Hello, im currently working on a homebrew class called the Scholar (think wizard but not a caster) its mainly Intelligence and Charisma based with a big focus on roleplay and while i have plenty ideas for utility based class features im having trouble coming up with any combat centric ones, since there not a spell caster nor really a martial class im afraid the class will feel a little useless in combat situations do yall have any tips or ideas that would give them there own unique flair and interactions on the battlefield
The only way I can think of doing it would be something like Sneak Attack. Only instead of using Stealth to get to activate it, the class uses some kind of Intelligence skill to activate it. Something like:
Identify Weakness - As an Action make an Intelligence (Arcana / Nature / Religion) check against the target's Charisma DC (8+the proficiency bonus + charisma modifier), on a success the next time you or one of your allies hits the target with an attack before the end of your next turn, it takes 1d12 additional damage, this damage increases by 1d12 at 5th, 11th, and 17th level.
You could have it be a strong support class with something like:
Strategize - As a Bonus Action, you can suggest a strategy to help an ally succeed. Choose one friendly creature within 60 ft of you, the target gains your choice of : 1d4 bonus to their AC, 1d4 bonus to their attack rolls, or 1d4 to their damage rolls until the start of your next turn. Once you use this ability, you cannot use it again until you successfully use your Identify Weakness ability. This bonus die increases to 1d6 at level 5, 1d8 at level 9, 1d10 at level 13, and 1d12 at level 17.
and something like:
Plan B - When a friendly creature you can see fails a d20 Test, you gain a "Planning Point" you can use this planning point to, as a reaction, give one creature advantage on a d20 test, you can have a maximum number of planning points equal to your proficiency bonus, any unused planning points are lost when you start a long rest.
you could go a more debuff route with things like:
Confuse - As an Action, You use esoteric language and complex concepts to confuse one creature that can hear you and that shares a language with you, the target must succeed on an Intelligence saving throw vs your DC (8+INT+Prof) or be stunned until the end of it's next turn.
Redirect - You attempt to distract or lure a creature using your esoteric knowledge about it. When a creature moves, you can use a Reaction to force it to succeed on a Wisdom saving throw against your DC, on a failure you choose where and how far it moves up to it's move speed. Once you use this ability against a creature, that creature becomes immune to this ability for 1 hour.
Repulse - You use your esoteric knowledge to pull out something repulsive to the target. When a creature you can see within 60 ft of you makes an attack, you can use your Reaction to impose disadvantage on that attack.
Environmental Weapon - dm's discretion on this one a bit but you can identify a piece of environment able to be used as a weapon and if you have the necessary tools (ex. hammer to crack rock before pushing it) you can use one of your scholarly dice (planning point) to add 1d4 damage or and additional effect to the weapon (sand blinding for 1d4 turns with rerolled saves at each subsequent enemy turn).
Also maybe your class can have proficiency with a slingshot or sling to pepper enemies while you distract them.
Create Opening - When you hi an enemy with one of your ranged attacks and the enemy is more than 15ft away an ally within 5 ft of the enemy can make an opportunity attack on that enemy.
Only things that come to mind but decently cool idea.
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Hello, im currently working on a homebrew class called the Scholar (think wizard but not a caster) its mainly Intelligence and Charisma based with a big focus on roleplay and while i have plenty ideas for utility based class features im having trouble coming up with any combat centric ones, since there not a spell caster nor really a martial class im afraid the class will feel a little useless in combat situations do yall have any tips or ideas that would give them there own unique flair and interactions on the battlefield
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The only way I can think of doing it would be something like Sneak Attack. Only instead of using Stealth to get to activate it, the class uses some kind of Intelligence skill to activate it. Something like:
Identify Weakness - As an Action make an Intelligence (Arcana / Nature / Religion) check against the target's Charisma DC (8+the proficiency bonus + charisma modifier), on a success the next time you or one of your allies hits the target with an attack before the end of your next turn, it takes 1d12 additional damage, this damage increases by 1d12 at 5th, 11th, and 17th level.
You could have it be a strong support class with something like:
Strategize - As a Bonus Action, you can suggest a strategy to help an ally succeed. Choose one friendly creature within 60 ft of you, the target gains your choice of : 1d4 bonus to their AC, 1d4 bonus to their attack rolls, or 1d4 to their damage rolls until the start of your next turn. Once you use this ability, you cannot use it again until you successfully use your Identify Weakness ability. This bonus die increases to 1d6 at level 5, 1d8 at level 9, 1d10 at level 13, and 1d12 at level 17.
and something like:
Plan B - When a friendly creature you can see fails a d20 Test, you gain a "Planning Point" you can use this planning point to, as a reaction, give one creature advantage on a d20 test, you can have a maximum number of planning points equal to your proficiency bonus, any unused planning points are lost when you start a long rest.
you could go a more debuff route with things like:
Confuse - As an Action, You use esoteric language and complex concepts to confuse one creature that can hear you and that shares a language with you, the target must succeed on an Intelligence saving throw vs your DC (8+INT+Prof) or be stunned until the end of it's next turn.
Redirect - You attempt to distract or lure a creature using your esoteric knowledge about it. When a creature moves, you can use a Reaction to force it to succeed on a Wisdom saving throw against your DC, on a failure you choose where and how far it moves up to it's move speed. Once you use this ability against a creature, that creature becomes immune to this ability for 1 hour.
Repulse - You use your esoteric knowledge to pull out something repulsive to the target. When a creature you can see within 60 ft of you makes an attack, you can use your Reaction to impose disadvantage on that attack.
Environmental Weapon - dm's discretion on this one a bit but you can identify a piece of environment able to be used as a weapon and if you have the necessary tools (ex. hammer to crack rock before pushing it) you can use one of your scholarly dice (planning point) to add 1d4 damage or and additional effect to the weapon (sand blinding for 1d4 turns with rerolled saves at each subsequent enemy turn).
Also maybe your class can have proficiency with a slingshot or sling to pepper enemies while you distract them.
Create Opening - When you hi an enemy with one of your ranged attacks and the enemy is more than 15ft away an ally within 5 ft of the enemy can make an opportunity attack on that enemy.
Only things that come to mind but decently cool idea.