User:WeirdoWhoever/Sandbox
Sandbox
Everything that is work in progress or incomplete, goes here.
Fighter Martial Archetype: Commando
Concept: Fighters who specialize in combat mobility and throwing weeapons. More of a skirmisher.
- (Feature)
3rd level
- (Feature)
7th level
- (Feature)
10th level
- (Feature)
15th level
- (Feature)
18th level
Paladin Sacred Oath: Oath of (Whatever)
Concept: Paladin meets monk. Imagined how a paladin without an armor or a shield would look like, and thought of a way to actually make it happen.
- Tenets of (Whatever)
(Descriptions).
- (Tenet). Description of the tenet.
- Oath Spell
Skipped for now.
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- (Channel Divinity Option). Description of the Channel Divinity option.
- (Feature)
Also starting at 3rd level, while you are wearing no armor and not wielding a shield, you gain the following benefits:
- You can use your Divine Smite class feature when you hit a creature with an unarmed strike.
- (Feature)
7th level
- (Feature)
15th level
- (Capstone)
20th level
Class: Plaguebearer
Idea: Implementing so-called "damage over time (DoT)" concept in D&D. I've seen many (unfortunately poor) attempts, and thought hey, maybe I can do it perhaps? Besides, not many classes specialize in poison damage, the poor damage type is rather neglected.
Class Features
As a plaguebearer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per plaguebearer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per plaguebearer level after 1st
- Proficiencies
Armor: Light armors
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) two simple weapons
Level | Proficiency Bonus | Plague Dice | Features |
---|---|---|---|
1st | +2 | d4 | (Feature) |
2nd | +2 | d4 | (Feature) |
3rd | +2 | d4 | Plaguebearer Archetype |
4th | +2 | d4 | Ability Score Improvement |
5th | +3 | d4 | Plaguebearer Archetype feature |
6th | +3 | d4 | (Aura Feature) |
7th | +3 | d4 | (Feature) |
8th | +3 | d4 | Ability Score Improvement |
9th | +4 | d6 | — |
10th | +4 | d6 | Plaguebearer Archetype feature |
11th | +4 | d6 | (Feature) |
12th | +4 | d6 | Ability Score Improvement |
13th | +5 | d8 | — |
14th | +5 | d8 | Plaguebearer Archetype feature |
15th | +5 | d8 | (Feature) |
16th | +5 | d8 | Ability Score Improvement |
17th | +6 | d10 | — |
18th | +6 | d10 | (Aura Feature) improvement |
19th | +6 | d10 | Ability Score Improvement |
20th | +6 | d10 | (Capstone) |
Plague Knight
Idea: Close combatant with plagues to aid the infighting.
- Extra Attack
When you reach 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Pathomancer
Idea: Ritual-only caster, but can spread plagues farther, and utilizes more features using plagues.
Epic-6 (E6) Campaigns for 5th Edition
Just had this idea flashing through my brain. Kinda self-explanatory, really.
For detailed explanation on "Epic 6" for 3rd edition, see 1d4chan article on the subject matter.
The idea is simple: The level maximum for characters are capped at 6th, instead of 20th. This gives us some many, many changes.
- Campaign Environment. Since characters are capped at 6th level, there are some changes in campaign environment. Understanding these changes are essential when playing a D&D game on E6-style campaigns:
- All 6th-level features are now capstone features. Good thing 5th edition made a wonderful job at eliminating dead levels.
- The greatest spells a character can gain access to are 3rd level, including counterspell. This means only the strongest characters in the setting is allowed to interfere with other's spellcasting, which results in rather safe spellcasting environment. (Wonder how they'll all react when they encounter an incantatrix.)
- Magic items are already scarce enough in 5th edition, but in E6-style campaigns, it would be almost extinct. According to Dungeon Master's Guide, the highest value a magic item could be for 6th level is rare. This means only the greatest kingdom may possess the prized, exalted heirloom... of a +2 shortsword.
- Monsters would be even more hardcore than ever. Chimerae and wyverns (CR 6) would be endgame monsters that terrorize the kingdom, and may the Force be with you to face any of the legendary, terrifying monstrosity of young dragons (CR 9).
- Epic Boons. Newly introduced to 5th edtion, epic boons can be implemented in E6-style campaigns. In this case, for every 1500 XP a character earns above 14,000, a character earns one epic boon. The epic boon must be formatted to better fit the E6-style campaigns as well. (Examples: The mighty wizard gains access to one of the most powerful spell the world has ever witnessed... dimension door! *epic, ominous pipe organ sounds*)
- Variant Rules: Creating Intentionally Weaker Characters. In E6 styles, characters are not exactly supposed to be very strong, and who knows, maybe some hardcore players would find that even 6th-level cap is too strong. For those diehard players, here are some variant rules that makes intentionally weaker characters.
- You may be implementing the "Level Zero" variant rule for this purpose.
- The following options are for making even weaker player characters:
- When you roll Hit Dice to determine your hit point maximum, roll twice for each Hit Die, and choose the lower result of the two. This applies to all additional Hit Dice you gain from gaining a level.
- Each of your ability score cannot be higher than 18 (+4) or 16 (+3), depending on DM's discretion.
- You start with one or two less proficiencies less at character creation.