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  1. Blank class tables moved to: 5e Blank Class tables #.txt
  2. OBVIOUSLY REPLACE # with the largest number present I WENT UP TO AT LEAST 12 SO THEY ARE PROBABLY OUT OF ORDER IF YOU SORT BY FILE NAME! DID A VERSION ON THE PSEUDO-STICKY TABLE THREAD ON GITP THAT MIGHT BE BETTER THAN ANY I HAVE ON THIS MACHINE!
  3. http://www.giantitp.com/forums/showthread.php?415265-Preset-Class-Tables-for-5e-Homebrew is also useful! In fact I used it for most of my posting in the psuedo-sticky thread!
  4.  
  5. http://www.giantitp.com/forums/showthread.php?586606-Questions-before-I-make-a-Class
  6.  
  7. http://www.giantitp.com/forums/showthread.php?589856-Another-Class-design-question-Which-saves-are-the-most-valuable-for-a-d12-class
  8.  
  9. Self-Sacrifice Domain:
  10. http://www.giantitp.com/forums/showsinglepost.php?p=23877043&postcount=17
  11.  
  12. Short rest is actually 1 hour!
  13.  
  14. Look at "downtime" PHB 187 for Craft/Profession and Recuperating.
  15.  
  16.  
  17. [B][FONT=Book Antiqua][SIZE=3][COLOR="#B22222"]HIT POINTS[/COLOR][/SIZE][/FONT][/B]
  18. [B]Hit Dice:[/B] d12
  19. [B]Hit Points at 1st Level:[/B] 12 + Constitution Modifier
  20. [B]Hit Points at Higher Levels:[/B] 7 (or 1d12) + Constitution Modifier
  21.  
  22. [B][FONT=Book Antiqua][SIZE=3][COLOR="#B22222"]PROFICIENCIES[/COLOR][/SIZE][/FONT][/B]
  23. [B]Armor:[/B] You are proficient with Light Armor.
  24. [B]Weapons:[/B] You are proficient with your unarmed strikes and with melee attacks* with one simple melee weapon of your choice.
  25. *So you are NOT proficient with throwing weapons that are nominally melee.
  26. [B]Tools:[/B] Healer's Kit, Herbalist's Kit, Trail Cooking Gear (or using any cooking gear to produce that level of product), Any one set of crafting tools for everyday items (including farming impliments)... no armor, weapons, alchemy, etc. ((NOT artists tools at this point, gotta make a living before you can make life beautiful for everyone.))
  27.  
  28. [B]Saving Throws:[/B] ALL (Confirmed! See the [i]Gift of Grace[/i] spell for some idea of why this is.)
  29. [B]Skills:[/B] Medicine plus 2 more from: Athletics, Insight, ?Intimidate ((if I include this for the "menacing body-guard" type, consider making it mutually exclusive with Persuasion?)), Religion, Persuasion, Stealth, and Survival
  30.  
  31.  
  32. [B][FONT=Book Antiqua][SIZE=3][COLOR="#B22222"]EQUIPMENT[/COLOR][/SIZE][/FONT][/B]
  33. You start with the following equipment, in addition to the equipment granted by your background:
  34. Any simple melee weapon
  35. (a) A priest's pack and holy symbol or (b) an explorer's pack and herbalism kit
  36. Healer's kit, leather armor, soap, (extra) waterskin
  37.  
  38.  
  39. [table="width:712, class: head alt1 alt2"]
  40. [tr="class:outer_border, bgcolor:#8E5A2E"]
  41. [th="align:center"][color=#FFFFFF][b]
  42. Level[/b][/color][/th]
  43. [th="align:center"][color=#FFFFFF][b]Proficiency
  44. Bonus[/b][/color][/th]
  45. [th="align:center"][color=#FFFFFF][b]
  46. Features[/b][/color][/th]
  47. [/tr]
  48. [tr]
  49. [td]1st[/td]
  50. [td]+2[/td]
  51. [td]Least Gifts ((An Ounce of Prevention, Eyes of the Healer, Gift of Protection, Gift of Grace (Debuff: ALL, Buff: 2) )), Healing Item Use, Swift to Protect, Ritual Casting(Slow)[/td]((Renamed Gift of Resistance since in 5e "Resistance" means "Take half damage"))
  52. [/tr]
  53. [tr]
  54. [td]2nd[/td]
  55. [td]+2[/td]
  56. [td]Carry the Burden(Loads, Armor/Shield Penalty Negation, and Feather Fall), Defensive Strike, Gift of Tolerance, Helpful, [i]Spare the Dying[/i][/td]
  57. [/tr]
  58. [tr]
  59. [td]3rd[/td]
  60. [td]+2[/td]
  61. [td]Archetype, Carry the Burden (Levitate)[/td] NO LISTING FOR *GIFT OF LIFE* AT THIS LEVEL, SINCE IT IS JUST A MODIFICATION TO A RITUAL CASTING OF *Gentle Repose*? OR INCLUDE IT SINCE IT _IS_ MODIFIED?
  62. [/tr]
  63. [tr]
  64. [td]4th[/td]
  65. [td]+2[/td]
  66. [td]Gift of Grace (Debuff: 4, Buff: 2)[/td]
  67. [/tr]
  68. [tr]
  69. [td]5th[/td]
  70. [td]+3[/td]
  71. [td]Carry the Burden (Fly), Gift of Breath, Gift of Time (Speed and *Haste*)[/td]
  72. [/tr]
  73. [tr]
  74. [td]6th[/td]
  75. [td]+3[/td]
  76. [td]Gift of Grace (Debuff: 1 or 2, Buff: Same)[/td]
  77. [/tr]
  78. [tr]
  79. [td]7th[/td]
  80. [td]+3[/td]
  81. [td]Archetype ?Improvement?, Gift of Grace (Debuff: 1 to 3, Buff: Same)[/td] ((Or just say "Scaling" at 6th level and not make the chart look artificially busy?))
  82. [/tr]
  83. [tr]
  84. [td]8th[/td]
  85. [td]+3[/td]
  86. [td]Gift of Grace (Debuff: 1 to 4, Buff: Same)[/td]
  87. [/tr]
  88. [tr]
  89. [td]9th[/td]
  90. [td]+4[/td]
  91. [td]Gift of Grace (Debuff: 1 to 5, Buff: Same)[/td]
  92. [/tr]
  93. [tr]
  94. [td]10th[/td]
  95. [td]+4[/td]
  96. [td]Gift of Resistance (Debuff: 1 to 6, Buff: Same)[/td]
  97. [/tr]
  98. [tr]
  99. [td]11th[/td]
  100. [td]+4[/td]
  101. [td]Shield of the Soul, Archetype ?Improvement?[/td]((Move one of these to 12th?))
  102. [/tr]
  103. [tr]
  104. [td]12th[/td]
  105. [td]+4[/td]
  106. [td]Gift of Time (No longer requires Bonus Action to Grant Extra Action)[/td]
  107. [/tr]
  108. [tr]
  109. [td]13th[/td]
  110. [td]+5[/td]
  111. [td]—[/td]
  112. [/tr]
  113. [tr]
  114. [td]14th[/td]
  115. [td]+5[/td]
  116. [td]Improved Shield of the Soul[/td]
  117. [/tr]
  118. [tr]
  119. [td]15th[/td]
  120. [td]+5[/td]
  121. [td]—[/td]
  122. [/tr]
  123. [tr]
  124. [td]16th[/td]
  125. [td]+5[/td]
  126. [td]Gift of Resistance* (Common Energy)[/td]
  127. [/tr]
  128. [tr]
  129. [td]17th[/td]
  130. [td]+6[/td]
  131. [td]Archetype Paragon, Gift of Foresight[/td]
  132. [/tr]
  133. [tr]
  134. [td]18th[/td]
  135. [td]+6[/td]
  136. [td]Improved Gift of Resistance* (Rare Energy)[/td]
  137. [/tr]
  138. [tr]
  139. [td]19th[/td]
  140. [td]+6[/td]
  141. [td]Greater Gift of Resistance* (Physical)[/td]
  142. [/tr]
  143. [tr]
  144. [td]20th[/td]
  145. [td]+6[/td]
  146. [td]Gift of Grace (1/2 Penalty), Gift of Time (Double All Speeds, Extra Action, AND Extra Bonus Action)[/td]
  147. [/tr]
  148. [/table]
  149. *Those familiar with the 3.x/PF versions of this class should note that this is NOT the same thing as the ability with that name in those versions.
  150.  
  151. NOTE: SHOULD PROBABLY HAVE "SHIELD OF THE SOUL" AT 11TH, NOT 10TH (THIS MAY ALREADY BE TRUE!)!
  152.  
  153. Gifting Bonus and other issues of dedication (Multiclassing): [i]The path of the Grace-Gift is best walked with great dedication. Those who persue other sources of power, even for the purpose of bettering the value of their sacrifices, may find their Grace-Gift abilities not progressing as quickly as might be expected.[/i] For certain class features, separately calculate your proficiency bonus as if you had only levels in Grace-Gift. This is known as your "Gifting Bonus". If you are single-classed this will always be simply your normal proficiency bonus. If you only have a few levels in another class it will be the same at many character levels. Whatever the number of levels in other classes, the following chart has been provided for convenience:
  154. [table="width:712, class: head alt1 alt2"]
  155. [tr="class:outer_border, bgcolor:#8E5A2E"]
  156. [th="align:center"][color=#FFFFFF][b]Grace-Gift
  157. Level[/b][/color][/th]
  158. [th="align:center"][color=#FFFFFF][b]Gifting
  159. Bonus[/b][/color][/th]
  160. [/tr]
  161. [tr]
  162. [td="align:center"]1st-4th[/td]
  163. [td="align:center"]+2[/td]
  164. [/tr]
  165. [tr]
  166. [td="align:center"]5th-8th[/td]
  167. [td="align:center"]+3[/td]
  168. [/tr]
  169. [tr]
  170. [td="align:center"]9th-12th[/td]
  171. [td="align:center"]+4[/td]
  172. [/tr]
  173. [tr]
  174. [td="align:center"]13th-16th[/td]
  175. [td="align:center"]+5[/td]
  176. [/tr]
  177. [tr]
  178. [td="align:center"]17th-20th[/td]
  179. [td="align:center"]+6[/td]
  180. [/tr]
  181. [/table]
  182. Also note that Grace-Gift spells generally scale with [u]class[/u] level, not spell-slot, character, or caster levels. For other limitations on multiclassed Grace-Gift characters see the [i]Divine Protection[/i] ???and [i]Defensive Strike[/i]??? class feature((s)), and the following lines that parallel the tables on pages 163-4 of the PHB.
  183. [b]MULTICLASSING PREREQUISITES[/b]
  184. [table]
  185. [tr]
  186. [td][b]Class[/b][/td]
  187. [td][b]Ability Score Minimum[/b][/td]
  188. [/tr]
  189. [tr]
  190. [td]Grace-Gift[/td]
  191. [td]Constitution 13 ((and wisdom 13?)) and Charisma 13[/td]
  192. [/tr]
  193. [/table]
  194.  
  195. [b]MULTICLASSING PROFICIENCIES[/b]
  196. [table="width:500"]
  197. [tr]
  198. [td][b]Class[/b][/td]
  199. [td][b]Proficienciences Gained[/b][/td]
  200. [/tr]
  201. [tr]
  202. [td]Grace-Gift[/td]
  203. [td]Medicine, Herbalists Tools, and choice of 1 type of save[/td]
  204. [/tr]
  205. [/table]
  206.  
  207. Ritual Casting(Slow): (1 hour, improves to Min[1 hour, Level*10 minutes at around] at a later level (5th?, 11th?, whatever level I need to make the chart look busier in its LOWER areas?) which I should note on the chart if I don't remove the (Slow) addendum both here and on the chart, slot level is as per full-caster max-slot (provide a table for "dummies"). Maybe make an exception to the casting time rule for "Gift of Life" spells?)
  208. ((Remember to include guidelines to GMs for base class ritual casting, the default Holy Protector list AND the "pick a few" Holy Protector list (if any) so they can make good decisions regarding adding splat-book/homebrew to this.))
  209.  
  210. An Ounce of Prevention: Can cast *Purify Food and Drink* and/or be able to clean and disinfect 1 foot cubes with a standard action (same used to attack) for the next hour. Can use these abilities a total number of times per day equal to class level. (Becomes unlimited at 5th).
  211.  
  212. Divine Protection: Beginning at 1st level, while you are wearing light armor or no armor and not also not wielding a shield, you gain your Charisma modifier as a bonus to AC. You can not benefit from both this and the [i]Unarmored Defense[/i] feature found in certain other classes. Simply use whichever gives you the highest AC. It is especially important to note that [u]multi-classed Grace-Gifts have this bonus capped at their current grace-gift class level[/u].
  213.  
  214. LEAST GIFTS ((Probably have this refer to a different section)):
  215. >>>Carry the Burden: Bonus action on other person. Range 5'*class level*[Cha. Mod. (min. 1)]. Caster slowed as if wearing armor that you don't meet strength requirement for. (Note: This penalty is specific to this campaign because we aren't tracking weight carefully). 1 Round duration. NO concentration.
  216. -Pick one of the following as the benefit the target each time you use this: ((If I decide to include multi-targetting here, rather than only in the [i]Burden Bearer[/i] archetype then change "target" to "each individual target".))
  217. ---Negates Movement speed reduction for armor/load.
  218. ---Feather Fall. Lasts through any number of landings.
  219. ---Grants Proficiency in 1 class heavier armor, or with light and heavy shields
  220. ---(3rd+ Level)[i]Levitate[/i]. Target Controls. 1 Round duration.
  221. ---(5th+ Level)[i]Fly[/i] 1 Round duration.
  222. >>>Gift of Protection: ((Can transfer AC Bonus within 10' as a Bonus action. Include a special "cost" line for the headers of GG spells? If so, explain in introduction to spells section that this field is only a summary and the full-description may have further details... or put it last in the header and make it as long as it needs to be? That last sounds best, but I could be wrong.))
  223. >>>Gift of Grace: At 1st level the grace-gift may, as a bonus action, remove his proficiency in all saving throws for one round. He then selects two types of save (Strength, Dexterity, etc). Whenever within a 10 foot emanation from of the grace-gift all allies gain the Gifting Bonus* as a bonus to to two((one?)) types of saves selected by the grace-gift for that same round. When further than 10 feet away, but within a 30 foot emanation when making a saving throw of that type allies gain half this bonus. ((Probably redundant if I write stuff in general correctly: This transferal is equivalent to a spell with level equal to half the amount of the close-range bonus available (minimum 1, and regardless of if any allies are in range to receive the bonus).))
  224. *Remember: For single classed grace-gifts this is simply your Proficiency Bonus.
  225.  
  226. At 4th level the grace-gift needs only select four types of save to lose proficiency in, but these must include the types that the bonuses are being provided to.
  227.  
  228. At 7th level the grace-gift only takes the penalty to the saves types that the bonus applies to.
  229.  
  230. At 9th level the grace-gift may use this ability two or three times per each activating action (this means they can protect all six saves if they wish. Each sub-activation applies to a different save.
  231.  
  232. At 20th level the grace-gift only takes half the penalty/penalties, [u]rounded up[/u]. This has no effect on the progression of the bonuses they may provide.
  233. >>>Spare the Dying: As cantrip of the same name. ((Copy in full text for ease of use?))
  234. [SPOILER="Director's Cut" version for those willing to have SLIGHTLY more complexity in exchange for more flexability.]
  235. Instead of simply losing proficiency in the saves in question, you take a penalty of up to your gifting bonus on the saves in question. This penalty* is used in place of your proficiency bonus when determining the bonuses you provide in the two range brackets in the basic rules. For the 10 to 30 range bracket, round fractions down, including to zero. At 7th level you may select a different value for each save type you are providing a bonus to. This does [u]not[/u] allow you to select more types of save than the basic rules do.
  236. *Or rather its absolute value, depending on how you look at it.
  237.  
  238. At 20th level, the penalty you actually take is halved [u]rounded up[/u], but the bonuses still can go up to +6/+3. Unless you have the [u]Disaster's Bane[/u] subclass, this simply means that* you take a penalty of 0 to 3 to each of your six save types, and provide it** as a bonus to allies further than 10 feet, but less than 30 feet away, and twice that within 10'.
  239. *Technically, you COULD chose to provide a bonus of an odd number within 10', but the situations where you would want to do this border on the non-existant.
  240. **Same caviat as last time...
  241. [/SPOILER]
  242. >>>
  243. [/LEAST GIFTS]
  244.  
  245. Healing Item Use: Counts as a cleric ?with all spells? ((Not sure what I meant by this.)) for purposes of using magic items.
  246.  
  247. Swift to Protect: Can replace Dex with Cha Mod. for Initiative before rolling but can only take actions that involve class feature, make Opportunity Attacks, draw weapons, and/or move on first round.
  248.  
  249. Defensive Strike: Add your gifting bonus* to damage on opportunity attacks (scaling it keeps attacking a bad idea, even at higher levels? Then again, that might not be necessary given that attacks don't scale at higher levels anyway in 5e, unless you have a specific class feature that makes them do so.). Can't have attacked except AoOs during the previous round. ((Remember this is WITHOUT the Archetype.))
  250. *Remember: For single classed grace-gifts this is simply your Proficiency Bonus.
  251.  
  252. Eyes of the Healer (Note to self: includes Touch of the Grace-Gift's counterpart too): Before rolling spend 2 HP to gain advantage on any Medicine check made to diagnose or treat. You may also forgo the benefits of any short or long rest (including the need to sleep) in order to grant a number of characters equal to your highest mental ability score bonus (Min. 1) double hitpoints from HD spent, and/or double HD regained. (At higher levels can ignore various types of resistance/immunity when making an Attack of Opportunity.)
  253.  
  254. Helpful: Help gives +1 bonus in addition to advantage. ((Check if I need to add: Your can Help regardless of your proficiencies... explain that you are, among other things, an excellent sounding board, even for things you know nothing about.))
  255.  
  256. ((NO Courage, at least not until 10th level ability when paladins get it.))
  257.  
  258. Gift of Warding ((WAS Shielding, but changed to be more mnemonic with 5e)): As Warding Bond, but with 30' range, 1 round duration (no need for concentration), bonus action activation time, and gives a bonus to neither AC nor saves. The focii may be omitted, but in such a case the maximum amount of damage that may be prevented per round (and thus the maximum that may be taken by the grace-gift) is capped at the grace-gift's charisma modifier (minimum 1) times 5. This has no effect on the amount of damage the Grace-Gift takes, only on the amount of damage that is prevented from the beneficiary.
  259.  
  260. Gift of Tolerence: At 1st level, you may render a creature immune to heat as hot as Death Valley on an average day to as cold as the north pole on an average day with a permanent duration on others at will, but at the cost of a 2 point penalty to constitution. These penalties stack with themselves and all other penalties. These penalties remain for 1 hour after you dismiss the particular casting. Anything that removes one or more of the penalties negates that/those casting(s) of the spell.
  261.  
  262. Gift of Time: At 4th level can spend a move action to grant +20' to all movement speeds to one character who INITIALLY is within 10'.
  263.  
  264.  
  265.  
  266. Look at 5e version of *Haste*, and consider making (but not taking, at least not yet) a feat that gives you proficiency with Arcana, and causes spellcasting to provoke?
  267. Nota Bene: Unlike that spell, this effect does not cause a loss of actions to lethargy when it ends.
  268.  
  269.  
  270. Sigi the WolfLast Wednesday at 8:48 PM
  271. Hey Draco, could you pass me along your Gracegift class? I cant remember where to find it
  272. August 4, 2018
  273. DracoDeiToday at 6:39 PM
  274. Grace-Gift, or Phileotheysia?
  275. Sigi the WolfToday at 6:40 PM
  276. Grace gift
  277. Do you have a template written out for it? I would like to stick it in my DND file for the future. It fulfills a much needed defensive martial support i dont see anywhere else
  278. Plus you did a really good job on it =)
  279. DracoDeiToday at 6:42 PM
  280. What do you mean by "template"?
  281. A custom character sheet specific to the class?
  282. Also, 5e or 3.Xe?
  283. If you mean 5e I don't think I have it posted anywhere online, and it technically is incomplete.
  284. Namely I don't have high levels covered (I basically write it as we level up).
  285. Secondly it only has one path written.
  286. Attachment file type: document
  287. 5e_Grace-Gift_quick_and_dirty_4.txt
  288. 5.77 KB
  289. If you want the 3.5 version: http://www.giantitp.com/forums/showthread.php?t=247637
  290. Sigi the WolfToday at 6:48 PM
  291. Thank you! I really appreciate it
  292. DracoDeiToday at 6:48 PM
  293. You are welcome.
  294. The other paths would be... let me think...
  295. One that buffs "Carry the Burden" to allow multiple targets and a reduced amount of the total weight that gets transferred.
  296. Probably another one that lets you first replace, and later add your charisma bonus to your saves, and then 0, 1, or 2 levels after that lets you transfer the bonus from charisma as if it were part of your base save. (Don't know what this would get at low levels since using one ability score for all your saves would be overpowered... maybe you get to pick 1 per level to add at levels 1 to 5?).
  297. Maybe another one that improves the AC transfer stuff.
  298. I GUESS you could do one with limited clerical casting of healbot and buffing others stuff, but that would stretch the theme of sacrifice and non-flashy stuff (IE what spellcasting I do have that doesn't involve a sacrifice requires it be done as a ritual).
  299. Anyway, the one I sent you would be the Attack of Opportunity path.
  300. Sigi the WolfToday at 6:56 PM
  301. Thanks =)
  302. DracoDeiToday at 6:56 PM
  303. So... really that is the most martial of them, so it is PROBABLY what you are looking for anyway? Or am I mistaken about that?
  304. You can request I write other paths and/or higher levels, but I make NO promises about when or if I will do so.
  305. Eh... I guess you could have a path one that further improves the down-time healing to triple, instead of double and/or doesn't require your allies to actually expend a HD to roll 1 or 2 hd for recovery during a short rest.(edited)
  306. Sigi the WolfToday at 6:58 PM
  307. I just really am interested to seeing the whole thing ^.^
  308. DracoDeiToday at 6:58 PM
  309. So... everything and the kitchen sink?
  310. Sigi the WolfToday at 6:59 PM
  311. Yeah, I think you should finish it. It's a really neat idea
  312. DracoDeiToday at 7:00 PM
  313. Thank you for the compliment. It is really more about my energy levels than the quality of the idea though.
  314. Oh, and that down-time healing might include something that allows multitargetting and/or splits the damage three ways, with the last third simple being prevented.
  315. Or that might be a separate path.
  316. Anyway, I need to go make tea.
  317.  
  318.  
  319.  
  320. Quick Build
  321. Human with Alternate Racial feature.
  322. Cha>Str~=Con>Dex~=Wis>Int. Dex. vs Wis. depends on whether you value AC/Initiative/Intercepting Dart more than Medicine and Insight.
  323. Take Mage-Slayer Feat at 1st level
  324. Background:Acolyte
  325. Skills: Medicine (required), Athletics, Insight (from Acolyte), Intimidation (from Alternate Human), Religion (from Acolyte), Persuasion, and Survival.
  326. Weapon Proficiency: Quarterstaff
  327. When you get to 3rd level, select the "Hedge of Thorns" Archetype. ((DOUBLE-CHECK I HAVEN'T RENAMED THIS!))
  328.  
  329. Equipment:
  330. Any simple melee weapon
  331. (a) A priest's pack and holy symbol or (b) an explorer's pack and herbalism kit
  332. Healer's kit, leather armor, soap, extra waterskin
  333.  
  334.  
  335. Current Levels for Archetype advancements:
  336. 3rd (starting)
  337. 7th (given the could get both *Haste* and *Fly* equivalents at 5th, I think I meet the requirements for "big power boost at 5th" that someone mentioned.)
  338. 11th
  339. 17th
  340.  
  341.  
  342. [B]Working Title:[/B] Hedge of Thorns/Bridge Holder
  343. [B]Theme:[/B] Opportunity Attacks (including on Projectiles)
  344. 3rd:
  345. -Damage bonus increases to equal class level.
  346. -Charisma to-hit (replace rather than add until level 4 or 5?)
  347. -Silver (include note about being able to exchange this for another option in games where, say, cold iron is a thing... NOT adamintine)
  348. -((Look at Hydra for better wording)) Upon rolling initiative gain an additional number of reactions equal to the higher of your charisma or dexterity modifier. These Reactions may ONLY be used for Opportunity Attacks, and refresh at the END of each of your turns, provided you did not cause any harm to any opponent, even indirectly, except via Opportunity Attacks since the end of your last turn(start of combat on first round).
  349. -?"I must survive to be re-united with my cherished ones resolution"? (Mostly about weapon proficiencies, since 5e has everyone on the same attack bonus... MAYBE grant silver/magic/extra attacks at higher levels.)
  350. 5th: Spiked Chain/Meteor Hammer/Rope(chain) Dart ((Except the Spiked chain already does Peircing...)) proficiency (including ability to make more than one attack per round). Third square of movement within your reach provokes, even if enemy is using Disengage action.
  351. OR
  352. Improved Critical on Defensive Strikes
  353.  
  354. 7th: Magic ((Since Monks get it at 6th and it is kinda a big deal!))
  355.  
  356. "Intercepting Arrow Kata" within 20' using thrown daggers, darts, and shuriken. Fueled with Opportunity Attacks (Look to see how *Fireball* works in this edition.)
  357. OR
  358. (Can replace this with one of the other two picks if you later take the actual Mage-Slayer feat) "Lesser Mage Slayer" (Mage Slayer feat is PHB p. 168, requires Defensive Strike to be active (IE no having used the Attack action the previous turn etc), and counts as a Defensive Strike)
  359. OR
  360. (Can replace this with one of the other two picks if you later take the actual Sentinal feat) "Lesser Sentinal" (As per Sentinel PHB p.169-170, but only on Defensive Strikes).
  361.  
  362. 11th: "Vicious" ((The only question is whether to move this earlier, and possibly make some of the base damage progression transfer into requiring it.))
  363.  
  364. Alignment or Adamintine (neither of which matter when you are already "Magic", ND lignment might not matter at all)
  365.  
  366. 17th: ?Advantage on Defensive Strikes?
  367.  
  368.  
  369.  
  370. [B]Working Title:[/B] Disaster's Bane
  371.  
  372. [B]Improves:[/B] Saving Throws
  373. [B]Other things to maybe add in:[/B] Magic Resistance, Resistance to various sorts of damage (three subcatagories: Basic Energy (Thunder, Fire, Lightning, Cold, Acid), Advanced Energy (Necrotic, Radiant, Force), and Physical (Slashing, Bludgeoning, Piercing)... might combine the last two categories as far as which you get to pick from at what levels.), maybe Immunity to various conditions such as fear and/or charm (If I include charm it will have a version that is not transferable). NEED TO FIGURE OUT WHERE POISON DAMAGE SHOULD GO.
  374. 3rd: Divine Health, Pick one saving throw to replace your normal ability modifier for with charisma, Pick another ability score each (odd numbered?) level, and to allow the transfer of the ability modifier as if it were base save when using [I]Gift of Resistance[/I].
  375. 7th: Pick one saving throw you already can replace your charisma modifier for (including the one you picked at this level), and instead ADD your charisma modifier. Yes, this DOES mean you can use charisma twice on charisma saves! The default ability score can NOT be transferred. Pick another ability score every (odd nmumbered?) level.
  376. 11th: Evasion/Mettle on any one type of save that you already have (7th level ability) for. Transfers whenever you transfer any amount of that save to any ally who gets at least +1. Pick an additional save type every (odd numbered?) level.
  377. OR
  378. Ranges of [I]Gift of Resistance[/I] double.
  379. 17th: Advantage on any one type of save you already have (1st version of 11th level ability) for. Transfers whenever you transfer any amount of that save to anyone who gets at least +1 for, but in outer range you pick when using [I]Gift of Protection[/I] whether all allies will get this OR the Evasion/Mettle effect for all saves effected that round. Pick another ability score every (odd numbered?) level.
  380. OR
  381. As per one of the options for the 11th level ability.
  382.  
  383.  
  384. [B]Working Title:[/B] Holy Protector
  385. [B]Theme:[/B] Actual Spellcasting!
  386. 3rd: Prepared casting with spell slots at the Eldritch Knight Progression rate. Spell list will be mostly drawn from the cleric (buffs and healing), with a few choice buffs from the Wizard list (most notably [I]Fly[/I] and [I]Haste[/I]), and perhaps only a single spell from Paladin: [I]Compel Duel[/I]. In any case the buffs can never be cast on yourself.
  387. Cantrips do not require preparation. Prepare Wisdom ((Charisma?)) modifier + half your grace-gift level rounded down (minimum of one spell). ((replace 1/2 class level with [u]Proficiency Bonus[/u]? Probably not... In any case, Paladins use Charisma, but AT/EK use Intelligence. )) Change prepared on Long (Short?) rest. Slots recovered on Long Rest. DC ?Charisma? ?Wisdom? based (again, Paladins use Charisma, but AT/EK use Intelligence)
  388. Attack action breaks concentration?
  389. ((Something Man_Over_Game said in post #5 of the pre-posting thread I did implied that giving them Ranger/Paladin level casting progression would be fine. If they meant it (I should check!) and if I go with that, I should delay it one level since those classes get their casting starting at 2nd, rather than 3rd. This would still give this architype 5th level spell slots.))
  390. [table="width:712, class: head alt1 alt2"]
  391. [tr="class:outer_border, bgcolor:#8E5A2E"]
  392. [td="align:center"][color=#FFFFFF][b]Level[/b][/color][/td]
  393. [td="align:center"][color=#FFFFFF][b]Cantrips[/b][/color][/td]
  394. [td="align:center"][color=#FFFFFF][b]1st[/b][/color][/td]
  395. [td="align:center"][color=#FFFFFF][b]2nd[/b][/color][/td]
  396. [td="align:center"][color=#FFFFFF][b]3rd[/b][/color][/td]
  397. [td="align:center"][color=#FFFFFF][b]4th[/b][/color][/td]
  398. [/tr]
  399. [tr]
  400. [td]3rd[/td]
  401. [td]2[/td]cantrips
  402. [td]2[/td]1st
  403. [td]—[/td]2nd
  404. [td]—[/td]3rd
  405. [td]—[/td]4th
  406. [/tr]
  407. [tr]
  408. [td]4th-6th[/td]
  409. [td]2[/td]cantrips
  410. [td]3[/td]1st
  411. [td]—[/td]2nd
  412. [td]—[/td]3rd
  413. [td]—[/td]4th
  414. [/tr]
  415. [tr]
  416. [td]7th-9th[/td]
  417. [td]2[/td]cantrips
  418. [td]4[/td]1st
  419. [td]2[/td]2nd
  420. [td]—[/td]3rd
  421. [td]—[/td]4th
  422. [/tr]
  423. [tr]
  424. [td]10th-12th[/td]
  425. [td]3[/td]cantrips
  426. [td]4[/td]1st
  427. [td]3[/td]2nd
  428. [td]—[/td]3rd
  429. [td]—[/td]4th
  430. [/tr]
  431. [tr]
  432. [td]13th-15th[/td]
  433. [td]3[/td]cantrips
  434. [td]4[/td]1st
  435. [td]3[/td]2nd
  436. [td]2[/td]3rd
  437. [td]—[/td]4th
  438. [/tr]
  439. [tr]
  440. [td]16th-18th[/td]
  441. [td]3[/td]cantrips
  442. [td]4[/td]1st
  443. [td]3[/td]2nd
  444. [td]3[/td]3rd
  445. [td]—[/td]4th
  446. [/tr]
  447. [tr]
  448. [td]19th-20th[/td]
  449. [td]3[/td]cantrips
  450. [td]4[/td]1st
  451. [td]3[/td]2nd
  452. [td]3[/td]3rd
  453. [td]1[/td]4th
  454. [/tr]
  455. [/table]
  456.  
  457. 7th: On any round you use a bonus action to use a Gift, you gain advantage on Concentration checks to maintain spells that are on the Holy Protector spell list.
  458. AND/OR
  459. "Turn Away Harm" (probably NOT scaling into "Set the Captives Free" since all undead in this edition have Int. Scores?)
  460.  
  461. 11th: *Greater Restoration* 1/Long Rest
  462. 13th: [i]Mass Cure Wounds[/i] OR [i]Regeneration[/i] 1/Long Rest ((Pick one or the other at this level? Share charge with eachother and maybe even with *Greater Restoration* at least for a few levels?))
  463. 15th: [i]Heal[/i] OR ?[i]Heroes Feast[/i]? 1/Long Rest ((Pick one or the other at this level? Share charge with eachother and maybe even with 13th level stuff, at least for a few levels?))
  464.  
  465. 17th: [i]Mass Heal[/i] 1/Long Rest (1 or 2 Con. Drain if this needs to be nerfed, especially because they can also cast *Foresight*)
  466.  
  467. [SPOILER = Holy Protector Spell List]
  468. ((This is from the paper list, which only goes up to page 256 (Locate Animals or Plants) in the PHB))
  469. ((Double check for Smite type spells I may have missed, which might only apply to opportunity attacks.))
  470. [B]Cantrips[/B]
  471. [i]An Ounce of Prevention[/i] (At Grace-Gift level 5 you may replace this with another cantrip from this list.) ((Nerf this to NOT include [i]Purify Food and Drink[/i] option?))
  472. [i]Guidance[/i]
  473. [i]Light[/i]
  474. [i]Mending[/i]
  475. [i]Parlay[/i] ((New spell, not sure if it is worth existing, but I typed it up below, including a note that the GG receives all of the benefits of it. MIGHT NEED TO BECOME A 1ST LEVEL SPELL! Remember [i]Calm Emotions[/i] and consider them together.))
  476. [i]Resistance[/i]
  477.  
  478. [B]1st[/B]
  479. [i]Alarm[/i]? ((Give them picks at certain levels of which of these borderline spells to add to their spell list, like AT/EK are restricted to specific schools for MOST of their picks?))
  480. [i]Animal Friendship[/i]?
  481. [i]Bless[/i]
  482. [i]Bolt of Resilient Guidance[/i] ((If this doesn't get too much flak in the contest or other postings I might make of this before publishing the grace-gift.))
  483. [i]Compelled Duel[/i]
  484. [i]Comprehend Languages[/i]
  485. [i]Create or Destroy Water ((Create only?))[/i]
  486. [i]Cure Wounds[/i]
  487. [i]Detect Evil and Good[/i]
  488. [i]Detect Magic[/i]?
  489. [i]Detect Poison and Disease[/i]
  490. [i]Divine Favor[/i] ((Omit this, or make it [i]Defensive Strike[/i] only?))
  491. [i]Ensnaring Strike[/i] ((Omit this, or make it [i]Defensive Strike[/i] only?))
  492. [i]Expeditious Rescue[/i] ((Might not include this, might make it an "extra pick" like the stuff marked with a "?", It would be a new spell based on [i]Expeditious Retreat[/i] to grant Swift Rescuer sub-class's Duel-Action thing with Dash only.))
  493. [i]Feather Fall[/i]
  494. [i]Goodberry[/i]?
  495. ((NO [i]Guiding Bolt[/i] if I put in [i]Bolt of Resilient Guidance[/i]))
  496. [i]Healing Word[/i] ((Not SURE they should get this since most of their Gifts are Swift Action.))
  497. [i]Heroism[/i]
  498. [i]Indentify[/i]?
  499. [i]Jump[/i]
  500. [i]Protection from Good and Evil[/i]
  501. [i]Purify Food and Drink[/i] ((Yes, currently they can already do this, and even can take it as a Cantrip that gets replaced at class level 5, but: 1.) I might nerf the cantrip in that regard. 2.) Cantrips can't be changed on a daily basis, meaning taking it as a cantrip might be [Insert Admiral Akbar here...]. ))
  502. [i]Sanctuary[/i]
  503. [i]Searing Smite[/i]? (Defensive Strikes only.)
  504. [i]Shield of Faith[/i]
  505. [i][/i]
  506. [i][/i]
  507. [i][/i]
  508. [i][/i]
  509. [i]Warding Bond[/i] ((Can't use [i]Gift of Warding[/i] when this is active, and vice-versa?))
  510. [i]Wrathful Smite[/i]? (Defensive Strikes only.)
  511.  
  512. [B]2nd[/B]
  513. [i]Aid[/i]
  514. [i]Arcane Lock[/i]? ((Not sure this should even be on the "must spend a limited pick to add to your spell list" list.))
  515. [i]Augery[/i]? ((As much as I hate this sort of divination...))
  516. [i]Barkskin[/i]
  517. [i]Branding Smite[/i]? ((Defensive Strikes only.))
  518. [i]Calm Emotions[/i] ((Not sure if I should include this at all. Remember [i]Parlay[/i] cantrip/spell I created when considering this and it.))
  519. [i]Continual Flame[/i]?
  520. [i]Enhance Ability[/i]
  521. [i]Enlarge/Reduce[/i]?
  522. [i]Find Traps[/i]? ((Especially consider omitting this... also, remember to include guidelines to GMs for base class ritual casting, the default Holy Protector list AND the "pick a few" Holy Protector list (if any) so they can make good decisions regarding adding splat-book/homebrew to this.))
  523. [i]Gentle Repose[/i]
  524. [i]Invisibility[/i]? ((Especially consider ommitting this.))
  525. [i]Lesser Restoration[/i]
  526. [i]Levitate[/i] (Target Controls, but it is you who needs to concentrate, not them.)
  527. [i][/i]
  528. [i][/i]
  529. [i]Zone of Truth[/i]?
  530.  
  531. [B]3rd[/B]
  532. [i]Aura of Vitality[/i] ((Can use Standard action instead of bonus action? Probably NOT "Must use"...))
  533. [i]Beacon of Hope[/i]
  534. [i]Blinding Smite[/i]? (Defensive Strikes only when prepared as a grace-gift spell.)
  535. [i]Create Food and Drink[/i]
  536. [i]Crusader's Mantle[/i]
  537. [i]Daylight[/i]
  538. [i]Dispel Magic[/i] ((Only castable on allies, unattended allies, and allies' items?))
  539. [i]Elemental Weapon[/i] ((In your own hands only works on defensive strikes, won't work for anyone you consider an enemy.))
  540. [i]Feign Death[/i]
  541. [i]Fly[/i]
  542. [i]Haste[/i]
  543. [i]Magic Circle[/i] ((Maybe you can't be on the "safe" side of the circle... perhaps unless it is in "containment" mode?))
  544. ((Leomund's))[i]Tiny Hut[/i] ((Ritual only?))
  545. [i]Remove Curse[/i]
  546. [i]Revivify[/i]
  547. [i][/i]
  548. [i][/i]
  549. [i][/i]
  550.  
  551. [B]4th[/B]
  552. [i]Aura of Purity[/i]
  553. [i]Aura of Life[/i]
  554. [i]Deathward[/i]
  555. [i]Freedom of Movement[/i]
  556. [i]Greater Invisibility[/i]?
  557. [i]Guardian of Faith[/i]? ((Creature in its Reach when you cast it has the first round when it CAN move to move away in a way that never has it moving towards an ally, without needing to make a save, if no such path exists, it may instead move as it wishes (provided it takes the Dash, Dodge, or Disengage action first???).))
  558. [i]Locate Creature[/i] (Those you are honestly friendly toward only... maybe exception for food/medicine sources of animal or lower intellect.) ((Note that paladins get this.))
  559. [i]Staggering Smite[/i]
  560. [i][/i]
  561. [i][/i]
  562. [i][/i]
  563. [i][/i]
  564. [i][/i]
  565. [i][/i]
  566. [i][/i]
  567. [i][/i]
  568. [i][/i]
  569. [i][/i]
  570.  
  571. [B]5th[/B] ((If I decide to make them 1/2 casters rather than 1/3.))
  572. [i]Banishing Smite[/i]
  573. [i]Circle of Power[/i]
  574. [i]Dispel Evil and Good[/i] ("Break Enchantment" only.)
  575. [i]Dream[/i] (Non-harmful only.) ?
  576. [i]Greater Restoration[/i]
  577. [i]Hallow[/i]? ((Limit effects selection, at least if it has to be a "special pick".))
  578. [i]Legend Lore[/i]? ((Despite my dislike for this sort of divination I need to fairly consider including this...))
  579. [i][/i]
  580. [i][/i]
  581. [i][/i]
  582. [i][/i]
  583. [i][/i]
  584. [i][/i]
  585. [i][/i]
  586. [i][/i]
  587. [i][/i]
  588.  
  589. [B]6th[/B] ((If I decide for some reason, to make them MORE than 1/2 casters. Might not be very careful about completing this unless I think I will need it. Ditto for noting what might NOT be included among the things I enter.))
  590. [i]Blade Barrier[/i]? ((Consider the following multi-sentence limitation: Must be only allies+yourself on one side, and only enemies on the other. Neutrals can be on either side. No creatures can be in where you cast it.))
  591. [i]Forbiddance[/i]
  592. [i]Globe of Invulnerability[/i]
  593. [i]Guards and Wards[/i]?
  594. [i]Heal[/i]
  595. [i]Heroes' Feast[/i]
  596. [i][/i]
  597. [i][/i]
  598. [i][/i]
  599. [i][/i]
  600. [i][/i]
  601. [i][/i]
  602. [i][/i]
  603. [i][/i]
  604. [i][/i]
  605. [i][/i]
  606. [i][/i]
  607.  
  608. [/SPOILER]
  609.  
  610. Bard, ?Cleric? ((Good only? Specific domains only?: Life, War, )), Grace-Gift. ((See note, on school/level line, but if I DON'T make this 1st level I still want to give this to Paladins as a 1st level spell somehow. Maybe the classes without cantrips have to spend a spell known/prepared like it was 1st level, but can still spam it as long as they have it? Ritual casting only is a mechanically POSSIBLE solution, but doesn't seem very Paladin-y.))
  611. [B][SIZE=4]Parlay / Sincere Friends / Sincere Offer of Friendship / Offer Peace[/SIZE][/B]
  612. [I]Enchantment Cantrip (Grace-Gift Ritual)[/I] ((Actually, looking at [i]Friends[/i] PHB p. 244, they have to be non-hostile to start with for that, so this might need to be 1st level.))
  613. [B]Casting Time:[/B] ?1 action OR 1 Bonus Action? ((Bonus action
  614. [B]Range:[/B] ?Self?
  615. [B]Components:[/B] V, S, M (a sprig or larger woody piece from an olive tree)
  616. [B]Duration:[/B] Concentration, up to 1 minute
  617. Pick one creature you can see, even a hostile one. You must sincerely desire to seek peace with the creature. This desire or resolution must extend [u]at least[/u] to the point of doing your utmost to defend it from any of your allies who might attack it until and unless it attacks you or your allies AFTER this spell has ended.
  618. For the duration of this spell you have advantage on charisma checks against the creature, and any time it attempts to cause harm to you or any of your allies it must ?first make a wisdom saving throw. If it fails that action not expended, nor are spell slots, ammunition etc. It may chose a different action to perform (even a violent one), but not ones that would harm you or your allies, even indirectly.
  619. When this spell ends, the creature realizes you used magic to influence its mood, and [u]might[/u] become hostile to you, even if it was not initially. Other creatures might be grateful for your going out of your way to avoid harming them, especially if they have come to believe their initial response was/would have been based on a misunderstanding that your use of this spell helped you clear up. Part of this, of course, depends on the nature of your interaction with it, especially while this spell was in effect. If they do become hostile then the nature of that hostility would vary in accordance with their personality. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion).
  620. ((Needs something to prevent chaining it to effectively extend the duration. Consider if having someone spamming it on allies to invoke the immunity period (even if it is just 5 minutes or something) is something I need language to counter.))
  621. Special: Holy Protector grace-gifts may receive the full benefits of casting this spell, even the ones that apply to them personally such as advantage on charisma checks and the need to make a wisdom save to attack them.
  622.  
  623.  
  624.  
  625. [B]Working Title:[/B] Swift Rescuer
  626. [B]Improves:[/B] Good Action Economy ([U]Technically[/U] doesn't improve any particular base class features, but the idea of bonus action casting to allow more free use of Dash, Disengage, Dodge, and Help is certainly a design aspect of the base class. Dash and Disengage are especially useful because I kept the ranges short for most abilities, so they have to stay dangerously close to the action.)
  627. [B]Adds (at various levels):[/B]
  628.  
  629. 3rd: When using Swift to Protect, add both your dexterity and charisma modifiers instead of only your charisma modifier.
  630.  
  631. 5th: Land's Stride (As per druid or ranger)
  632. Enemies have disadvantage on Opportunity Attacks against you.
  633.  
  634. 7th: Whenever you take the Dash, Disengage, Dodge, or Help action, you may take another (different) one of those actions as well at the same time, or later in the turn.
  635.  
  636. 9th: ? "Intercepting Arrow Kata" within 20' using thrown daggers, darts, and shuriken. Fueled with Opportunity Attack (Note that this Architype DOESN'T get Combat Reflexes! Look to see how *Fireball* works in this edition. the idea of being "exactly where you are needed" could be expanded to including covering the whole party from ranged attacks.) ?
  637.  
  638. 11th: Benign Transposition in place of movement (As per Conjuration School Wizard, but possibly more often).
  639.  
  640. 17th: When using Action as per 3rd level feature, can use a Bonus Action Grace-Gift ability instead of taking a second Action. You may NOT use the a bonus action for any given thing more than once a round.
  641.  
  642.  
  643. [B]Working Titles:[/B] Conflict Avoidance, Master Diplomat
  644. [B]Improves:[/B] Social Skills
  645. [B]Adds (at various levels):[/B] [I]Zone of Truth[/I] (not transferable), maybe defenses against specific sorts of charm (some possibly transferable), Alignment Detection (NOT type detection like Paladins and the spell [I]Detect Good and Evil[/I] does, but actually detecting [U]alignments[/U] as it worked in every edition prior to this. Yes, I know they probably changed it for a good reason (this can break intrigue campaigns), but I allowed a save, and being strong in that sort of situation is the point of this archetype. Not transferable.)
  646. 3rd: "Mouse Squeaks, but Draws Not the Attention Nor The Ire of the Cat"
  647.  
  648. Add proficiency bonus to "Gather Information"
  649.  
  650. Gain Proficiency in Deception, Intimidate, Intuition, or Persuasion.
  651. OR
  652. Pick one of the above already proficient in to gain Expertese in.
  653.  
  654. The previous choice repeats at 5th, 9th, 13th, 15th, and 19th level. If you already have Expertese in all of them, then you instead pick one to have Advantage on.
  655.  
  656. 4th, 6th, 8th, 10th, 12th, 14th, etc: Additional Language.
  657. 7th: *Zone of Truth* 1/short rest.
  658. OR
  659. *Detect Thoughts* 1/short rest
  660. OR
  661. *Comprehend Languages* 2/short rest ((This should probably be earlier, as maybe should *Tongues*))
  662. 11th: ?*Discern Lies* 1/short rest?
  663. OR
  664. *Tongues* 2/short rest
  665. 17th: *Detect Alignment* (5' range, continuous)
  666.  
  667. [B]Working Title(s):[/B] Humble Servant
  668. [B]Themes:[/B] Help action and mundane life. This is the one that might be much more useful to NPCs rather than PCs. Think [I]Little House on the Prairie[/I]?
  669. Ranger-like bonuses to surviving in various terrains, but some options nerfed or removed entirely (Require proficiency in Survival to get these bonuses). For instance tracking is limited to game animals and anything that has attacked an ally within a certain number of days.
  670. [/LIST]
  671. 3rd: Proficiency with all crafting tools, including farming implements, PROVIDED you aren't making anything useful for combat with them. Maybe some restrictions on them being "great art" or being suitable for turning into magic items? (Not transferable)
  672. "Helpful" bonus increases to gifting bonus. ((Remember footnote that for single-classed grace-gifts this is simply your proficiency bonus.))
  673. Ranger-like bonuses to surviving in various terrains, but some effects nerfed or removed entirely. For instance tracking is limited to game animals and anything that has attacked an ally within a certain number of days.
  674. 5th: Advantage on saves for long-term effort. Think the 3.x Endurance feat, but applying just as well to pulling an all-nighter as a speech writer, engineer/draftsman, clockmaker, or diplomat as it is to hiking or loading cargo.
  675.  
  676. 7th: When you use the Help action in combat you also grant your ally the benefits of the Dodge action (which, because of "Helpful" and one of the 3rd level features of this archetype, also grants them your proficiency bonus to Reflex saves and AC), ?but only against the enemy in question?.
  677. OR
  678. You can use the Help action twice each time you use an Action (never applies twice to the same roll! But could, for example, apply to two sequential attacks by the same ally on the same enemy.).
  679. OR
  680. Jack of All Trades
  681.  
  682. Reduce need for sleep/trance by 1 hour at this and each subsequent level until 0.
  683.  
  684. 11th: Continuous [I]Haste[/I]... that removes most of your class features, including armor and weapon proficiencies, from ALL your classes as long as it is active. Requires a Short Rest to turn it on or off. May have been partially inspired by Boggans from [I]Changeling: The Dreaming[/I].
  685.  
  686. 17th: Cast *Floating Disk* OR *Longstrider* 1/Short Rest
  687. Cast the following as rituals
  688. Spell level 1st: [i]Floating Disk[/i]
  689. Spell level (to be sorted): [i][/i], [i]Fabricate[/i], [i][/i], [i]Move Earth[/i], [i]Stone Shape[/i], [i]Tongues[/i], [i]Wall of Stone[/i],
  690.  
  691.  
  692. [B]Working Title(s):[/B] Indomitable Fortress
  693. [B]Improves/Adds:[/B] Various defenses, none of which are transferable. Very up in the air as to what actually I will be including here.
  694. See:
  695. Hunter Ranger Archetype
  696. Rogues bonus actions and Evasion (extend to other saves?)
  697. +1 AC combat style of paladin/fighter
  698. fighter's second wind
  699. Damage resistances/immunities
  700. ...and a BUNCH of other stuff.
  701.  
  702. [B]Working Title(s):[/B]Phalanx Anchor ((I don't even have any notes written up for 5e on this one, but it was a route you could go with the other two incarnations of this class.))
  703. [B]Improves:[/B] Armor Class
  704. 3rd:
  705. 7th:
  706. 11th:
  707. 17th:
  708.  
  709. [B]Working Title(s):[/B]Singer of Songs to Gladden the Heart
  710. ((To Bardic Inspiration what Eldritch Knight is to Sorcerer))
  711. 3rd: Bardic Inspiration Cha. Mod. per Long Rest, but a d4 instead of a d6. ((Is nerfing the die sizes a big enough nerf, especially if I grant the college's special uses at 11th level?))
  712. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level.
  713.  
  714. 7th: Font of Inspiration ((Recover Inspiration uses on Short Rests as well as long rests.))
  715.  
  716. 11th:
  717. Cutting Words (PHB p. 54-5), but with a range of 20((30?)) feet, rather than 60 feet.
  718. OR
  719. Combat Inspiration (PHB p. 55)
  720. 17th:
  721. Tireless Inspiration: For a single use of Bardic Inspiration can give two bardic inspiration dice to a character who has none, overriding the general rule that a character can only have 1 at a time. However these dice are d6s and can not both be spent on the same roll.
  722. OR
  723. A Song that Resounds in the Heart (("Earworm of Inspiration")). Inspiration dice may be retained for 1 hour ((8 hours? Consider retaining the following clause even if I don't increase the duration, since it MIGHT be Cheese in combination with this *Catnap* spell I have heard of.)) or until the target finishes a short or long rest, whichever happens first.
  724.  
  725. [B]Working Title(s):[/B]Bargainer with Chronos.
  726. [B]Improves:[/B] Gift of Time
  727. 3rd:
  728. 7th:
  729. 11th:
  730. 17th:
  731.  
  732. [B]Working Title(s):[/B]Bearer of Wounds ((The ability that this is based on "Gift of Shielding" is the favorite of most of my play group.))
  733. [B]Improves:[/B] Gift of Shielding
  734. 3rd:
  735. 7th:
  736. 11th:
  737. 17th: Band of Blood Brothers 1/Long (Short?) Rest... MAYBE actually make this Concentration duration as a nerf. Make it a 1 minute buff that just powers up *Gift of Shielding* rather whenever you use it in that duration, rather than something that has its own uses... or maybe give 10 uses per rest = 10 rounds... maybe fewer than that since most 1 minute buffs don't get used for all 10 rounds before the fight ends.
  738.  
  739.  
  740. [B]Working Title(s):[/B] Breath of Life
  741. [B]Improves:[/B] Gift of Tolerence, Gift of Breath
  742. 3rd:
  743. 7th:
  744. 11th:
  745. 17th:
  746.  
  747.  
  748. [B]Working Title(s):[/B] Reaper's Mirror ((This may be a terrible idea for multiple reasons, for one thing it requires a incredibly lethal campaign that is also at least fairly fast-paced (so hard to recover from Burns) in order to be worth it compared to other Archetypes, which generally can reduce the need for any of the stuff this archetype.))
  749. [B]Improves/Gives:[/B] "Gift of Life" ((Actually rituals in this edition!))
  750. 3rd: x10 duration, no material components, and 1 minute ritual time on *Gentle Repose*. Penalties to target from *Raise Dead* and *Ressurection* halved, even if NOT cast as Grace-Gift ritual, or even if you aren't the one casting, but you just support the spell during its casting? (Move this to a higher level (and change which architype stage it is attached to if that falls into the range of one of the other stages)? )
  751. 7th: No Con. Burn for *Revivify*
  752. 11th: 1/2 Material Compoent cost (No cost?) for Revivify. No Con. Burn for *Raise Dead*.
  753. 15th: No Con. Burn for *Ressurection*
  754. 17th: No Material Component cost for anything less than *True Resurrection*. No Con. Burn for *True Resurrection*. (Reverse this to have no components for anything (but *True Res* is still 25k!), and 1/2 or full Con. Burn for True Rez? Remove GP cost at 20th?)
  755.  
  756.  
  757.  
  758. [B]Working Title(s):[/B] Healer
  759. [B]Improves/Gives:[/B]
  760. 3rd:
  761. Expertese with Medicine.
  762. Eyes of the Healer only deals 1 point of damage.
  763. Divine Health
  764. ?Triple Hit-Die instead of doubling them.?
  765. ?Reduced casting time for most rituals... including back to 10 minutes if I decide to make them 1 hour.?
  766.  
  767. 7th: ?Increased Hit-Die multiplication effect?
  768.  
  769. 11th: Inevitability-Denying Treatment Technique
  770. ?Reduce HD multiplier back to x2 in order to regain HD normally?
  771.  
  772. 17th: ?Increased HD multiplier and Even-When-Rolling-Own-HD... which might improve to x2?
  773.  
  774.  
  775. [B]Working Title(s):[/B] Dwarven Bastion
  776. Requires: Not slowed by heavy armor
  777. [B]Improves/Gives:[/B]
  778. 3rd:
  779. Proficiency: Medium Armor, Heavy Armor that you meet the strength requirement (if any) for, Shields
  780. Ignore encumberance rules if GM using them (just like 3.x Dwarf!)
  781. Retain AC bonus while and/or using a shield wearing any armor you are proficient with and meet the strength requirement for (if any).
  782. ?Drawback?: Lose armor bonus on any round you used the Disengage action, as you are loathe to leave an enemy behind, even to go rescue another.
  783. 7th:
  784. ?Second Wind?
  785. OR
  786. ?+1 to saves while in heavy armor+shield (AC is already high enough!)?
  787. OR
  788. ?+1 hp/class level?
  789. OR
  790. ?+1 AC if you didn't move on your previous turn, until you move... (maybe requires an action?) ?
  791. 11th: ?+5' speed when you use the Dash action to move closer to at least one ally?
  792. 17th: ?DR 10/-? (for being the Rock that stems a tide of goblinoids/orcs... maybe make this "fragile" damage resistance, so as to keep things faster.)
  793.  
  794.  
  795. [B]Working Title(s):[/B] Burden Bearer
  796. [B]Improves/Gives:[/B] Carry the Burden
  797. 3rd: 1/2 load transfer
  798. 9th: 1/3
  799. 13th: 1/4
  800. 19th: 1/5
  801. 7th: 2 targets
  802. 11th: 3 targets
  803. 17th: 4(5?) targets
  804.  
  805. [B]Working Title(s):[/B]
  806. [B]Improves/Gives:[/B]
  807. 3rd:
  808. 7th:
  809. 11th:
  810. 17th:
  811.  
  812.  
  813.  
  814. [B]Working Title(s):[/B]
  815. [B]Improves/Gives:[/B]
  816. 3rd:
  817. 7th:
  818. 11th:
  819. 17th:
  820.  
  821.  
  822. [B]Working Title(s):[/B]
  823. [B]Improves/Gives:[/B]
  824. 3rd:
  825. 7th:
  826. 11th:
  827. 17th:
  828.  
  829.  
  830.  
  831. [B]Working Title(s):[/B]
  832. [B]Improves/Gives:[/B]
  833. 3rd:
  834. 7th:
  835. 11th:
  836. 17th:
  837.  
  838.  
  839.  
  840.  
  841. From voting thread for Sub-Class Contest VIII:
  842. Self-Sacrifice Domain: Okay, this is the domain that should replace "Life" as the standard, but also I'm drunk and I'm not going to read your whole entire other class to make sense of this entry. On the other hand, polearm users don't get enough love, so kudos for that. I like how strong this is as a bodyguard, but holy crap, if you're expending spell slots, you don't also need to take damage, not for a mere 2-to-10 d8 radiant damage. I'd reluctantly allow this in my campaign, but I haven't yet met a player who's likely to take this option. Their failing, not yours. Your custom spells are very good, too.
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