Exactly what the title says. this is the subclass independently, with no class or race features. If a subclass modifies a feature, like a cleric's channel divinity or a barbarian's rage you can keep it. tell me why you think it deserves the spot. please calculate at level 20.
I'm going to start: twilight domain (cleric) because 10d6+200 THP spread over a minute (1d6+20 a turn) to anyone you want within 30 ft. of you along with moving half cover (place to hide and +2 AC) and immunity to fear and charm effects 3 times a short rest is OP.
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Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Exactly what the title says. this is the subclass independently, with no class or race features. If a subclass modifies a feature, like a cleric's channel divinity or a barbarian's rage you can keep it. tell me why you think it deserves the spot. please calculate at level 20.
I'm going to start: twilight domain (cleric) because 10d6+200 THP spread over a minute (1d6+20 a turn) to anyone you want within 30 ft. of you along with moving half cover (place to hide and +2 AC) and immunity to fear and charm effects 3 times a short rest is OP.
So with your specs, honestly, I agree. Twilight Clerics channel Divinity is just SO ****ING STRONG. Don't forget at level 17 it also gives +2 AC and +2 to Dex saving throws because of the half cover feature. A strong feature that naturally gets stronger, that you can use 3 times per short rest, AND THEN GETS EVEN STRONGER? Combine with how a DM might interpret Steps of Night to basically give flying while in the channel divinity?
Honestly, to me, nothing comes close.
My 2nd would be Divination Wizard. Taking the RNG out of a RNG based game has HUGE implications when done right.
Circle of Moon Druid. Shapesifting as bonus action every turn to replenish ALL of your HP. Pretty much unkillable (Power Word Kill will do it if its shape has less than 100hp tought).
Circle of Moon Druid. Shapesifting as bonus action every turn to replenish ALL of your HP. Pretty much unkillable (Power Word Kill will do it if its shape has less than 100hp tought).
You can only revert to your normal form as a bonus action (with the number of HP you had when you went into wild shape) to replenish all your HP you would need ot use both your action and bonus action to go back into wild shape, but yest is it a pretty strong feature.
Another contender is peace domain cleric. Having [proficiency bonus] character under the effect of guidance AND bless without concentration for 10 minutes [proficency bonus] times a day is huge. At high (character not cleric) levels this gives the whole party the effect pretty much whenever you need it. The channel divinity is good though not as good as the Twilight but protective bond is also huge, have the Barb who has loads of HP teleport to the quishy wizard to take the damge instead, this works for ANY time damage is about to be taken even something like a trap going off with an AoE effect..
Circle of Moon Druid. Shapesifting as bonus action every turn to replenish ALL of your HP. Pretty much unkillable (Power Word Kill will do it if its shape has less than 100hp tought).
You can only revert to your normal form as a bonus action (with the number of HP you had when you went into wild shape) to replenish all your HP you would need ot use both your action and bonus action to go back into wild shape, but yest is it a pretty strong feature.
There is nothing in RAW to say you cannot wildshape even when you already are in beast form (or In moon druid case Elemental). Quite opposite infact "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so" (meaning you retain wild shape).
So ie from Druid to Earth Elemental -> To Mammoth -> To Earth Elemental -> To Mammoth again, etc... every round as bonus action and you get always full beast/elemantals HP + their own features and you can take actions to attack or cast spells.
Circle of Moon Druid. Shapesifting as bonus action every turn to replenish ALL of your HP. Pretty much unkillable (Power Word Kill will do it if its shape has less than 100hp tought).
You can only revert to your normal form as a bonus action (with the number of HP you had when you went into wild shape) to replenish all your HP you would need ot use both your action and bonus action to go back into wild shape, but yest is it a pretty strong feature.
Another contender is peace domain cleric. Having [proficiency bonus] character under the effect of guidance AND bless without concentration for 10 minutes [proficency bonus] times a day is huge. At high (character not cleric) levels this gives the whole party the effect pretty much whenever you need it. The channel divinity is good though not as good as the Twilight but protective bond is also huge, have the Barb who has loads of HP teleport to the quishy wizard to take the damge instead, this works for ANY time damage is about to be taken even something like a trap going off with an AoE effect..
Also, you can just pinch yourself and someone in you protective bond can teleport to you. this basically prevents prisons from preventing anything at all, and this teleportation is not sight dependent at all, which means that you can teleport through walls almost at will.
Rollback Post to RevisionRollBack
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
23.5 hp per turn for a minute is great, but it is lvl 20. Monsters with an appropriate CR for that level typically don't lack in offensive ability for dealing with meatshields. The Peace cleric's bonuses have a much bigger impact and the effect of Emboldening Bond isn't level dependent, level only affects how often it can be used. In practice it's as powerful during tier 1 play (which 99.9% of characters go through) as during tier 4 play (which the far greater majority of characters don't or barely reach).
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
It's rather hard to compare subclasses between classes as some base classes are much stronger or weaker than others with the subclasses balancing that out. (or not) Also, many subclasses depend heavily on their base class for their effectiveness. Take moon druid for example, it lets you wild shape as a bonus action and raises the level of your forms, but it doesn't let you use wild shape, nor does it allow you unlimited wild shapes; those are both features of the main class.
"this is the subclass independently, with no class or race features. If a subclass modifies a feature, like a cleric's channel divinity or a barbarian's rage [or a druids wild shape] you can keep it. (...) please calculate at level 20."
Rollback Post to RevisionRollBack
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
I'm leaning towards eldritch knight or arcane trickster as they both get spellcasting and cantrips scale with caster level. Martial classes in general depend on their main class features to gain attacks or add damage to their attacks for their subclass to modify. Spellcasters depend on their spells and gain bonuses to their spells. Taking both of those away means subclasses that add something completely different to their class are the ones that would shine the most.
This is somewhat situational as to the specific campaign. Example: In a campaign where fighting Undead is going to be a major factor, the Gloomstalker Ranger is my go-to. Sure, the added movement and attack on the first round of combat are great but imagine creeping around in the dark looking for creatures who ONLY have Darkvision to see you and you're INVISIBLE! My fiance made a Rogue/Assassin who MC'd into GS Ranger during a Curse of Strahd campaign and by the end of it, she was the thing that went bump in the night! Vampires and other dark creatures feared HER and told ghost stories about HER!
In a campaign where the party fighting waves of mooks then the Ranger subclass Hunter, specifically Horde Breaker, will be baller. By level 11 you'll be raining down torrents of arrows on the enemy.
In campaigns where most fights will include a boss and their minions, there are several subs that work well. Vengeance for Paladin lets you have Advantage on all of your attacks against one opponent for a minute. Samurai for Fighters is the same but it only lasts a round and you only get three. It comes back on a short rest though IIRC. The Barbarian Path of the Ancestral Guardians is great for protecting the party and locking down that one guy you REALLY want to hit.
Circle of Moon Druid. Shapesifting as bonus action every turn to replenish ALL of your HP. Pretty much unkillable (Power Word Kill will do it if its shape has less than 100hp tought).
You can only revert to your normal form as a bonus action (with the number of HP you had when you went into wild shape) to replenish all your HP you would need ot use both your action and bonus action to go back into wild shape, but yest is it a pretty strong feature.
There is nothing in RAW to say you cannot wildshape even when you already are in beast form (or In moon druid case Elemental). Quite opposite infact "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so" (meaning you retain wild shape).
So ie from Druid to Earth Elemental -> To Mammoth -> To Earth Elemental -> To Mammoth again, etc... every round as bonus action and you get always full beast/elemantals HP + their own features and you can take actions to attack or cast spells.
One problem. A Earth Elemental isn't a Beast. Druid can only become Beasts.
Exactly what the title says. this is the subclass independently, with no class or race features. If a subclass modifies a feature, like a cleric's channel divinity or a barbarian's rage you can keep it. tell me why you think it deserves the spot. please calculate at level 20.
I'm going to start: twilight domain (cleric) because 10d6+200 THP spread over a minute (1d6+20 a turn) to anyone you want within 30 ft. of you along with moving half cover (place to hide and +2 AC) and immunity to fear and charm effects 3 times a short rest is OP.
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
So with your specs, honestly, I agree. Twilight Clerics channel Divinity is just SO ****ING STRONG. Don't forget at level 17 it also gives +2 AC and +2 to Dex saving throws because of the half cover feature. A strong feature that naturally gets stronger, that you can use 3 times per short rest, AND THEN GETS EVEN STRONGER? Combine with how a DM might interpret Steps of Night to basically give flying while in the channel divinity?
Honestly, to me, nothing comes close.
My 2nd would be Divination Wizard. Taking the RNG out of a RNG based game has HUGE implications when done right.
Circle of Moon Druid. Shapesifting as bonus action every turn to replenish ALL of your HP. Pretty much unkillable (Power Word Kill will do it if its shape has less than 100hp tought).
You can only revert to your normal form as a bonus action (with the number of HP you had when you went into wild shape) to replenish all your HP you would need ot use both your action and bonus action to go back into wild shape, but yest is it a pretty strong feature.
Another contender is peace domain cleric. Having [proficiency bonus] character under the effect of guidance AND bless without concentration for 10 minutes [proficency bonus] times a day is huge. At high (character not cleric) levels this gives the whole party the effect pretty much whenever you need it. The channel divinity is good though not as good as the Twilight but protective bond is also huge, have the Barb who has loads of HP teleport to the quishy wizard to take the damge instead, this works for ANY time damage is about to be taken even something like a trap going off with an AoE effect..
There is nothing in RAW to say you cannot wildshape even when you already are in beast form (or In moon druid case Elemental). Quite opposite infact "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so" (meaning you retain wild shape).
So ie from Druid to Earth Elemental -> To Mammoth -> To Earth Elemental -> To Mammoth again, etc... every round as bonus action and you get always full beast/elemantals HP + their own features and you can take actions to attack or cast spells.
Also, you can just pinch yourself and someone in you protective bond can teleport to you. this basically prevents prisons from preventing anything at all, and this teleportation is not sight dependent at all, which means that you can teleport through walls almost at will.
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
23.5 hp per turn for a minute is great, but it is lvl 20. Monsters with an appropriate CR for that level typically don't lack in offensive ability for dealing with meatshields. The Peace cleric's bonuses have a much bigger impact and the effect of Emboldening Bond isn't level dependent, level only affects how often it can be used. In practice it's as powerful during tier 1 play (which 99.9% of characters go through) as during tier 4 play (which the far greater majority of characters don't or barely reach).
Want to start playing but don't have anyone to play with? You can try these options: [link].
It's rather hard to compare subclasses between classes as some base classes are much stronger or weaker than others with the subclasses balancing that out. (or not) Also, many subclasses depend heavily on their base class for their effectiveness. Take moon druid for example, it lets you wild shape as a bonus action and raises the level of your forms, but it doesn't let you use wild shape, nor does it allow you unlimited wild shapes; those are both features of the main class.
Please reread the description:
"this is the subclass independently, with no class or race features. If a subclass modifies a feature, like a cleric's channel divinity or a barbarian's rage [or a druids wild shape] you can keep it. (...) please calculate at level 20."
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
I'm leaning towards eldritch knight or arcane trickster as they both get spellcasting and cantrips scale with caster level. Martial classes in general depend on their main class features to gain attacks or add damage to their attacks for their subclass to modify. Spellcasters depend on their spells and gain bonuses to their spells. Taking both of those away means subclasses that add something completely different to their class are the ones that would shine the most.
This is somewhat situational as to the specific campaign. Example: In a campaign where fighting Undead is going to be a major factor, the Gloomstalker Ranger is my go-to. Sure, the added movement and attack on the first round of combat are great but imagine creeping around in the dark looking for creatures who ONLY have Darkvision to see you and you're INVISIBLE! My fiance made a Rogue/Assassin who MC'd into GS Ranger during a Curse of Strahd campaign and by the end of it, she was the thing that went bump in the night! Vampires and other dark creatures feared HER and told ghost stories about HER!
In a campaign where the party fighting waves of mooks then the Ranger subclass Hunter, specifically Horde Breaker, will be baller. By level 11 you'll be raining down torrents of arrows on the enemy.
In campaigns where most fights will include a boss and their minions, there are several subs that work well. Vengeance for Paladin lets you have Advantage on all of your attacks against one opponent for a minute. Samurai for Fighters is the same but it only lasts a round and you only get three. It comes back on a short rest though IIRC. The Barbarian Path of the Ancestral Guardians is great for protecting the party and locking down that one guy you REALLY want to hit.
One problem. A Earth Elemental isn't a Beast. Druid can only become Beasts.
DruidVSAdventure
Check out my Homebrew Class The Evoker
One problem. A Earth Elemental isn't a Beast. Druid can only become Beasts.
DruidVSAdventure
Check out my Homebrew Class The Evoker
Moon druid can shapeshift to elemental also:
"Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental."
Oh ok
DruidVSAdventure
Check out my Homebrew Class The Evoker