Wizard Subclass Reveal and Feedback Form
about 3 years ago
– Tue, Feb 14, 2023 at 04:38:25 PM
Alright, everybody! This is the last subclass reveal. I want to thank everybody that's taken the time to respond to these as they've come out. I've done a fair bit of tweaking to most of these at this point and I think they all work a bit better thanks to the feedback that we've gotten. I'll be posting another update next week to give a full run down of where I am with this project and what all is left before the PDF is released so stayed tuned. And again, thanks for giving me feedback.
School of Kinesis Wizard
Many academies of magics are created on the backs of theoretical ideas that are pushed with further experimentation. It comes as no surprise that studies of kinetic energy have begun expanding into a new school of magic. As a student of this school, you study the potential energy held by all creatures great and small.
You study the energy and potential of motion. Movement is a charge, similar to other magical charges and you’ve found the potential energy needed to move something can be influenced and manipulated. You’ve made it your goal to control both your kinetic energy and the energies of those around you.
Kinetic Strider
2nd level School of Kinesis feature
Early lessons into the school of kinesis have taught you how to manipulate the potential energies within yourself in tense situations. Once per turn, after you cast a kinesis spell, you can move up to half your speed without provoking attacks of opportunity.
Kinetic Savant
2nd level School of Kinesis feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a kinetic spell into your spellbook is halved.
Forced Motion
6th level School of Kinesis feature
After mastering your own potential energy, it now becomes paramount to manipulate the motion of others. As a bonus action, you can target a creature you can see within 30 feet and force them to make a Strength saving throw equal to your spell casting save. If they fail, you can move that creature up to half their movement in a straight line in any direction as long as they are not blocked by an object. A willing creature does not have to make a save against this ability. You can do this a number of times equal to your Intelligence modifier (minimum of one.) All expended uses of this feature are stored after a long rest.
Unstoppable Force
10th level School of Kinesis feature
Your studies have taught you to master motion and nothing will prevent you from exercising your skills. Your movement cannot be reduced by difficult terrain created by natural or magical means. You have advantage on saving throws made against spells or spell-like effects that would cause you to be restrained and on ability checks made against grappling.
Transient Vibration
14th level School of Kinesis feature
You’ve taken theories written in scrolls and books about the potential of motion and pushed them to extremes, learning how to control kinetic energy to a molecular level. When you use a bonus action to activate this feature, you gain the ability to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. This lasts for 1 minute.
Once you use this ability, you can’t do so again until you take a short or long rest.
Wizard Feedback Form
The following google form is meant to collect thoughts on the School of Kinesis Wizard subclass. Honest feedback will help in making any additional tweaks to the mechanics or theme of this subclass. The feedback will be collected over the course of 2 weeks after which the form will stop collecting responses.
School of Kinesis Wizard Feedback Form
Warlock Subclass Reveal and Feedback Form
about 3 years ago
– Tue, Jan 31, 2023 at 05:32:19 PM
The Inevitable Patron Warlock
Through forlorn ritual or errant divination, chance partitioners in hope of untangling possibilities to events that have yet to come instead find their visions piercing the Veil that lies at the edge of reality itself. Even a momentary glimpse is forever binding. Those who have witnessed what lies beyond the Veil are now marked by knowledge of the inevitable. This insight forever binds them to an entity outside of time and space, leaving them an inadvertent thrall to mechanisms of the universe itself.
Expanded Spell List
The Inevitable lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Inevitable Expanded Spells
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Spell Level: 1st
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Spells: command, divine favor
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Spell Level: 2nd
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Spells: augury, zone of truth
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Spell Level: 3rd
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Spells: clairvoyance, speak with dead
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Spell Level: 4th
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Spells: divination, phantasmal killer
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Spell Level: 5th
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Spells: dominate person, skill empowerment
Unerring Knowledge
1st-level Inevitable feature
Peering through the Veil at the edge of all reality has imparted you with a kernel of secret, lost knowledge or lore. This knowledge has changed you. It is now the driving force that inspires you and gives you purpose in all that you do, binding you eternally with your patron. Discuss with your DM what this knowledge is and how it influences one of your character’s personality traits.
Once it is decided which personality trait this knowledge becomes a part of, nothing can change or affect it.
Intended Result
1st-level Inevitable feature
Everybody must walk a path to its intended destination. You’ve been shown what paths are destined and which are errant. It now lands on you to make certain these variant outcomes are corrected.
As a reaction, you can do one of the following:
- When you fail a skill check or saving throw, you can choose to succeed instead.
- When a creature within 15 feet of you has to make a skill check or saving throw, you can choose if that roll fails or succeeds.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Unavoidable Impact
1st-level Inevitable feature
The knowledge given you provides intent to every aspect of your life, including combat. Whenever you roll a 1 on a damage die, you may reroll. You must take the new result. You can do this to a number of dice equal to your Charisma modifier (minimum of one). All expended uses are restored after a long rest.
Entropic Finality
6th-level Inevitable feature
Time is a gift given to all of us. It ebbs and flows but eventually it must end and sometimes you are the arbiter of this finality. You can use your action to create a spectral hourglass that hangs in the air above you. Once the hourglass has been summoned, choose a single creature on the battlefield to tether it to. For the next 1d4 rounds, that creature cannot benefit from damage resistances or damage immunities. The creature’s stats return to normal once this feature ends. Once you use this feature, you can’t use it again until you finish a short or long rest.
Fated Encounter
10th-level Inevitable feature
Some encounters are left to chance and then there are those that are written in the annals of fate. The paths of many whom you interact with are unavoidable and you do what you can to make certain that destiny is fulfilled sooner rather than later.
Once a day you can name a creature that you are familiar with. If that creature is on the same plane of existence as you, you immediately gain an idea of how far they are and in what direction. You don’t ascertain an exact location, but you do sense the general distance. You can name a different creature once you finish a long rest. After you do so, you lose your connection to the previous creature and can no longer sense their location until you name them again.
Inescapable Punishment
14th-level Inevitable feature
It is the folly of man to believe their fate can be escaped. You have seen past the Veil and taken in its truths. Time is not infinite and their punishment is inevitable.
As an action you can target an individual creature you can see within 60 feet. You then launch a torrent of energy directly at them that automatically finds its mark. The creature takes 50 force damage that ignores resistances. Once you use this feature, you can’t do so again until you finish a short or long rest.
Warlock Feedback Form
The following google form is meant to collect thoughts on the Inevitable Patron Warlock subclass. Honest feedback will help in making any additional tweaks to the mechanics or theme of this subclass. The feedback will be collected over the course of 2 weeks after which the form will stop collecting responses.
Inevitable Patron Warlock Feedback Form
Sorcerer Subclass Reveal and Feedback Form
about 3 years ago
– Mon, Jan 23, 2023 at 06:21:24 PM
Spiritual Intuit Sorcerer
A natural font of magic lies within everyone. Many are born with an innate understanding of this magic while others have to follow a strenuous routine of spiritual study in order to tap into this wellspring. You’ve spent your life studying the magics within your own spirit. Through meditation and spiritual growth, you have connected with the natural spark at the center of your being. Using this connection, you’ve learned to draw out your innate magics to empower spells and affect others around you. It has since become your life’s goal to hone your spiritual training in order to become one with the world around you.
As a sorcerer, the origins of your powers are incredibly important. To determine the inciting incident that sparked your abilities, you can pick or roll on the table below. If none of these options work for you, consider speaking with your GM to work out a custom option.
- At an early age, I found that calm and quiet environments allowed me to focus on my heartbeat and breathing. Not long after I noticed that doing these exercises brought magics bubbling to the surface.
- My magic manifested in a fit of rage. The raw power of it was frightening and I vowed that, if I am innately in tune with magic, I will control it and not allow it to control me.
- I attended a monastery seeking a monastic path. Needless to say both I and my mentors were surprised when their teachings unlocked something else.
- I was caught in a sudden and unexpected surge of magic that sparked something within me. My curiosity has led me to experiment how I can draw that spark out.
- During a recent visit to the city archives, I happened upon ancient texts that spoke of unlocking a person’s hidden potential. They really work! Now it’s time to decipher them to see how far I can take this.
- I had an experience with death. Before being brought back, I bonded with another spirit. Once awakened, I found I could do magical feats I was unable to perform before.
Spiritual Shell
1st level Spiritual Intuit feature
Through determination and spiritual study, you’ve managed to tap into the wellspring of magics that are suffused within your being. Navigating the different aspects of this energy has taught you how to pull them forth in a powerful aura that both protects and empowers you. As an action, you can manifest your power as a spiritual shell that shrouds you for 1 minute. While wreathed in this energy, you gain the following attributes:
- You gain a +2 to your AC.
- You can roll an extra 1d4 damage when casting a spell that deals damage.
- You emit a bright light in a 10-foot radius and dim light an additional 10 feet.
Once you use this action, you can’t use it again until you finish a long rest. Starting at 3rd level, if you use 3 sorcery points, you can use this feature again before resting.
Mindful Insight
1st level Spiritual Intuit feature
Your growth depends on your ability to openly and honestly confront the harsh truths about your own limitations. Facing these hard truths in yourself has helped recognize when others aren’t being completely honest. When making a Wisdom (Insight) check, double your proficiency bonus.
Replenishing Spirit
6th level Spiritual Intuit feature
You’ve learned to empower your abilities by mediating on the magics woven deep within the very essence of your being. Provided you have the Hit Dice available, you can use a bonus action to expend Hit Dice and replenish missing Sorcery Points. You must expend two Hit Dice for each Sorcery Point you wish to recover.
Aura of Calm
14th level Spiritual Intuit feature
Your immense practice at controlling your personal emotional state causes you to exude an aura of calm which others find intoxicating. As a bonus action, you can expend a sorcery point to create a calming aura for 1 minute. The aura has a diameter of 30 feet and is centered on you. You can target a number of creatures within the aura equal to your Charisma modifier (minimum of 1). The targeted creatures must make a Wisdom saving throw equal to your spell save DC. On a failed save, the creature becomes charmed. While charmed in this way, the creature is incapacitated and has a speed of 0 as long as the aura is going.
If the creature takes any damage, it can attempt the save again, ending the effect on a success.
Empowered Shell
18th level Spiritual Intuit feature
Your continued work at learning to control your internal magics has elevated the power you can draw forth when shrouding yourself in your spiritual aura. When using an action to invoke your spiritual shell, you can choose to empower it with the following added benefits:
- While wreathed in this energy, you have resistance to all forms of damage except necrotic and psychic damage.
- When you cast a spell that requires an attack roll, you make the roll with advantage.
- When you hit a creature with a spell that would force it to make a saving throw, that creature does so with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Sorcerer Feedback Form
The following google form is meant to collect thoughts on the Spiritual Intuit Sorcerer subclass. Honest feedback will help in making any additional tweaks to the mechanics or theme of this subclass. The feedback will be collected over the course of 2 weeks after which the form will stop collecting responses.
Spiritual Intuit Sorcerer Feedback Form
Ranger Subclass Reveal and Feedback Form
over 3 years ago
– Tue, Jan 03, 2023 at 05:49:12 PM
Happy New Year! We're continuing the series of subclass reveals with our ranger who studies the skies. Just like before, please take a moment to review the subclass and give us your feedback using the form linked below.
Ranger: Peregrine Scholar
Not all those who consider themselves rangers find their home among the trees in the forests or the stones of the mountains. Some look to the sky and feel a kinship with the creatures that dwell therein. Peregrine Scholars are drawn to the study of the skies and flight in general. For many, they are determined to achieve a place amidst the heavens. Peregrine rangers research weather patterns, birds of prey, and other natural or arcane elements that might offer them insight into their fascination with the world above.
Peregrine Magic
3rd level Peregrine Scholar feature
You learn an additional spell when you reach certain levels in this class, as shown on the Peregrine Scholar Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Peregrine Scholar Spells
Ranger Level: 3rd
Spell: feather fall
Ranger Level: 5th
Spell: levitate
Ranger Level: 9th
Spell: fly
Ranger Level: 13th
Spell: conjure minor elementals (air only)
Ranger Level: 17th
Spell: conjure elementals (air only)
Airstrider
3rd level Peregrine Scholar feature
You’ve begun to push your knowledge of the winds into the realm of flight. As a bonus action, you can surround yourself with gusting currents that hold you off the ground. For the next 1 minute you rise a foot above the ground and gain a hover speed equal to your walking speed. While this ability is active, you become immune to the prone condition.
After you use this feature, you can’t do so again until after you finish a short or long rest.
Arcane Wind
7th level Peregrine Scholar feature
Your understanding of air currents has taught you how to summon the wind around you for protection. When you are hit by a melee attack, you can use a reaction to usher a burst of air back towards the attacker. When you do this, the creature must make a Strength saving throw equal to your spell save DC. The creature takes 9 (2d8) force damage and is pushed back 10 feet on a failed save, or takes half damage and is pushed back 5 feet on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (minimum of one). All expended uses are restored after a long rest.
Wind Shield
11th level Peregrine Scholar feature
Whenever you use your airstrider ability, you can surround yourself with a powerful, swirling vortex of wind. While you are affected in this way, all ranged attacks against you have disadvantage and automatically miss beyond their normal range. Your ranged attacks are unaffected.
Sonic Boom
15th level Peregrine Scholar feature
Your experimentation on how to manipulate air currents has resulted in you learning to bolster your speed by riding the winds. As a bonus action, when you move on your turn in combat, you double your speed until the end of the turn. This movement does not provoke attacks of opportunity. While moving in this way, when you pass within 5 feet of a creature, it must make a Strength saving throw equal to your spell save DC. On a failure, they take force damage equal to your ranger level and are knocked prone. If a creature succeeds, they only take half damage.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Ranger Feedback Form
The following google form is meant to collect thoughts on the Peregrin Scholar Ranger subclass. Honest feedback will help in making any additional tweaks to the mechanics or theme of this subclass. The feedback will be collected over the course of 2 weeks after which the form will stop collecting responses.
Peregrin Scholar Ranger Feedback Form
Fighter Subclass Reveal and Feedback Form
over 3 years ago
– Mon, Dec 19, 2022 at 06:46:37 PM
I'm back for another subclass reveal but before we get into showcasing the Fighter subclass, I do have the feedback form for the Bard subclass ready as well. This will be the last time I post the feedback form separately from the subclass. I think it makes more sense to keep everything together so it's easier to find on both of our ends. That being said, here's the link to the update that contains the Bard Subclass.
Bard: College of Tongues Subclass Reveal
Bard Feedback Form
The following google form is meant to collect thoughts on the College of Tongues Bard subclass. Honest feedback will help in making any additional tweaks to the mechanics or theme of this subclass. The feedback will be collected over the course of 2 weeks after which the form will stop collecting responses.
College of Tongues Bard Feedback Form
Subclass Reveal
Now that that's out of the way, I can share the next subclass with you. The following is probably the subclass I've enjoyed the most. I've played this one and really got into the mechanics of it. I hope you all enjoy it and I look forward to hearing your feedback!
Weapon Adept Fighter
Many people spend years adapting and perfecting fighting styles. They make it their life’s work to imbue the training they’ve undertaken to attempt to make their weapon a natural extension of their physical form. Where they spend their time working to understand the blade through rigorous practice, you’ve gone straight to the source. There is no better way to truly understand a weapon and its purpose than familiarizing yourself with every intimate detail undertaken to craft it.
A Weapon Adept Fighter forges perfect weapons and learns the intricacies of each item they craft to a point that they can stand against even the best trained warriors. Their obsession with their craft allows them to understand the weapon’s abilities and to wield them like no other.
Weapon Focus
3rd level Weapon Adept feature
You’ve spent years working a forge to perfectly understand each idiosyncratic feature of your favored type of weapon. The knowledge of how your chosen type of weapon works is now so ingrained, it’s practically a part of your genetic makeup.
Starting at 3rd level, you choose one of the following weapon damage types; slashing, piercing, or bludgeoning. You are considered an expert with weapons that deal your chosen damage type. Whenever you successfully land a weapon attack against a creature, you can use the Adept Feature granted for your chosen damage type.
Bludgeoning
Adept Feature: Phased. When you hit a creature with a weapon attack that deals bludgeoning damage, that creature must make a Strength saving throw equal to 8 + your Strength modifier + proficiency. On a failed save, the creature can’t take a reaction until the end of its next turn.
Piercing
Adept Feature: Penetrating Strike. When using a weapon that deals piercing damage against a creature that would normally have resistance, it instead takes damage as normal. In addition, when using a weapon that deals piercing damage, you can roll an additional 1d4 as a part of the damage roll.
Slashing
Adept Feature: Arcing Slash. When you hit a creature with a melee weapon attack that deals slashing damage, you can choose to deal 1d4 slashing damage to a single additional creature that is adjacent to both you and your initial target.
Keen Weapons
3rd level Weapon Adept feature
Your ability to create and hone weapons with your chosen damage type is unparalleled by others of your craft. Your skills are seen as nearly magical, as if you were imbuing a part of your own fighting spirit into the work that you’ve created. During a long rest, you can either choose to create a new weapon or enhance an existing, mundane weapon of your chosen damage type. This process consumes 5 gp worth of materials. The bonus fades at dawn of the following day or when you choose to create or enhance a different weapon. At higher levels you can provide additional benefits to the weapons that you have worked on.
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At 3rd level: You apply a +1 bonus to a weapon’s attack and damage rolls.
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At 10th level: The bonus a weapon gains becomes a +2. You can apply this bonus to two weapons instead of one.
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At 18th level: The critical hit range of the weapons you’ve worked on expands to 19-20.
Bonus Proficiencies
3rd level Weapon Adept feature
When you choose this archetype, you gain proficiency with smith’s tools.
Parry
7th level Weapon Adept feature
When a creature makes a melee attack against you that would hit, you can use your reaction to add your proficiency bonus to your AC for that one attack. You must see the attacker and be wielding a weapon that works with your Weapon Focus ability.
Deflective Blow
10th level Weapon Adept feature
Your instinctive understanding of your weapons and how to wield them gives you the unique ability to dance away from and deflect incoming attacks. While you are wielding a weapon with your chosen damage type, when you are targeted by a ranged attack or ranged spell attack, you can use a reaction to reduce the damage you take by 1d10 + your Dexterity modifier + proficiency. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.
Broadened Weapon Focus
15th level Weapon Adept feature
Pushing your knowledge of the forge and the foundations required in crafting your weaponry has allowed you to expand your prowess into other specializations. When you get this feature, you gain the use of the Master Feature of your initially chosen weapon damage type.
Additionally, you can pick a secondary weapon damage type to learn. You can only use the Adept Feature of this second damage type.
Bludgeoning
Master Feature: Shaken. When you hit a creature with a weapon attack that deals bludgeoning damage, that creature must make a Strength saving throw equal to 8 + your Strength modifier + proficiency. On a failed save, on the creature’s next turn it must choose whether it gets a move action, an action, or a bonus action; it gets only one of the three. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a short or long rest.
Piercing
Master Feature: Wounding Strike. When you hit a creature with a weapon attack that deals piercing damage, that creature must make a Constitution saving throw equal to 8 + your Strength modifier + proficiency. On a failed save, the next attack that deals piercing damage to the creature does double the amount of damage it normally would. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.
Slashing
Master Feature: Death by 1000 Cuts. When you hit a creature with a melee weapon attack that deals slashing damage, the creature must make a Dexterity saving throw equal to 8 + your Strength modifier + proficiency. On a failed save, the creature is left with a gaping wound that deals an ongoing 1d4 bleed damage at the end of each of its turns. Each successive hit against a wounded creature does not require a save and causes it to gain another wound that deals an additional 1d4 (max of 4d4) bleed damage. The creature can end the ongoing effect by using an action to stop the bleeding.
Additionally, when you target a creature that has 4 wounds, you deal an additional 1d10 damage to it for each hit.
Powerful Striker
18th level Weapon Adept feature
The knowledge of your weapons’ balance and power has taught you to be a warrior in your own right, striking swift and powerful blows against your enemies like few others can manage.
At the start of your turn, when you take the attack action, the first attack you make is done with advantage. If the attack lands, add an additional 1d10 to the damage roll.
Fighter Feedback Form
The following google form is meant to collect thoughts on the Weapon Adept Fighter subclass. Honest feedback will help in making any additional tweaks to the mechanics or theme of this subclass. The feedback will be collected over the course of 2 weeks after which the form will stop collecting responses.
Weapon Adept Fighter Feedback Form
One More Thing
I'll be sticking to the two week release schedule for these subclasses a bit more stringently moving forward. I'll be posting every other Monday until we get through all of them. Once the new one is posted, the feedback form for the previous one will discontinue collecting responses. SO! You guys have two weeks to let me know your thoughts on the Bard and Fighter subclasses. I'll take into account anything that you send my way on it in the hopes I can make any last minute tweaks that may be needed before the release of the final product.
Alright, that does it for this update. I'll see you all in two weeks for the next one!
Until Then.
Daivd