Post by Deleted on Feb 11, 2015 6:18:16 GMT
First, check this out. Home Repository. This is a link to the official WotC D&D 5th edition forums, a thread containing a huge number of user creations. Note, the master list on page 1 hasn't been updated in awhile.
Here's a few subclasses/archetypes I've made. Circle of the Plague is mostly meant for NPC's, kinda like Oathbreaker and Death Domain. Shadow warlock was created by user name pupoochi on the WotC forums, but as we talked shop, our ideas for the pact diverged. Just wanted to give him credit for the concept! This link is our discussion.
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Arcane Tradition: Mage
While the various schools of magic teach wizards to hone their skills in their respective fields, the Mage knows a wizard's true strength lies in his versatility. His studies span the entire college of arcana, and his repertoire is unrivaled by his specialist cousins.
Ritualist: Beginning when you select this arcane tradition at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved. Furthermore, add two spells from the 1st level wizard spell list with the ritual tag to your spellbook (Alarm, Comprehend Languages, Detect Magic, Find Familiar, Identify, Illusory Script, Unseen Servant)
Anticipation: Starting at 6th level, you may gain advantage on a single spell attack as a bonus action, or gain advantage on a saving throw against a magical effect as a reaction. You must finish a short or long rest before using this ability again
Diversity: Starting at 10th level, add 3 spells to your spell book, and every level thereafter. All three spells must be from different schools of magic, and one of these spells must not exceed Spell Level 5.
Recall: Upon reaching 14th level, you may use your action to Recall a spell from your spell book that you have not prepared. You may cast the spell on the next round during your turn. The spell must be cast at its original level and spends the corresponding spell slot. Failure to cast the spell on the next round does not expend the spell slot, but the recalled spell cannot be cast after that round. You must finish a long rest before using this feature again
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Circle of the Plague:
Not all druids seek balance and venerate life. Some have been driven mad by the usurpation of nature's domain by the 'civilized' races, and seek vengeance in the most destructive way possible. Others recognize that even vermin and diseases are natural phenomena, to be wielded with the same efficacy by which other druidic Circles use their powers. These men and women form the Circle of the Plague, employing poison, disease and swarms to further their ends.
Toxin: When you choose this circle at 2nd level, you gain the ability to inflict poison upon your enemies. Select one target you can see within 60 feet. You may use your bonus action to inflict the poisoned condition on this target. The target may resist the effect with a constitution saving throw against your spell save DC. The target may make an additional constitution saving throw at the end of each of its turns to end the condition, otherwise it lasts up to 1 minute.
You may use this feature a number of times equal to your wisdom modifier. You regain expended uses after a long rest
Plaguebearer: You gain access to the following spells as you increase in level. They do not count against your maximum number of prepared spells.
Druid Level -- Spells
2nd -- Inflict Wounds, Bane
3rd -- Blindness/Deafness, Ray of Enfeeblement
5th -- Stinking Cloud, Vampiric Touch
7th -- Blight, Giant Insect
9th -- Contagion, Insect Plague
Swarm: Starting at 6th level, you gain the ability to use your wildshape to to transform into a swarm of creatures. You may select any type of swarm from Appendix A of the Monstrous Manual.
You may use your bonus action to inflict Toxin on a target hit by your melee attacks while in any wildshape form, but if your wildshape is a swarm, it does not expend one of your uses.
Plagueridden: At 10th level, you are immune to poison and disease.
If you are hit with a melee attack by a creature within 5 feet of you, you may use your reaction to inflict 1d8 damage. You may choose poison or necrotic damage. This feature is active in all forms.
Debilitating Toxin: When you reach 14th level, if a creature affected by Toxin fails three consecutive saving throws against the effect, including the initial attempt to resist, it becomes paralyzed. The creature continues to make saving throws at the end of each of its turns to end both the paralyzed and poisoned condition.
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Shadow Patron
Your patron is a shade lord of commensurable power; an undead of importance; a dark angel of Shar; or any other significant entities ties to the plane of shadows. Such beings desire only to plunge the world in shadows, to do all sort of misdeeds under the cover of darkness and to feed on the lives and fears of mortals. Individuals powerful enough to forge a pact include Claribus Tanthul, a Prince of Shade; The Shadow Lord; a chosen of Shar; and even the very plane of shadow itself!
Expanded Spell List
1st: Fog Cloud, Sleep
2nd: Blindness, Silence
3rd: Nondetection, Stinking Cloud
4th: Evard's Black Tentacules, Phantasmal Killer
5th: Hallow, Planar Binding
Level 1, Shadestrider: You can move an additional 10' during your turn if your entire movement occurs in darkness or dim light.
Level 6, Shadow Decoy: You create one duplicate image of yourself from the essence of shadow, which mimics your movements and actions. You gain an additional duplicate at 12th and 18th level. When a creature targets you with an attack, roll a d20 to determine whether the attack instead targets a duplicate. If you have 3 duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, roll 8 or higher. With one duplicate, roll 11 or higher.
The AC of each duplicate is equal to 10 + your DEX modifier. If an attack hits a duplicate, it is destroyed. Creatures that rely on senses other than sight to target an enemy are not affected, nor are those who can perceive illusions as false, such as with truesight. The duplicates last a number of rounds equal to your CHA modifier.
Level 10, One With Darkness: While you are in darkness or dim light, you reduce damage taken from B,P,S weapons that are non-magical and not silvered by an amount equal to your CHA modifier.
Level 14, Shadow Assault: You summon 6 stationary motes of shadow that radiate darkness within a 5' radius. The motes are incorporeal, and appear in an unoccupied space you can see within 60 feet. On your turn, you may use your action to hurl one or more motes. The opponent must be within 30 feet of the mote to be targeted by it. Make a ranged spell attack for each mote, causing 2d8 necrotic damage on a hit. The mote evaporates once it is hurled, whether it hits or not. Otherwise, the motes last up to 1 minute, though you can dismiss them as a bonus action. Requires a long rest to use again.
Here's a few subclasses/archetypes I've made. Circle of the Plague is mostly meant for NPC's, kinda like Oathbreaker and Death Domain. Shadow warlock was created by user name pupoochi on the WotC forums, but as we talked shop, our ideas for the pact diverged. Just wanted to give him credit for the concept! This link is our discussion.
----
Arcane Tradition: Mage
While the various schools of magic teach wizards to hone their skills in their respective fields, the Mage knows a wizard's true strength lies in his versatility. His studies span the entire college of arcana, and his repertoire is unrivaled by his specialist cousins.
Ritualist: Beginning when you select this arcane tradition at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved. Furthermore, add two spells from the 1st level wizard spell list with the ritual tag to your spellbook (Alarm, Comprehend Languages, Detect Magic, Find Familiar, Identify, Illusory Script, Unseen Servant)
Anticipation: Starting at 6th level, you may gain advantage on a single spell attack as a bonus action, or gain advantage on a saving throw against a magical effect as a reaction. You must finish a short or long rest before using this ability again
Diversity: Starting at 10th level, add 3 spells to your spell book, and every level thereafter. All three spells must be from different schools of magic, and one of these spells must not exceed Spell Level 5.
Recall: Upon reaching 14th level, you may use your action to Recall a spell from your spell book that you have not prepared. You may cast the spell on the next round during your turn. The spell must be cast at its original level and spends the corresponding spell slot. Failure to cast the spell on the next round does not expend the spell slot, but the recalled spell cannot be cast after that round. You must finish a long rest before using this feature again
----
Circle of the Plague:
Not all druids seek balance and venerate life. Some have been driven mad by the usurpation of nature's domain by the 'civilized' races, and seek vengeance in the most destructive way possible. Others recognize that even vermin and diseases are natural phenomena, to be wielded with the same efficacy by which other druidic Circles use their powers. These men and women form the Circle of the Plague, employing poison, disease and swarms to further their ends.
Toxin: When you choose this circle at 2nd level, you gain the ability to inflict poison upon your enemies. Select one target you can see within 60 feet. You may use your bonus action to inflict the poisoned condition on this target. The target may resist the effect with a constitution saving throw against your spell save DC. The target may make an additional constitution saving throw at the end of each of its turns to end the condition, otherwise it lasts up to 1 minute.
You may use this feature a number of times equal to your wisdom modifier. You regain expended uses after a long rest
Plaguebearer: You gain access to the following spells as you increase in level. They do not count against your maximum number of prepared spells.
Druid Level -- Spells
2nd -- Inflict Wounds, Bane
3rd -- Blindness/Deafness, Ray of Enfeeblement
5th -- Stinking Cloud, Vampiric Touch
7th -- Blight, Giant Insect
9th -- Contagion, Insect Plague
Swarm: Starting at 6th level, you gain the ability to use your wildshape to to transform into a swarm of creatures. You may select any type of swarm from Appendix A of the Monstrous Manual.
You may use your bonus action to inflict Toxin on a target hit by your melee attacks while in any wildshape form, but if your wildshape is a swarm, it does not expend one of your uses.
Plagueridden: At 10th level, you are immune to poison and disease.
If you are hit with a melee attack by a creature within 5 feet of you, you may use your reaction to inflict 1d8 damage. You may choose poison or necrotic damage. This feature is active in all forms.
Debilitating Toxin: When you reach 14th level, if a creature affected by Toxin fails three consecutive saving throws against the effect, including the initial attempt to resist, it becomes paralyzed. The creature continues to make saving throws at the end of each of its turns to end both the paralyzed and poisoned condition.
----
Shadow Patron
Your patron is a shade lord of commensurable power; an undead of importance; a dark angel of Shar; or any other significant entities ties to the plane of shadows. Such beings desire only to plunge the world in shadows, to do all sort of misdeeds under the cover of darkness and to feed on the lives and fears of mortals. Individuals powerful enough to forge a pact include Claribus Tanthul, a Prince of Shade; The Shadow Lord; a chosen of Shar; and even the very plane of shadow itself!
Expanded Spell List
1st: Fog Cloud, Sleep
2nd: Blindness, Silence
3rd: Nondetection, Stinking Cloud
4th: Evard's Black Tentacules, Phantasmal Killer
5th: Hallow, Planar Binding
Level 1, Shadestrider: You can move an additional 10' during your turn if your entire movement occurs in darkness or dim light.
Level 6, Shadow Decoy: You create one duplicate image of yourself from the essence of shadow, which mimics your movements and actions. You gain an additional duplicate at 12th and 18th level. When a creature targets you with an attack, roll a d20 to determine whether the attack instead targets a duplicate. If you have 3 duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, roll 8 or higher. With one duplicate, roll 11 or higher.
The AC of each duplicate is equal to 10 + your DEX modifier. If an attack hits a duplicate, it is destroyed. Creatures that rely on senses other than sight to target an enemy are not affected, nor are those who can perceive illusions as false, such as with truesight. The duplicates last a number of rounds equal to your CHA modifier.
Level 10, One With Darkness: While you are in darkness or dim light, you reduce damage taken from B,P,S weapons that are non-magical and not silvered by an amount equal to your CHA modifier.
Level 14, Shadow Assault: You summon 6 stationary motes of shadow that radiate darkness within a 5' radius. The motes are incorporeal, and appear in an unoccupied space you can see within 60 feet. On your turn, you may use your action to hurl one or more motes. The opponent must be within 30 feet of the mote to be targeted by it. Make a ranged spell attack for each mote, causing 2d8 necrotic damage on a hit. The mote evaporates once it is hurled, whether it hits or not. Otherwise, the motes last up to 1 minute, though you can dismiss them as a bonus action. Requires a long rest to use again.