This class is based on the survivors of the great calamity from botw. I’m still workshopping everything, and this is my rough draft. Feedback will be much appreciated.
Hyrule survivor
Primary abilities: Dexterity and Wisdom
Hit points: 1d8 per hyrule survivor level
Description: The hyrule survivor learned how to survive after the great calamity. They know how to hunt, avoid enemies, and make their way across any terrain fast and unseen.
Proficiencies:
Armor: light armor
Weapons: Simple weapons, Longbow, Hand crossbow
Skills: Choose three from stealth, perception, acrobatics, animal handling, medicine, and nature.
Improved stealth: At first level the survivor has advantage on all stealth checks, and no armor can hinder their ability to move stealthily. The survivor can also move at a fast pace without impacting their ability to be stealthy.
Fighting style: At first level the survivor is able to choose one of the fighting styles below.
Archery: You gain a +2 bonus to attack roles you make with ranged weapons.
Defense: While wearing armor, you gain a +1 bonus to AC.
Two-weapon fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expert hunter: At second level the survivor has advantage on attacks against medium or smaller beasts, as long as the survivor is within 80 feet of the animal but no closer than 30 feet from the animal.
Survival archetype: At third level the survivor gets to choose an archetype, choosing from the list below.
Harnessing the weave
After the great calamity, the weave of magic was disrupted, allowing commoners like you to intercept a small amount of the newfound power source.
Manipulating the weave
If you choose this sub-class at third level, you can harness the loose weaves of magic left behind from the disaster. Use the rangers spell list and table to determine what spells you can cast.
Controlling the weave
At sixth level the survivor gains more control over the font of untamed magic. Ritual spells now have a casting time of one action, and your longbow can be used as a spell casting focus.
Weave dominance
By 14th level you have dominated the weave, spells that have a casting time of one action now have a casting time of one bonus action, and you may learn two third level spells from the wizards spell list, one of which must be an evocation spell.
Master of the weave
You have achieved total mastery over the weave. Starting at 18th level you can choose up to four spells from any casters spell list, (all four spells need not be from the same list) all fifth level or lower, you have also learnt how to replenish your spell slots quicker. After a short rest you regain all spent spell slots, instead of after a long rest.
Predator
You have learned to survive in the vast wilderness of hyrule, as such you have had to learn to be a predator, because there are two kinds of creatures in this fallen land, the killers, and the killed.
Predator instinct
You have learned to detect prey and predator alike. Starting at third level you cannot be surprised, and by concentrating for one minute, you can tell if there are any sentient creatures in the area, but you cannot tell what type of creature they are.
Stalker
You have mastered the ability to follow prey without being detected. Starting at sixth level you gain a +4 bonus to stealth, and can never have disadvantage on a stealth check.
Top of the food chain
Starting at 14th level, you have advantage on intimidation checks, and your bonus to stealth becomes a +6.
Ultimate predator
At 18th level, you have become the ultimate predator, all weaker creatures fear you and none will willingly hunt you. Your dexterity score increases to 20 if it is not already. You now have advantage on all weapon attacks you are proficient with.
Ability score increase
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase a ability score above 20 using this feature.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Wilderness expertise
At 8th level, you have mastered the technique of surviving in any wilderness setting. You gain a +4 bonus to survival checks, and you can find fresh water and food in any terrain.
Into thin air
When you reach 12th level, you can use your action to disappear into thin air. Once per long rest you can take a take the hide action as a bonus action, even while in plain sight to other creatures.
Incredible archer
When you reach 16th level, ranger attacks do twice as much damage as they usually would.
Improved critical
At 18th level, you get a critical hit on a roll of 19 or 20.
Indomitable hunter
At 20th level, you cannot be bested. As a bonus action, you can attack twice with a longbow, shorbow, or hand crossbow. Every hit with a longbow is a critical hit, and if you roll a 19 or 20 you multiply the damage by three.
This class is based on the survivors of the great calamity from botw. I’m still workshopping everything, and this is my rough draft. Feedback will be much appreciated.
Hyrule survivor
Primary abilities: Dexterity and Wisdom
Hit points: 1d8 per hyrule survivor level
Description: The hyrule survivor learned how to survive after the great calamity. They know how to hunt, avoid enemies, and make their way across any terrain fast and unseen.
Proficiencies:
Armor: light armor
Weapons: Simple weapons, Longbow, Hand crossbow
Skills: Choose three from stealth, perception, acrobatics, animal handling, medicine, and nature.
Improved stealth: At first level the survivor has advantage on all stealth checks, and no armor can hinder their ability to move stealthily. The survivor can also move at a fast pace without impacting their ability to be stealthy.
Fighting style: At first level the survivor is able to choose one of the fighting styles below.
Archery: You gain a +2 bonus to attack roles you make with ranged weapons.
Defense: While wearing armor, you gain a +1 bonus to AC.
Two-weapon fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expert hunter: At second level the survivor has advantage on attacks against medium or smaller beasts, as long as the survivor is within 80 feet of the animal but no closer than 30 feet from the animal.
Survival archetype: At third level the survivor gets to choose an archetype, choosing from the list below.
Harnessing the weave
After the great calamity, the weave of magic was disrupted, allowing commoners like you to intercept a small amount of the newfound power source.
Manipulating the weave
If you choose this sub-class at third level, you can harness the loose weaves of magic left behind from the disaster. Use the rangers spell list and table to determine what spells you can cast.
Controlling the weave
At sixth level the survivor gains more control over the font of untamed magic. Ritual spells now have a casting time of one action, and your longbow can be used as a spell casting focus.
Weave dominance
By 14th level you have dominated the weave, spells that have a casting time of one action now have a casting time of one bonus action, and you may learn two third level spells from the wizards spell list, one of which must be an evocation spell.
Master of the weave
You have achieved total mastery over the weave. Starting at 18th level you can choose up to four spells from any casters spell list, (all four spells need not be from the same list) all fifth level or lower, you have also learnt how to replenish your spell slots quicker. After a short rest you regain all spent spell slots, instead of after a long rest.
Predator
You have learned to survive in the vast wilderness of hyrule, as such you have had to learn to be a predator, because there are two kinds of creatures in this fallen land, the killers, and the killed.
Predator instinct
You have learned to detect prey and predator alike. Starting at third level you cannot be surprised, and by concentrating for one minute, you can tell if there are any sentient creatures in the area, but you cannot tell what type of creature they are.
Stalker
You have mastered the ability to follow prey without being detected. Starting at sixth level you gain a +4 bonus to stealth, and can never have disadvantage on a stealth check.
Top of the food chain
Starting at 14th level, you have advantage on intimidation checks, and your bonus to stealth becomes a +6.
Ultimate predator
At 18th level, you have become the ultimate predator, all weaker creatures fear you and none will willingly hunt you. Your dexterity score increases to 20 if it is not already. You now have advantage on all weapon attacks you are proficient with.
Ability score increase
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase a ability score above 20 using this feature.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Wilderness expertise
At 8th level, you have mastered the technique of surviving in any wilderness setting. You gain a +4 bonus to survival checks, and you can find fresh water and food in any terrain.
Into thin air
When you reach 12th level, you can use your action to disappear into thin air. Once per long rest you can take a take the hide action as a bonus action, even while in plain sight to other creatures.
Incredible archer
When you reach 16th level, ranger attacks do twice as much damage as they usually would.
Improved critical
At 18th level, you get a critical hit on a roll of 19 or 20.
Indomitable hunter
At 20th level, you cannot be bested. As a bonus action, you can attack twice with a longbow, shorbow, or hand crossbow. Every hit with a longbow is a critical hit, and if you roll a 19 or 20 you multiply the damage by three.
I highlighted in red the parts that are over the top, in some cases WAY over the top.
This is very much like a Ranger, it really should just be 1 or 2 ranger subclasses. Then you could use the other subclasses as a baseline of how strong your features could be.
I would also suggest fitting this closer to how 5e works. For instance, rather than a flat bonus to Stealth, you can give Expertise. It would have basically the same effect and it would scale automatically.
I'm also struggling to see how this class replicates the feeling of being a survivor in BOTW. It has a heavy focus on spellcasting, which is almost completely absent from BOTW outside of the Champion abilities that Link can unlock.
This class is based on the survivors of the great calamity from botw. I’m still workshopping everything, and this is my rough draft. Feedback will be much appreciated.
Hyrule survivor
Primary abilities: Dexterity and Wisdom
Hit points: 1d8 per hyrule survivor level
Description: The hyrule survivor learned how to survive after the great calamity. They know how to hunt, avoid enemies, and make their way across any terrain fast and unseen.
Proficiencies:
Armor: light armor
Weapons: Simple weapons, Longbow, Hand crossbow
Skills: Choose three from stealth, perception, acrobatics, animal handling, medicine, and nature.
Improved stealth: At first level the survivor has advantage on all stealth checks, and no armor can hinder their ability to move stealthily. The survivor can also move at a fast pace without impacting their ability to be stealthy.
Fighting style: At first level the survivor is able to choose one of the fighting styles below.
Archery: You gain a +2 bonus to attack roles you make with ranged weapons.
Defense: While wearing armor, you gain a +1 bonus to AC.
Two-weapon fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expert hunter: At second level the survivor has advantage on attacks against medium or smaller beasts, as long as the survivor is within 80 feet of the animal but no closer than 30 feet from the animal.
Survival archetype: At third level the survivor gets to choose an archetype, choosing from the list below.
Harnessing the weave
After the great calamity, the weave of magic was disrupted, allowing commoners like you to intercept a small amount of the newfound power source.
Manipulating the weave
If you choose this sub-class at third level, you can harness the loose weaves of magic left behind from the disaster. Use the rangers spell list and table to determine what spells you can cast.
Controlling the weave
At sixth level the survivor gains more control over the font of untamed magic. Ritual spells now have a casting time of one action, and your longbow can be used as a spell casting focus.
Weave dominance
By 14th level you have dominated the weave, spells that have a casting time of one action now have a casting time of one bonus action, and you may learn two third level spells from the wizards spell list, one of which must be an evocation spell.
Master of the weave
You have achieved total mastery over the weave. Starting at 18th level you can choose up to four spells from any casters spell list, (all four spells need not be from the same list) all fifth level or lower, you have also learnt how to replenish your spell slots quicker. After a short rest you regain all spent spell slots, instead of after a long rest.
Predator
You have learned to survive in the vast wilderness of hyrule, as such you have had to learn to be a predator, because there are two kinds of creatures in this fallen land, the killers, and the killed.
Predator instinct
You have learned to detect prey and predator alike. Starting at third level you cannot be surprised, and by concentrating for one minute, you can tell if there are any sentient creatures in the area, but you cannot tell what type of creature they are.
Stalker
You have mastered the ability to follow prey without being detected. Starting at sixth level you gain a +4 bonus to stealth, and can never have disadvantage on a stealth check.
Top of the food chain
Starting at 14th level, you have advantage on intimidation checks, and your bonus to stealth becomes a +6.
Ultimate predator
At 18th level, you have become the ultimate predator, all weaker creatures fear you and none will willingly hunt you. Your dexterity score increases to 20 if it is not already. You now have advantage on all weapon attacks you are proficient with.
Ability score increase
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase a ability score above 20 using this feature.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Wilderness expertise
At 8th level, you have mastered the technique of surviving in any wilderness setting. You gain a +4 bonus to survival checks, and you can find fresh water and food in any terrain.
Into thin air
When you reach 12th level, you can use your action to disappear into thin air. Once per long rest you can take a take the hide action as a bonus action, even while in plain sight to other creatures.
Incredible archer
When you reach 16th level, ranger attacks do twice as much damage as they usually would.
Improved critical
At 18th level, you get a critical hit on a roll of 19 or 20.
Indomitable hunter
At 20th level, you cannot be bested. As a bonus action, you can attack twice with a longbow, shorbow, or hand crossbow. Every hit with a longbow is a critical hit, and if you roll a 19 or 20 you multiply the damage by three.
I highlighted in red the parts that are over the top, in some cases WAY over the top.
This is very much like a Ranger, it really should just be 1 or 2 ranger subclasses. Then you could use the other subclasses as a baseline of how strong your features could be.
I would also suggest fitting this closer to how 5e works. For instance, rather than a flat bonus to Stealth, you can give Expertise. It would have basically the same effect and it would scale automatically.
Honestly, I ran out of ideas, and decided to drastically improve damage output and stealth, as well as all the other things. I didn’t put a lot of thought into this class lol.
Rollback Post to RevisionRollBack
I wanted to put something funny but I couldn’t think of anything.
I'm fry, and I make doodles. That's why they call me FRY DOODLES. Also no pressure but check out my YouTube channel (Fry Doodles) I'm a disabled, neurodivergent, artsy dumpster fire who's always open to chat. I'm a sensitive little sad bean, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world. Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, princess-of-quite-a-lot, and certified silly goose
This class is based on the survivors of the great calamity from botw. I’m still workshopping everything, and this is my rough draft. Feedback will be much appreciated.
Hyrule survivor
Primary abilities: Dexterity and Wisdom
Hit points: 1d8 per hyrule survivor level
Description: The hyrule survivor learned how to survive after the great calamity. They know how to hunt, avoid enemies, and make their way across any terrain fast and unseen.
Proficiencies:
Armor: light armor
Weapons: Simple weapons, Longbow, Hand crossbow
Skills: Choose three from stealth, perception, acrobatics, animal handling, medicine, and nature.
Improved stealth: At first level the survivor has advantage on all stealth checks, and no armor can hinder their ability to move stealthily. The survivor can also move at a fast pace without impacting their ability to be stealthy.
Fighting style: At first level the survivor is able to choose one of the fighting styles below.
Archery: You gain a +2 bonus to attack roles you make with ranged weapons.
Defense: While wearing armor, you gain a +1 bonus to AC.
Two-weapon fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expert hunter: At second level the survivor has advantage on attacks against medium or smaller beasts, as long as the survivor is within 80 feet of the animal but no closer than 30 feet from the animal.
Survival archetype: At third level the survivor gets to choose an archetype, choosing from the list below.
Harnessing the weave
After the great calamity, the weave of magic was disrupted, allowing commoners like you to intercept a small amount of the newfound power source.
Manipulating the weave
If you choose this sub-class at third level, you can harness the loose weaves of magic left behind from the disaster. Use the rangers spell list and table to determine what spells you can cast.
Controlling the weave
At sixth level the survivor gains more control over the font of untamed magic. Ritual spells now have a casting time of one action, and your longbow can be used as a spell casting focus.
Weave dominance
By 14th level you have dominated the weave, spells that have a casting time of one action now have a casting time of one bonus action, and you may learn two third level spells from the wizards spell list, one of which must be an evocation spell.
Master of the weave
You have achieved total mastery over the weave. Starting at 18th level you can choose up to four spells from any casters spell list, (all four spells need not be from the same list) all fifth level or lower, you have also learnt how to replenish your spell slots quicker. After a short rest you regain all spent spell slots, instead of after a long rest.
Predator
You have learned to survive in the vast wilderness of hyrule, as such you have had to learn to be a predator, because there are two kinds of creatures in this fallen land, the killers, and the killed.
Predator instinct
You have learned to detect prey and predator alike. Starting at third level you cannot be surprised, and by concentrating for one minute, you can tell if there are any sentient creatures in the area, but you cannot tell what type of creature they are.
Stalker
You have mastered the ability to follow prey without being detected. Starting at sixth level you gain a +4 bonus to stealth, and can never have disadvantage on a stealth check.
Top of the food chain
Starting at 14th level, you have advantage on intimidation checks, and your bonus to stealth becomes a +6.
Ultimate predator
At 18th level, you have become the ultimate predator, all weaker creatures fear you and none will willingly hunt you. Your dexterity score increases to 20 if it is not already. You now have advantage on all weapon attacks you are proficient with.
Ability score increase
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase a ability score above 20 using this feature.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Wilderness expertise
At 8th level, you have mastered the technique of surviving in any wilderness setting. You gain a +4 bonus to survival checks, and you can find fresh water and food in any terrain.
Into thin air
When you reach 12th level, you can use your action to disappear into thin air. Once per long rest you can take a take the hide action as a bonus action, even while in plain sight to other creatures.
Incredible archer
When you reach 16th level, ranger attacks do twice as much damage as they usually would.
Improved critical
At 18th level, you get a critical hit on a roll of 19 or 20.
Indomitable hunter
At 20th level, you cannot be bested. As a bonus action, you can attack twice with a longbow, shorbow, or hand crossbow. Every hit with a longbow is a critical hit, and if you roll a 19 or 20 you multiply the damage by three.
I wanted to put something funny but I couldn’t think of anything.
This class is ridiculously unbalanced.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I highlighted in red the parts that are over the top, in some cases WAY over the top.
This is very much like a Ranger, it really should just be 1 or 2 ranger subclasses. Then you could use the other subclasses as a baseline of how strong your features could be.
I would also suggest fitting this closer to how 5e works. For instance, rather than a flat bonus to Stealth, you can give Expertise. It would have basically the same effect and it would scale automatically.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'm also struggling to see how this class replicates the feeling of being a survivor in BOTW. It has a heavy focus on spellcasting, which is almost completely absent from BOTW outside of the Champion abilities that Link can unlock.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
To be fair I whipped it up in like a half an hour lol. Just seeing what the community thinks.
I wanted to put something funny but I couldn’t think of anything.
Honestly, I ran out of ideas, and decided to drastically improve damage output and stealth, as well as all the other things. I didn’t put a lot of thought into this class lol.
I wanted to put something funny but I couldn’t think of anything.
that sounds really great! can you give me feedback too?
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/176305-steal-this-sidequest
I'm fry, and I make doodles. That's why they call me FRY DOODLES. Also no pressure but check out my YouTube channel (Fry Doodles)
I'm a disabled, neurodivergent, artsy dumpster fire who's always open to chat.
I'm a sensitive little sad bean, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world.
Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, princess-of-quite-a-lot, and certified silly goose
Thank you. I will.
I wanted to put something funny but I couldn’t think of anything.