I have been messing around with ai, and asked it to make a "elemental" class, and this is what it came up with. I'm going to need help balancing it, and it needs more abilities, but it's a solid start
Class Features:
Hit Points:
Hit Dice: 1d8 per Elemental level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental level after 1st
Proficiencies:
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Nature, Perception, Survival
Unarmored Defense:
At 1st level, you gain the ability to use your Strength modifier to boost your defense when not wearing armor.
Unarmored Defense: While not wearing armor, your Armor Class is equal to 10 + your Strength modifier + your Dexterity modifier.
Elemental Points:
Starting at 1st level, the Elemental gains a pool of Elemental Points (EP) that they can use to perform special techniques.
Elemental Points per Level: The Elemental starts with 2 EP and gains 2 additional EP at levels 3, 6, 9, 12, 15, and 18.
Restoration of Elemental Points: All expended EP are regained after a long rest.
Elemental Attacks:
These are basic elemental attacks, which require no Elemental Points but increase in potency at certain levels, similar to cantrips. They are all based on Strength for their attack rolls and damage. They count as magical for the purposes of overcoming resistances.
Wind Blast (Air):
Range: 120 feet
Attack: Ranged attack using Strength modifier
Damage: 1d6 Slashing damage
Effect: You may push the target up to 10 feet away from you.
Upgrades:
At level 5: Damage increases to 2d6.
At level 11: Damage increases to 3d6.
At level 17: Damage increases to 4d6.
Earth Strike (Earth):
Range: 30 feet
Attack: Ranged attack using Strength modifier
Damage: 1d12 bludgeoning damage
Upgrades:
At level 5: Damage increases to 2d10.
At level 11: Damage increases to 3d10.
At level 17: Damage increases to 4d10.
Flame Strike (Fire):
Range: 90 feet
Attack: Ranged attack using Strength modifier
Damage: 1d10 Fire damage
Upgrades:
At level 5: Damage increases to 2d10.
At level 11: Damage increases to 3d10.
At level 17: Damage increases to 4d10.
Water Whip (Water):
Range: 60 feet
Attack: Ranged attack using Strength modifier
Damage: 1d8 Cold damage
Effect: you may pull the target 10 feet towards you.
Upgrades:
At level 5: Damage increases to 2d8.
At level 11: Damage increases to 3d8.
At level 17: Damage increases to 4d8.
Elemental Techniques:
At 2nd level, the Elemental gains access to Elemental Techniques, which are special abilities that cost Elemental Points to use. You gain a new Elemental Technique at levels 5, 9, 11, and 17.
Techniques List:
Gale Push (Air):
Cost: 2 EP
Effect: As an action, a sudden gust of wind blasts outward in a 15-foot cone. Each creature in the area must make a Strength saving throw or take 2d6 Force damage and be pushed 15 feet away from you.
Upgrades:
At level 5: Damage increases to 3d6.
At level 11: Damage increases to 4d6.
At level 17: Damage increases to 5d6.
Earthquake Slam (Earth):
Cost: 3 EP
Effect: You slam the ground as an action, causing the earth to shake in a 20-foot radius centered on a point within 30 feet. All creatures in range must succeed on a Dexterity saving throw or take 3d12 Bludgeoning damage and fall prone.
Upgrades:
At level 5: Damage increases to 4d12.
At level 11: Damage increases to 5d12.
At level 17: Damage increases to 6d12.
Inferno Burst (Fire):
Cost: 3 EP
Effect: As an action, you unleash a burst of flame in a 10-foot radius centered on a point within 30 feet. Each creature in the area must make a Dexterity saving throw or take 3d8 Fire damage and be burned for 1d8 Fire damage at the start of their next turn.
Upgrades:
At level 5: Damage increases to 4d8.
At level 11: Damage increases to 5d8.
At level 17: Damage increases to 6d8.
Tidal Wave (Water):
Cost: 4 EP
Effect: You summon a wave of water that crashes down in a 20-foot line that is 5 feet wide. Each creature in the line must make a Strength saving throw or take 4d10 Bludgeoning damage and be knocked prone. Creatures that succeed take half damage and are not knocked prone.
Upgrades:
At level 5: Damage increases to 5d10.
At level 11: Damage increases to 6d10.
At level 17: Damage increases to 7d10.
Elemental Mastery:
At level 20, you have reached the pinnacle of your elemental abilities. You can now use each of your four Elemental Attacks (Wind Blast, Earth Shard, Flame Strike, and Water Jet) in one action by expending 2 EP.
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I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
(1) Anyone can ask AI the exact same thing if they want such a class so there is no point to making it, no one will ever use it.
(2) The class is also fundamentally flawed so would require a complete rewrite, it would be simpler to start from scratch than "fix" this.
(3) You are contributing nothing to the class yet I assume you will tell people you made it, so from an ethical point of view, no.
If you want to make a class, then you should learn the rules and use your own creativity to make it. If you don't want to come up with the class yourself then why are you spending your time making it at all? Go use your time doing something you do enjoy and are interested & passionate about.
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I have been messing around with ai, and asked it to make a "elemental" class, and this is what it came up with. I'm going to need help balancing it, and it needs more abilities, but it's a solid start
Class Features:
Hit Points:
Hit Dice: 1d8 per Elemental level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental level after 1st
Proficiencies:
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Nature, Perception, Survival
Unarmored Defense:
At 1st level, you gain the ability to use your Strength modifier to boost your defense when not wearing armor.
Unarmored Defense: While not wearing armor, your Armor Class is equal to 10 + your Strength modifier + your Dexterity modifier.
Elemental Points:
Starting at 1st level, the Elemental gains a pool of Elemental Points (EP) that they can use to perform special techniques.
Elemental Points per Level: The Elemental starts with 2 EP and gains 2 additional EP at levels 3, 6, 9, 12, 15, and 18.
Restoration of Elemental Points: All expended EP are regained after a long rest.
Elemental Attacks:
These are basic elemental attacks, which require no Elemental Points but increase in potency at certain levels, similar to cantrips. They are all based on Strength for their attack rolls and damage. They count as magical for the purposes of overcoming resistances.
Wind Blast (Air):
Range: 120 feet
Attack: Ranged attack using Strength modifier
Damage: 1d6 Slashing damage
Effect: You may push the target up to 10 feet away from you.
Upgrades:
At level 5: Damage increases to 2d6.
At level 11: Damage increases to 3d6.
At level 17: Damage increases to 4d6.
Earth Strike (Earth):
Range: 30 feet
Attack: Ranged attack using Strength modifier
Damage: 1d12 bludgeoning damage
Upgrades:
At level 5: Damage increases to 2d10.
At level 11: Damage increases to 3d10.
At level 17: Damage increases to 4d10.
Flame Strike (Fire):
Range: 90 feet
Attack: Ranged attack using Strength modifier
Damage: 1d10 Fire damage
Upgrades:
At level 5: Damage increases to 2d10.
At level 11: Damage increases to 3d10.
At level 17: Damage increases to 4d10.
Water Whip (Water):
Range: 60 feet
Attack: Ranged attack using Strength modifier
Damage: 1d8 Cold damage
Effect: you may pull the target 10 feet towards you.
Upgrades:
At level 5: Damage increases to 2d8.
At level 11: Damage increases to 3d8.
At level 17: Damage increases to 4d8.
Elemental Techniques:
At 2nd level, the Elemental gains access to Elemental Techniques, which are special abilities that cost Elemental Points to use. You gain a new Elemental Technique at levels 5, 9, 11, and 17.
Techniques List:
Gale Push (Air):
Cost: 2 EP
Effect: As an action, a sudden gust of wind blasts outward in a 15-foot cone. Each creature in the area must make a Strength saving throw or take 2d6 Force damage and be pushed 15 feet away from you.
Upgrades:
At level 5: Damage increases to 3d6.
At level 11: Damage increases to 4d6.
At level 17: Damage increases to 5d6.
Earthquake Slam (Earth):
Cost: 3 EP
Effect: You slam the ground as an action, causing the earth to shake in a 20-foot radius centered on a point within 30 feet. All creatures in range must succeed on a Dexterity saving throw or take 3d12 Bludgeoning damage and fall prone.
Upgrades:
At level 5: Damage increases to 4d12.
At level 11: Damage increases to 5d12.
At level 17: Damage increases to 6d12.
Inferno Burst (Fire):
Cost: 3 EP
Effect: As an action, you unleash a burst of flame in a 10-foot radius centered on a point within 30 feet. Each creature in the area must make a Dexterity saving throw or take 3d8 Fire damage and be burned for 1d8 Fire damage at the start of their next turn.
Upgrades:
At level 5: Damage increases to 4d8.
At level 11: Damage increases to 5d8.
At level 17: Damage increases to 6d8.
Tidal Wave (Water):
Cost: 4 EP
Effect: You summon a wave of water that crashes down in a 20-foot line that is 5 feet wide. Each creature in the line must make a Strength saving throw or take 4d10 Bludgeoning damage and be knocked prone. Creatures that succeed take half damage and are not knocked prone.
Upgrades:
At level 5: Damage increases to 5d10.
At level 11: Damage increases to 6d10.
At level 17: Damage increases to 7d10.
Elemental Mastery:
At level 20, you have reached the pinnacle of your elemental abilities. You can now use each of your four Elemental Attacks (Wind Blast, Earth Shard, Flame Strike, and Water Jet) in one action by expending 2 EP.
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
.-. .- -. -.. --- -- / -- --- .-. ... . / -.-. --- -.. . .-.-.-
Short answer: No.
Reasons:
(1) Anyone can ask AI the exact same thing if they want such a class so there is no point to making it, no one will ever use it.
(2) The class is also fundamentally flawed so would require a complete rewrite, it would be simpler to start from scratch than "fix" this.
(3) You are contributing nothing to the class yet I assume you will tell people you made it, so from an ethical point of view, no.
If you want to make a class, then you should learn the rules and use your own creativity to make it. If you don't want to come up with the class yourself then why are you spending your time making it at all? Go use your time doing something you do enjoy and are interested & passionate about.