alchemist

    In a world of magic, it isn't surprising that some branches of science interact with it so heavily. The most prevalent of these is alchemy, the strange mixture of celestial magic and elemental chemistry that allows the creation of wondrous substances, potent bombs and potions, and even the transmutation of base metals.

    The alchemist is first and foremost a scholar, but they dabble in other arts as well. Some learn to craft explosive concoctions, others find work in cities as pharmacists or surgeons. The less cautious or more ambitious even learn to alter their very bodies through the alchemical science. Though all alchemists strive to someday create gold from lesser metals, none have yet succeeded in doing so.

    Link to the alchemist as a PDF: Alchemist

    Spoiler: Changelog
    Show
    Update 8/8/18: Added the 15th level feature Catalytic Mastery (use two catalysts once per short rest), some clarifications on alchemical saving throw DCs and catalyst limits, and the word "element" to the description to start hedging myself more into the theme of the contest. Added the Formulae section with general rules and the first few apprentice formulae (Alchemical Fire, Alchemical Acid, Cloud of Poison, Thunderstone, Restorative Tonic, Eyesight Tonic, Adaptive Tonic).

    Update 8/16/18: Added the three Alchemical Houses (tentatively). Apprentice Formulae completed (new: Smokestick, Elixir of the Chameleon, Glowmuck, Rod of Purification, Arcane Lens). Cloud of Poison moved to Journeyman (effect unchanged). Several Journeyman and some Expert Formulae now have names but not descriptions.

    Update 8/29/18: Removed the need to ready formulae (number of formulae produced remained unchanged). Added the Codebreaker 2nd level feature. New catalyst effect for the Arcane Lens (cinnabar extract). Descriptions and catalysts for Endothermic Blast, Voltaic Bottle, and Truth Serum. Descriptions (but not catalysts) for Tanglefoot Bag, Ironhide Concoction, Rod of Negation, Stunning Orb, and Elixir of Wrath. Names for more Expert formulae and some Master Formulae.

    Update 9/15/18: More formula development: Tanglefoot Bag, Ironhide Concoction, Rod of Negation, Stunning Orb, and Elixir of Wrath now have catalyst effects. New formulae complete with catalysts: Accelerating Tonic, Flask Familiar.

    Update 9/19/18: Removed Moonlight Scholar and replaced it with Minor Alchemy. Reduced initial formulae known and removed alchemical fire as a free formula (formula learning unchanged). House of Pharmacology and House of Transfiguration each got an extra class feature at level 7 (House of Astrology's spells made me think it probably didn't need a buff). Pharmacologists can now use elixirs for other people (meaning other people don't need to use their actions to get alchemical buffs or healing) and Transfiguration can make a bonus action weapon attack when using a bomb (fitting with their role of being the "combat alchemical house"). These are in addition to their previous features. All bombs got a pass, generally increasing damage overall and fixing their ranges to correspond to dagger (for short-range bombs) or javelin (for long-range bombs) range. Thunderstone moved to Journeyman tier. The following Expert Formulae were created complete with catalysts: Restorative Mists, Volcanic Flask, Tempest Orb, Ichor of Undeath, Elixir of Flight, Chroma Goggles, Alchemical Lodestone, Corroding Paste, Vitalistone, Stellar Blast. The following Expert Formulae were named but not given effects: Sands of Sleep, Psychoactive Spores (both ideas cribbed from Mourne's alchemical admixtures, though Sands of Sleep was renamed). Names for Master Formulae: Perfect Solvent, Alchemical Antimatter, Winterbite, Troll's Blood Elixir, Soul Infusion, and Alchemist's Stone (no effects as yet).

    Update 9/20/18: Finished descriptions and catalyst effects for Sands of Sleep, Psychoactive Spores, Perfect Solvent, Alchemical Antimatter, Winterbite, Troll's Blood Elixir, Soul Infusion, and Alchemist's Stone.
    Last edited by MoleMage; 2018-09-23 at 02:26 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    Gaieans

    Warriors that call on any element, they achieve a greater affinity with 1 and can wrap themselves in it and create more potent effects.

  5. - Top - End - #5
    Ogre in the Playground
     
    NinjaGuy

    Join Date
    Jul 2013

    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    Beware of the Geomancers!

    These warriormages have a unique blend of magic and might, showcasing mastery in one of the Periodic elements!

    With plenty of room for expansion - the subclasses include a mere 4 separate elements - Mercury, Carbon, Gold, & Iron... that leaves 114 to go!

    EDIT: Fixed the formatting
    Last edited by Vogie; 2018-08-24 at 10:11 PM.
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  6. - Top - End - #6
    Halfling in the Playground
    Join Date
    Feb 2017

    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    Rough draft up and ready for comment. I can honestly say, not my best work. Inspiration did not hit and I found it a challenge to try to tie it to my own campaign. The earthbinder represents an individual who forges a strong tie to the elemental plane of earth (and eventually joins one of the plane's "courts") and is able to draw objects native to that plane to the material plane.


    Final version. It's really at the "lipstick on a pig" phase pending any comments (please?).

    "Spellcasting" is based on inscribing gems (glyptic runes) and using them to create spell effects and is a bit of a mess right now. I'd originally hoped to use tiers (e.g. minor, lesser, major, greater) in lieu of levels to give myself more freedom in placing "spells" -- thematically, I could put a 5th level spell in the lesser category if the feel was right and the power level fit. I did not accomplish this and, instead, tried to adopt the Warlock casting style (another fail). The end result is a weird more-than-third but not quite half caster abomination. On my list of things to fix.


    Spellcasting -- called Glyptic Runes (glyptic is a real word oddly enough) -- is now based on an odd mechanic. The "level" of rune is determined by the value of the gem used. I figured why not go out on a limb.

    Last major changes...

    • Finally added the skill list
    • Stone Caller: Clarified the action cost and reduced the damage (yes, it is essentially magic missile)
    • Mineral Harvest: Fixed to denote number of uses and when (action) it can be used
    • Glyptic Runes: Simplified and changed from a prepared caster to a “spontaneous” caster – more versatility given the truncated spell list and odd spell cap.
    • [Elemental Voidance: Eliminated roll and replaced with static value (target was a vase slightly worse than the HAM feat)
    • Glyptic Binding: Changed to support revision of Glyptic Rune feature. Added a usage restriction (is short rest refresh too powerful)?
    • Tellurian Ally: Added a cost (and decision) to the feature. Otherwise, the 5000 gp gem would last “forever”.
    • Tweaked the entry (3rd level) feature of each of the Allegiances to have a single Charisma skill
    • Completed the Granite Court's bonus runes
    • Added a "cool down" to the avoid death bullet of Strength of Stone
    • Replaced Petrifying Touch with Earthen Glide
    • Completed Iron Court's bonus runes
    • Reworked most of the Iron Court's entry (3rd level) feature


    Regardless, it's something.

    Earthbinder

    EDIT 9/19: Final-ish version posted.
    EDIT 9/21: Final-final taking into account feedback
    Last edited by Mourne; 2018-09-22 at 01:28 AM.

  7. - Top - End - #7
    Ogre in the Playground
     
    Flumph

    Join Date
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    EST

    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    I present to you all the Firestorm Avatar, a class dedicated to harnessing the destructive power of the elements. Originally this was supposed to be the elemental shifter, a class based around changing elemental forms, but it was horribly broken and unbalanced. I took all the best features from that class and uses it as the chassis and concept for this one, the Firestorm Avatar. It's much more focused on dealing damage than all my other homebrewed classes, so I am not quite sure how balanced it is, but I tried to prevent it from being overpowered. You can see the class in either of the documents below.

    Homebrewery: http://homebrewery.naturalcrit.com/share/B1ygFvfvX

    Google Document: https://docs.google.com/document/d/1...it?usp=sharing
    -
    I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!

    My D&D 5e Homebrew Content

    The Necronomicon. An >30 Page Cthulhu Mythos Supplement

    Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.

    Check here for my extended homebrew signature!

  8. - Top - End - #8
    Dwarf in the Playground
     
    pygmybatrider's Avatar

    Join Date
    Jun 2017

    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    My entry: the shaman.

    A Wisdom-based half-caster, who summons totems to aid allies and uses Shock spells to augment their spellcasting and melee attacks. The three subclasses have different focuses: Elemental is a blaster, Enhancement is a mobile melee damage dealer/tank in a pinch, and Restoration is a healer/buffer.

    Designed to have less AC, HP (excepting Enh in most recent version) and nova damage than Paladins, with more class features able to be used at range. I think (tentatively...) that I hit a good balance between 'rock' features (mainly coming from subclass features) and 'ribbons' (mainly coming from base class features). The class does feel front-loaded from levels 1-3, but I figure this isn't unusual for 5e.

    Shock Spells and Totems are the defining features of the base class, with the subclasses taking the shaman in very different directions.

    Would love to hear what you guys think 8-)

    Homebrewery:
    http://homebrewery.naturalcrit.com/share/r1YNZfzYQ

    PDF:
    https://drive.google.com/file/d/1vXe...j5Qg40OLs/view
    Last edited by pygmybatrider; 2018-09-23 at 02:53 AM.

  9. - Top - End - #9
    Titan in the Playground
     
    Daemon

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    Corvallis, OR
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    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    I need a better name for it, but here's the

    Planar Warrior
    Google Docs (WIP)

    Still have to clean up the spell list and write the other two sub-classes.

    It's designed as a int-based half-caster that protects itself with a damage absorption ward and gets to attack a bunch...but only if it hits at least once. The sub-classes add riders to the main-class features, each connected to a pair of elements.

    Comments/critiques welcome.
    Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
    Rogue Equivalent Damage calculator, now prettier and more configurable!
    5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
    NIH system 5e fork, very much WIP. Base github repo.
    NIH System PDF Up to date main-branch build version.

  10. - Top - End - #10
    Pixie in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2018

    Default Re: D&D 5e Base Class Contest III: The Elements, and not the periodic ones (probably?

    The Kineticist

    Here is the Kineticist, a magical practitioner with the ability to mold the four elements to their will. This is an idea that has been germinating for a while now, of a magic system based on building effects rather than pre-packaged spells, but also one that I did basically all the design work for in an eight-hour block yesterday, so who knows how it's gone.

    (The water subclass was cut for budget reasons.)

    Spoiler
    Show

    Class Features

    As a kineticist, you gain the following class features:

    Hit Points
    Hit Dice: 1d6 per kineticist level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels:1d6 (or 4) + your Constitution modifier per kineticist level after 1st

    Proficiencies
    Armor:Light armour
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Constitution, Charisma
    Skills: Choose two from Acrobatics, Arcana, Deception, History, Persuasion and Stealth

    Equipment
    You start with the following items, plus anything provided by your background.

    • (a) a quarterstaff or (b) any simple weapon
    • Leather armor
    • An Explorer's Pack


    The Kineticist
    Level Proficiency Bonus Features Focus Surges Manifestations & Augmentations
    1
    +2
    Kinesis, Elemental Specialisation
    1
    -
    2
    2
    +2
    Surges, Augmentations
    1
    2
    4
    3
    +2
    Signature Conjuration
    1
    3
    5
    4
    +2
    Ability Score Improvement
    1
    4
    6
    5
    +3
    Instinctive Augmentation (1)
    2
    5
    7
    6
    +3
    Elemental Specialisation feature
    2
    6
    8
    7
    +3
    Mass Augmentation
    2
    7
    9
    8
    +3
    Ability Score Improvement
    2
    8
    10
    9
    +4
    Signature Conjuration
    3
    9
    11
    10
    +4
    Elemental Reshaping
    3
    10
    12
    11
    +4
    Instinctive Augmentation (2)
    3
    11
    13
    12
    +4
    Ability Score Improvement
    3
    12
    13
    13
    +5
    Used To It
    4
    13
    14
    14
    +5
    Elemental Specialisation feature
    4
    14
    15
    15
    +5
    Burn Focus
    4
    15
    15
    16
    +5
    Ability Score Improvement
    4
    16
    16
    17
    +6
    Steadfast Signatures
    5
    17
    16
    18
    +6
    Elemental Specialisation feature
    5
    18
    17
    19
    +6
    Ability Score Improvement
    5
    19
    17
    20
    +6
    Instinctive Augmentation (3)
    5
    20
    18


    Kinesis
    You have a latent ability to bend the four elements to your will.

    Manifestations
    You learn two manifestations of your choice. Your manifestation options are detailed at the end of the class description. When you gain certain kineticist levels, you learn additional manifestations of your choice.

    You gain the ability to Conjure as an action; when you do, choose one of your manifestations and perform its effect. If it does not specify an element, then also choose an element to form it of: fire, water, earth or air. Some manifestations will have different effects based on the element used, and some kineticist class features will affect manifestations of a certain element.

    Some manifestations state that they deal ‘elemental damage’. This damage type should be replaced with a damage type based on the element being manifested:

    • Fire: fire damage
    • Water: cold damage
    • Earth: bludgeoning damage
    • Air: lightning damage


    Manifestations are magical effects; any effect that would affect a spell will affect a manifestation in the same way. Manifestations without a level requirement are treated as cantrips for the purposes of Dispel Magic and similar effects; manifestations with a level requirement are treated as spells with a spell level of half their level requirement (rounded down).

    Focus
    Some manifestations require you to maintain Focus in order to keep their magic active. If you lose Focus, such a manifestation ends. Focusing on a manifestation ends Concentration on a spell and vice versa.

    At 1st level, you have 1 point of Focus. Focus is considered unavailable when used on a manifestation, and remains unavailable until that manifestation’s effect ends. You can stop Focusing on an effect at any time (no action required), and when you do its Focus immediately becomes available again. You cannot use a manifestation if it requires more Focus than you have available.

    You cannot maintain Focus on a manifestation for more than 10 minutes. You also lose Focus on all manifestations if you are Incapacitated or if you die, and if you take damage while Focusing you must make a Concentration saving throw or lose Focus on one of your active manifestations.

    Spellcasting Ability
    Charisma is your spellcasting ability for your manifestations, so you use your Charisma whenever a manifestation refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a manifestation you manifest and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

    Spell Attack modifier= your proficiency bonus + your Charisma modifier.

    Elemental Specialisation
    At 1st level, you can control all four elements, but have a particular affinity for one, such as Pyrokinesis. Your choice grants you features at 1st level and again at 6th, 14th and 18th level.

    Surges
    At 2nd level, you gain access to a pool of surges you can use to empower your manifestations. Your kineticist level determines the number of surges you have, as shown in the Surges column of the Kineticist table. Some manifestations and augmentations cost one or more surges to use.

    You regain all expended surges when you finish a short or long rest.

    Augmentations
    At 2nd level, you gain the ability to augment your manifestations. Whenever you would choose to learn one or more manifestations, you may replace any number of them with augmentations. Your augmentation options are detailed at the end of the class description.

    Additionally, when you gain a level in this class, you can choose one of the manifestations or augmentations you know and replace it with another manifestation or augmentation that you could learn at that level. A level prerequisite in a manifestation or augmentation refers to kineticist level, not character level.

    You may apply an augmentation you know to a manifestation by paying its cost (in Focus and/or Surges). Each augmentation specifies when it is applied. You may apply no more than one augmentation to each manifestation.

    Signature Conjuration
    When you reach 3rd level, choose a manifestation you know without a Surge cost. You may Conjure this manifestation as a bonus action. Once you do, you may not do so again until you finish a short or long rest.

    When you reach 9th level, choose a second manifestation you know. You can use each one once as a bonus action between rests.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Instinctive Augmentation
    Starting at 5th level, empowering your manifestations becomes second nature to you. Once on each of your turns, when you would spend a Surge for a manifestation or augmentation, you may prevent this expenditure. You still gain the effect as normal.

    Starting at 11th level, you can do this twice on each of your turns. At 20th level, you can do this three times on each of your turns.

    Mass Augmentation
    Starting at 7th level, when you apply an augmentation that affects a single instance of damage to a manifestation, you may pay its cost again each time that manifestation deals damage to apply the same effect.

    Elemental Reshaping
    Starting at 10th level, your manifestations can shift and change form. When you Conjure a manifestation, you may choose an existing manifestation of the same element; if you do, target this manifestation as if you were occupying the same space as the chosen manifestation, reduce the surge cost of the new manifestation by half the surge cost of the existing one (rounded down), and end your Focus on the existing manifestation (this Focus may be used immediately to Focus on the new one).

    Used To It
    At 13th level, you gain a damage resistance based on your Elemental Specialisation: fire for Pyrokineticists, bludgeoning for Geokineticists and lightning for Aerokineticists.

    Burn Focus
    Starting at 15th level, you can push yourself ever further at the cost of your concentration. When you would spend surges, you may spend one or more Focus to reduce the number of surges spent by that amount. Focus spent this way is not recovered until you finish a short rest.

    Steadfast Signatures
    At 17th level, you gain an improved proficiency with your signature manifestations. You may Conjure one of your signature manifestations as a bonus action on each of your turns; manifestations Conjured this way cannot be augmented.


    Elemental Specialisations
    Spoiler
    Show

    Pyrokineticist


    Pyrokinetic Knack
    You learn the Control Flame cantrip.

    Fiery Rebuke
    When a target within 60 feet of you deals you damage, you may use your reaction to make a ranged spell attack against that target; on a hit, they take 1d6 fire damage.

    Potent Flames
    Starting at 6th level, whenever a creature succeeds on a saving throw against a manifestation dealing fire damage, that creature takes half the manifestation’s damage.

    Improved Fiery Rebuke
    At 14th level, the damage from your Fiery Rebuke increases to 2d6.

    An Abundance of Kindling
    At 18th level, your dreams or setting the world aflame reach lofty new heights. As an action, you may force each creature you can see within 120ft of you to make a Dexterity saving throw, taking 3d6 fire damage on a failed save or half as much on a successful save. Then you take 10d6 fire damage. Once used, this ability cannot be used again until you complete a long rest.


    Geokineticist


    Geokinetic Knack
    You learn the Mold Earth cantrip, and gain proficiency in all simple weapons, the warhammer and battleaxe.

    Dust Cloud
    When a target within 60 feet of you makes an attack against you, you may use your reaction to impose disadvantage on their attack roll.

    Extra Attack
    Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

    Iron Mind
    Starting at 14th level, you gain an additional point of Focus.

    Stone Unyielding
    At 18th level, your flesh has hardened to stone. At the start of each of your turns, you regain hit points equal to 5 plus your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


    Aerokineticist


    Aerokinetic Knack
    You learn the Gust cantrip.

    Buoyed By The Wind
    You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. In addition, at the end of another creature’s turn you may use your reaction to stand from prone or move half your speed.

    Storm’s Fury
    Starting at 6th level, you may add your Charisma modifier to any lighting damage your manifestations deal.

    Take To The Sky
    At 14th level you gain a flying speed equal to your walking speed.

    Uncageable
    From 18th level, at the end of another creature’s turn you may use your reaction to teleport up to 10 feet to an unoccupied space you can see, or to attempt a saving throw against an effect currently affecting you, if that effect allows you to save at the end of your turn.


    Manifestations

    Spoiler
    Show

    Armor
    1 Focus
    If you are not wearing armour, you conjure elemental armour around yourself. You are treated as proficient in this armour.
    Air: Your AC in air armor is 12 + your Dexterity modifier, and your speed is increased by 5 feet.
    Earth: Your AC in earth armour is 13 + your Dexterity modifier.
    Fire: Your AC in fire armour is 11 + your Dexterity modifier, and any creature that hits you with a melee attack takes 1d4 fire damage.
    Water: Your AC in water armour is 12 + your Dexterity modifier, and you ignore the effects of difficult terrain.

    Bolt
    Make a ranged spell attack against a target within 60ft. On a hit, the target takes 1d8 elemental damage.

    Burst
    Each creature within 5ft of you must make a Constitution saving throw. On a failed save, a creature takes 1d6 elemental damage.

    Bonfire
    Fire only, 1 Focus
    A magic bonfire fills a 5-foot cube on the ground within 60ft of you. Any creature in the bonfire’s space must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    Frost
    Water only
    A target within 30ft of you must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage and its speed is reduced by 10ft until the start of your next turn.

    Gust
    Air only
    Choose an unattended object weighing no more than 5lbs within 30 feet of you. It is launched it up to 30ft in a straight line. If it would hit a target, that target makes a Dexterity saving throw; if they fail, they take 1d8 bludgeoning damage and the object comes to a halt in their space.

    Tremor
    Earth only, 1 Focus
    You cause a 10ft by 10ft square of ground to shudder and twist. The ground is difficult terrain for the duration of this manifestation. Any creatures on the ground must make a Dexterity saving throw or fall prone; you may repeat this effect as a bonus action on subsequent turns.

    Weapon
    1 Focus
    Conjure a simple or martial weapon of the manifested element; you can hold it without issue. It acts as a normal weapon of its type for you, except that it is magical and deals elemental damage instead of its usual damage type.

    Aegis
    Prerequisite: 5th level
    1 Focus, 2 Surges
    If you are not wearing armour, you conjure elemental armour around yourself. You are treated as proficient in this armour.
    Air: Your AC in air armor is 13 + your Dexterity modifier, and your speed is increased by 10 feet.
    Earth: Your AC in earth armour is 15 + your Dexterity modifier (max 2).
    Fire: Your AC in fire armour is 12 + your Dexterity modifier, and any creature that hits you with a melee attack takes 1d6 fire damage.
    Water: Your AC in water armour is 13 + your Dexterity modifier, you ignore the effects of difficult terrain and gain a swim speed equal to your walking speed.

    Blitz
    Prerequisite: 5th level
    2 Surges
    Make three ranged spell attacks against one or more targets within 60ft. On a hit, a target takes 1d8 elemental damage.

    Explosion
    Prerequisite: 5th level
    3 Surges
    A blast erupts from a point you choose within 60ft of you. Each creature within 10ft of that point must make a Dexterity saving throw, taking 2d6 elemental damage on a failed save.

    Lance
    Prerequisite: 5th level
    1 Surge
    You release elemental power in a 60ft by 5ft line originating from you. Each creature in the line must make a Dexterity saving throw, taking 1d8 elemental damage on a failed save.

    Storm
    Prerequisite: 5th level
    2 Focus, 2 Surges
    You create an elemental manifestation - a ball of fire, a small storm, etc. - in an unoccupied space within 60 feet of you. Any creature that starts its turn in the same space as the storm must make a Constitution saving throw or take 2d6 elemental damage. As a bonus action, you may move the storm up to 30ft.

    Wave
    Prerequisite: 5th level
    1 Surge
    A wave of energy flows out of you in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw, taking 1d8 elemental damage on a failed save.

    Barrier
    Prerequisite: 9th level
    2 Focus, 3 Surges
    You conjure a 10ft high, 1 foot thick wall in a straight or curved line within 120ft of you. The wall is 10ft long; you may spend any number of surges to increase its length by 10ft each.
    Air: A creature who tries to pass through the wall (even involuntarily) must make a Strength saving throw; on a failed save, they take 3d6 bludgeoning damage and are pushed out the way they entered.
    Earth: The wall is impassable. As an action, a creature may attempt an Athletics check to make a hole in the wall; on a success, they create a gap big enough to make ranged attacks through. A second successful attempt in the same spot creates a hole big enough to squeeze through, and a third creates a 5-foot gap in the wall.
    Fire: A creature who tries to pass through the wall (even involuntarily) must make a Dexterity saving throw, taking 3d6 fire damage on a failed save and half as much on a success.
    Water: The wall is made of ice, and impassable. A 5-foot section of wall has AC15 and 15 hit points; any creature that hits the wall with a melee attack takes 1d6 cold damage.

    Blade
    Prerequisite: 9th level
    1 Focus, 5 Surges
    Conjure a simple or martial weapon of the manifested element; you can hold it without issue. It acts as a normal weapon of its type for you, except that it is magical and deals elemental damage instead of its usual damage type, and gains the below effects:
    Air: You have advantage on weapon attack rolls.
    Earth: Targets hit with this weapon must succeed at a Strength saving throw or be pushed 10 feet back.
    Fire: You deal an additional 1d8 fire damage whenever you hit with this weapon.
    Water: Targets hit with this weapon must succeed at a Constitution saving throw or have their speed reduced to 0 until the end of your next turn.

    Blizzard
    Prerequisite: 9th level
    Water only, 2 Focus, 4 Surges
    You conjure a storm of ice and sleet in a 10-foot radius centred on you. Ranged weapon attacks that pass through the sphere have disadvantage, and it is considered difficult terrain for creatures other than you. As a bonus action while this is active, you may make a ranged spell attack against a creature within 60ft of you; on a hit, they take 2d8 cold damage.

    Gale
    Prerequisite: 9th level
    Air only, 5 Surges
    Choose a point within 60ft of you. Each creature in a 30ft-radius sphere centred on that point must make a Strength saving throw; on a failed save they are knocked prone, pushed away from that point until they hit an obstacle or are outside the sphere, and take 1d6 lightning damage per 10ft pushed.

    Pyre
    Prerequisite: 9th level
    Fire only, 2 Focus, 5 Surges
    A creature within 30ft of you is engulfed in flames. They must make a Constitution saving throw, taking 3d6 fire damage on a failed save. At the end of each subsequent turn, they must repeat this save, taking the same damage on a failure; if they succeed and are not within 30ft of you, the effect ends.

    Quake
    Prerequisite: 9th level
    Earth only, 2 Focus, 4 Surges
    You cause a 20ft-radius circle of ground to shudder and twist. The ground is difficult terrain for the duration of this manifestation. Any creatures on the ground must make a Dexterity saving throw or fall prone and take 2d6 bludgeoning damage; you may repeat this effect as a bonus action on subsequent turns.

    Carapace
    Prerequisite: 13th level
    1 Focus, 6 Surges
    If you are not wearing armour, you conjure elemental armour around yourself. You are treated as proficient in this armour.
    Air: Your AC in air armor is 14 + your Dexterity modifier, and your speed is increased by 15 feet.
    Earth: Your AC in earth armour is 20.
    Fire: Your AC in fire armour is 13 + your Dexterity modifier, and any creature that hits you with a melee attack takes 1d8 fire damage.
    Water: Your AC in water armour is 14 + your Dexterity modifier, you ignore the effects of difficult terrain and gain a swim speed equal to your walking speed.

    Detonation
    Prerequisite: 13th level
    8 Surges
    A blast erupts from a point you choose within 60ft of you. Each creature within 15ft of that point must make a Dexterity saving throw, taking 6d6 elemental damage on a failed save.

    Elemental
    Prerequisite: 13th level
    4 Focus, 8 Surges
    You shape elemental power into a corporeal form. Conjure a CR 5 elemental in an unoccupied space within 30ft of you; its type is dependent on the element used. The elemental disappears when it drops to 0 Hit Points or when the spell ends.

    The elemental is friendly to you and your companions for the Duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

    Maelstrom
    Prerequisite: 13th level
    5 Surges
    Make ranged spell attacks against up to five targets within 90ft. On a hit, a target takes 2d6 elemental damage.

    Meteor
    Prerequisite: 13th level
    2 Focus, 9 Surges
    You conjure a mass of elemental energy to use as a battering ram in an unoccupied space within 60ft of you. When you Conjure it, and as a bonus action on each of your subsequent turns, you can slam the meteor into a target within 30 feet of it; they must make a Dexterity saving throw, taking 6d6 elemental damage on a failed save. The meteor ends its movement adjacent to the target it slams.


    Augmentations

    Spoiler
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    Burning
    1 Surge
    Apply this to a manifestation when it deals fire damage to a target; that target is now burning. At the end of each of its turns, a burning target takes 1d6 fire damage and must make a Dexterity saving throw. On a successful save, this effect ends.

    Damaging
    1 Surge
    Apply this to a manifestation when it deals damage to a target; deal that target an additional 1d8 damage of the same type.

    Forceful
    1 Surge
    Apply this to a manifestation when it deals bludgeoning damage to a target; that target must make a Strength saving throw or be either pushed 10ft or knocked prone (your choice).

    Freezing
    1 Surge
    Apply this to a manifestation when it deals cold damage to a target; that target must make a Strength saving throw or be Restrained until the end of your next turn.

    Precise
    1 Surge
    Apply this to a manifestation that makes an attack roll; you have advantage on that attack roll.

    Shocking
    1 Focus, 1 Surge
    Apply this to a manifestation when it deals lightning damage to a target; deal 1d10 lightning damage to a second target within 10 feet of the first.

    Careful
    Prerequisite: 6th level
    1 Surge
    Apply this to a manifestation as you Conjure it. Choose a number of allies up to your Charisma modifier; they take no damage from the manifestation.

    Shifting
    Prerequisite: 6th level
    1 Surge
    Apply this to a manifestation that requires focus as you manifest it. As a bonus action, you may change the element this manifestation uses.

    Wide
    Prerequisite: 6th level
    2 Surges
    Apply this to a manifestation that affects a cone, line or sphere as you manifest it. Double the length or radius of the manifestation.

    Breaking
    Prerequisite: 10th level
    2 Surges
    Apply this to a manifestation when it deals damage to a target; deal that target an additional 2d8 damage of the same type.

    Destructive
    Prerequisite: 10th level
    2 Surges
    Apply this to a manifestation as you Conjure it; any damage it deals is increased by 1d8.

    Enduring
    Prerequisite: 10th level
    1 Focus, 2 Surges
    Apply this to a manifestation as you Conjure it; you may maintain Focus on it for up to an hour.

    Mighty
    Prerequisite: 10th level
    2 Surges
    Apply this to a manifestation when it forces a target to make a saving throw; that saving throw is made at disadvantage.




    Changelog

    Spoiler
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    V1.1: Renamed conjurations to manifestations and Manifesting to Conjuring, ruled how to treat spell level of manifestations, clarified wording on Focus and Elemental Reshaping, altered starting equipment to include armour and any simple weapon, renamed Destructive augmentation to Breaking and added new Destructive augmentation.
    V1.0: The Kineticist!


    Comments/critique very welcome, though I doubt I'll find the time to make any changes before the deadline.
    Last edited by BlueHairedKat; 2018-09-21 at 12:50 PM.

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