a mage who prioritizes melee combat and chaining their spells with their attacks
weapon summoning (gained at level 2)
when combat begins, you automatically unequip any weapons and armor on you and gain one of the following in your hands:
a large bone: (passively gives +1 AC while equipped) (attack is a D6 bludgeoning damage)
dual bones one for each hand: (when equipped gain +1 attacks per action) (attacks deal D6 bludgeoning damage)
a sharpened magic blade resembling a knife: (when equipped, gain -1 AC but +2 DEX) (attacks deal 1D12 slashing damage)
heavy trident: a large trident, uses both hands, has two attacks, a swing for 2D4 slashing damage, or a stab that does 1d12 plus 4 piercing damage but uses all attacks in a action and needs at least 2 to use
thorn hatchet: when equipped, you take 2d6 poison damage each turn, attacking with this deals 1d6 slashing damage and 2d6 poison damage on hit
no weapon: doing this will disable the parry trait but give a +4 on DEX and a +4 to any damage done with spells
parry and dodge (gained at level 2)
when you are hit by a melee attack or any form of physical attack that rolls against your armour class, as a reaction (note: this does not use your turns reaction) you may do one of two things:
parry- when this is used, you roll your hit die, and if it is the same or higher than the opponents hit die, you roll that weapons damage die plus your armour class (with a -6 modifier if the weapon is the bone knife) if the damage you deal is greater than or equal to the damage you wouldve taken, you parry the blow with your weapon, if this is used on a projectile it is destroyed, and if it is against a melee attack you give the opponent disadvantage on attack rolls for the rest of their turn. failing to meet the parry hit die requirement means you take full damage, and failing to meet the damage die requirement means you take 1/4 damage, succeeding makes you take 3/4 damage (unless it is, for example, a projectile that bursts open or a heavy weapon swing)
dodge - dodge is much simpler than parry, when used you can choose to roll a dexterity saving throw with a -2 modifier added on top of any modifiers you have, if it is higher than the hit die of the attack you dodge it (this can be used as a reaction to magical, non-physical attacks as well, like fireball) if the attack is melee the opponent rolls a dexterity saving throw with difficulty equal to what they rolled on their hit die, on a fail they lose one attack action if they had more remaining (this representing them being overextended) and on a success they are unaffected, if it dodges a projectile than the projectile continues forward until it hits something, fizzles out, or whatever it would normally do (note this cant dodge radius projectiles, but can dodge projectiles that create a radius on contact)
spell attack synergy (gained at level 3)
when using a action to do melee attacks, you may choose to replace 1 melee attack with a spell cast, doing this allows you to cast any spell you have within an attack combo, however, doing this does mean the spell costs twice as many spell slots to cast, this cannot be used with any spells that require charging or concentration to cast
if you replace a attack with a cantrip gain another attack that action
unique spells (gained at level 2)
this subclass has a multitude of different spells learn, all of which don't use spell slots but instead drain stamina
stamina (gained at level 2)
your character has a total of 65 stamina, and a additional 15 per level
keep track of how much you use
every turn your character passively recovers 5 stamina at the end of a turn, or 10 if your character hasn't moved, doing nothing for a turn recovers you 30 stamina, and eating or drinking certain high-sugar foods recovers a amount the dm decides (for example, 20 for a apple). healing magic also heals stamina, for every 4 hp it heals it heals 1 stamina
at 50% stamina you gain a -1 to AC. at 25% stamina it becomes a -2AC and -2DEX nerf. at 10% stamina your character becomes unable to use stamina magic, and parrying no longer works. at 0% stamina your character becomes incapacitated until they get back to 5% or more
different abilities use different amounts of stamina:
basic attacks: use two stamina each
parrying: on a failed parry you use 5 stamina, or 3 on one you succeed on
dodging: dodging uses 4 stamina regardless of it you succeed or fail
spike burst: this spell uses 7 stamina to trigger both variants
energy blast: this spell uses 4 energy per blast created, but the cost is halved for every blaster made after the second (making 2 costs 8, than 3 for 10, 4 for 12, ect)
teleport: when teleporting, you use 2 energy for every 5 foot you moved with it
gravity manipulation: 7 stamina per cast
projectile summon: 3 energy per projectile
spell casting: casting any standard spells costs 3 stamina each (as well as the spells normal requirements)
magic conversion (gained at level 5)
you gain the ability to convert your magic into stamina:
as a bonus action, you can sacrifice any combination of spell slots and sorcerous points in order to recover stamina, at this conversion rate:
sorcerous point: 5 stamina recovered per point spent
stamina healing (gained at level 8)
through experience with your magic, you realize a way to mitigate one of your greatest weaknesses
you gain the ability to, as a bonus action in combat, convert stamina to HP.
the conversion rate is 6 stamina points per health point
additionally, after using this trait, you become unable to recover stamina that turn
magic body (gained at level 1)
through attunement with your magic, you become significantly different than regular people
you become immune to poisons, and resistant to falling damage and magical attacks
however, you become vulnerable to any direct melee attacks as well as psychic damage and gain vulnerability to damage from sneak attacks
your character also becomes very lightweight, weighing almost a third of what they would otherwise (this does mean encumbrance is lowered)
your character gains +3 hp every level
your characters dies instantly, turning to dust if put below 1 hp (as well as all items they had on them that were nonmagical)
full tilt (gained at level 11)
at any time, when taking a offensive action, you may spend twice as much stamina. in exchange you deal twice as much damage with that attack
determination (gained at level 16)
at level 16, you manage to learn how to bring yourself together through strength of will. the first time your hp goes below 0, become immune to damage, gain 1 hp and gain 60 stamina a turn for the next 3 turns and continue fighting as normal, if not healed to 1/8 max hp in that time, you then turn to dust and die as normal
reactive defense (gained at level 13)
you learn how to move faster when being attacked, and gain the ability to fight back
when you dodge or parry a attack successfully, you can make 1 attack action on the person who attacked you, at the cost of using 1.5X the stamina
stamina management (gained at level 19)
all actions now cost -1 stamina (minimum of 2 stamina per action)
level 20 (learned at level 20)
gain the ability to recover 50 stamina instantly once per long rest as a non-action ability in combat
you send out a wave of spiky long objects (these could be vines, bones, spears or whatever else you imagine as long as it is normally sharp) in a direction your facing, and there are two variations of this spell:
variation 1: the object each take up 1, 5 foot, square, and jet forward in 4 sections. if a opponent is in the way they roll dexterity saving throw (dc17) and take 4d6 piercing damage on a failed save, or none on a successful one, either way they are then pushed to either side of the wall, each object is 10 foot tall, and each sharp object section is 10 foot long, they can be attacked and have a AC of 17 and 20hp and on being destroyed the other sections remain. these disappear after 4 turns unless the caster re-casts it as a reaction to its disappearance
variation 2: many smaller objects shoot forward, covering a 15 foot wide and 40 foot long area, with the same damage traits as variation 1, but unlike variation 1 it does NOT move the opponents it hits, instead anyone who moves in or out of these spikey objects takes 4d4 piercing damage. these disappear after 4 turns unless the caster re-casts it as a reaction to its disappearance
you summon a floating orb or another floating object of your choice, such as a dragon skull, a portal, or whatever else, and from it a laser fires, dealing 4d8 damage to anything it hits and ignoring immunities and resistances
you can summon multiple of these at once, but each one uses energy
you can also summon one without firing it, doing this allows you to ride on it with a flight speed of 90foot, if you stand on it when it is moving you must roll a DC16 dexterity saving throw, if failed you fall off
when this spell is used, any creature or object within its raidus (from a 5x5 to a 15x15 square area) other than the caster will experience a change in gravity in a direction of the users choice, meaning they either:
are sent flying 40 foot either backwards, forwards left or right, taking 12 bludgeoning damage plus any other hazard damage on impact
are made to float in the air, unable to get down unless they have flight speed until the users next turn, it than automatically re-casts using the users stamina before the users turn should they not cancel it
are pinned to the floor, unable to move or attack unless they succeed on a dc17 strength saving throw it than automatically re-casts using the users stamina before the users turn should they not cancel it
when this spell is cast, summon multiple sharp objects made of magic that look as you want , and then launch them forward in a torrent towards a opponent, each that hits deals 1d6 damage
a mage who prioritizes melee combat and chaining their spells with their attacks
weapon summoning (gained at level 2)
when combat begins, you automatically unequip any weapons and armor on you and gain one of the following in your hands:
a large bone: (passively gives +1 AC while equipped) (attack is a D6 bludgeoning damage)
dual bones one for each hand: (when equipped gain +1 attacks per action) (attacks deal D6 bludgeoning damage)
a sharpened magic blade resembling a knife: (when equipped, gain -1 AC but +2 DEX) (attacks deal 1D12 slashing damage)
heavy trident: a large trident, uses both hands, has two attacks, a swing for 2D4 slashing damage, or a stab that does 1d12 plus 4 piercing damage but uses all attacks in a action and needs at least 2 to use
thorn hatchet: when equipped, you take 2d6 poison damage each turn, attacking with this deals 1d6 slashing damage and 2d6 poison damage on hit
no weapon: doing this will disable the parry trait but give a +4 on DEX and a +4 to any damage done with spells
parry and dodge (gained at level 2)
when you are hit by a melee attack or any form of physical attack that rolls against your armour class, as a reaction (note: this does not use your turns reaction) you may do one of two things:
parry- when this is used, you roll your hit die, and if it is the same or higher than the opponents hit die, you roll that weapons damage die plus your armour class (with a -6 modifier if the weapon is the bone knife) if the damage you deal is greater than or equal to the damage you wouldve taken, you parry the blow with your weapon, if this is used on a projectile it is destroyed, and if it is against a melee attack you give the opponent disadvantage on attack rolls for the rest of their turn. failing to meet the parry hit die requirement means you take full damage, and failing to meet the damage die requirement means you take 1/4 damage, succeeding makes you take 3/4 damage (unless it is, for example, a projectile that bursts open or a heavy weapon swing)
dodge - dodge is much simpler than parry, when used you can choose to roll a dexterity saving throw with a -2 modifier added on top of any modifiers you have, if it is higher than the hit die of the attack you dodge it (this can be used as a reaction to magical, non-physical attacks as well, like fireball) if the attack is melee the opponent rolls a dexterity saving throw with difficulty equal to what they rolled on their hit die, on a fail they lose one attack action if they had more remaining (this representing them being overextended) and on a success they are unaffected, if it dodges a projectile than the projectile continues forward until it hits something, fizzles out, or whatever it would normally do (note this cant dodge radius projectiles, but can dodge projectiles that create a radius on contact)
spell attack synergy (gained at level 3)
when using a action to do melee attacks, you may choose to replace 1 melee attack with a spell cast, doing this allows you to cast any spell you have within an attack combo, however, doing this does mean the spell costs twice as many spell slots to cast, this cannot be used with any spells that require charging or concentration to cast
if you replace a attack with a cantrip gain another attack that action
unique spells (gained at level 2)
this subclass has a multitude of different spells learn, all of which don't use spell slots but instead drain stamina
stamina (gained at level 2)
your character has a total of 65 stamina, and a additional 15 per level
keep track of how much you use
every turn your character passively recovers 5 stamina at the end of a turn, or 10 if your character hasn't moved, doing nothing for a turn recovers you 30 stamina, and eating or drinking certain high-sugar foods recovers a amount the dm decides (for example, 20 for a apple). healing magic also heals stamina, for every 4 hp it heals it heals 1 stamina
at 50% stamina you gain a -1 to AC. at 25% stamina it becomes a -2AC and -2DEX nerf. at 10% stamina your character becomes unable to use stamina magic, and parrying no longer works. at 0% stamina your character becomes incapacitated until they get back to 5% or more
different abilities use different amounts of stamina:
basic attacks: use two stamina each
parrying: on a failed parry you use 5 stamina, or 3 on one you succeed on
dodging: dodging uses 4 stamina regardless of it you succeed or fail
spike burst: this spell uses 7 stamina to trigger both variants
energy blast: this spell uses 4 energy per blast created, but the cost is halved for every blaster made after the second (making 2 costs 8, than 3 for 10, 4 for 12, ect)
teleport: when teleporting, you use 2 energy for every 5 foot you moved with it
gravity manipulation: 7 stamina per cast
projectile summon: 3 energy per projectile
spell casting: casting any standard spells costs 3 stamina each (as well as the spells normal requirements)
magic conversion (gained at level 5)
you gain the ability to convert your magic into stamina:
as a bonus action, you can sacrifice any combination of spell slots and sorcerous points in order to recover stamina, at this conversion rate:
spell slots below level 5: spell slot level X 3 = stamina restored
spell slots above level 4: spell slot level X 5 = stamina restored
sorcerous point: 5 stamina recovered per point spent
stamina healing (gained at level 8)
through experience with your magic, you realize a way to mitigate one of your greatest weaknesses
you gain the ability to, as a bonus action in combat, convert stamina to HP.
the conversion rate is 6 stamina points per health point
additionally, after using this trait, you become unable to recover stamina that turn
magic body (gained at level 1)
through attunement with your magic, you become significantly different than regular people
you become immune to poisons, and resistant to falling damage and magical attacks
however, you become vulnerable to any direct melee attacks as well as psychic damage and gain vulnerability to damage from sneak attacks
your character also becomes very lightweight, weighing almost a third of what they would otherwise (this does mean encumbrance is lowered)
your character gains +3 hp every level
your characters dies instantly, turning to dust if put below 1 hp (as well as all items they had on them that were nonmagical)
full tilt (gained at level 11)
at any time, when taking a offensive action, you may spend twice as much stamina. in exchange you deal twice as much damage with that attack
determination (gained at level 16)
at level 16, you manage to learn how to bring yourself together through strength of will. the first time your hp goes below 0, become immune to damage, gain 1 hp and gain 60 stamina a turn for the next 3 turns and continue fighting as normal, if not healed to 1/8 max hp in that time, you then turn to dust and die as normal
reactive defense (gained at level 13)
you learn how to move faster when being attacked, and gain the ability to fight back
when you dodge or parry a attack successfully, you can make 1 attack action on the person who attacked you, at the cost of using 1.5X the stamina
stamina management (gained at level 19)
all actions now cost -1 stamina (minimum of 2 stamina per action)
level 20 (learned at level 20)
gain the ability to recover 50 stamina instantly once per long rest as a non-action ability in combat
i wish it would let me upload images for the spells, one sec
all these spells im listing are the unqiue spells btw
spell 1: spike burst
Casting Time: 1 Action
To Hit: +5
Attack/Save: DEX 15
Damage: 4d6+5
Damage Type: Piercing
Stat: CHA
Range/Area:40ft.
you send out a wave of spiky long objects (these could be vines, bones, spears or whatever else you imagine as long as it is normally sharp) in a direction your facing, and there are two variations of this spell:
variation 1: the object each take up 1, 5 foot, square, and jet forward in 4 sections. if a opponent is in the way they roll dexterity saving throw (dc17) and take 4d6 piercing damage on a failed save, or none on a successful one, either way they are then pushed to either side of the wall, each object is 10 foot tall, and each sharp object section is 10 foot long, they can be attacked and have a AC of 17 and 20hp and on being destroyed the other sections remain. these disappear after 4 turns unless the caster re-casts it as a reaction to its disappearance
variation 2: many smaller objects shoot forward, covering a 15 foot wide and 40 foot long area, with the same damage traits as variation 1, but unlike variation 1 it does NOT move the opponents it hits, instead anyone who moves in or out of these spikey objects takes 4d4 piercing damage. these disappear after 4 turns unless the caster re-casts it as a reaction to its disappearance
spell 2 energy blast
Casting Time: 1 Action
To Hit: +5
Attack/Save: DEX 14
Damage: 4d8+5
Damage Type: Force
Stat: CHA
Range/Area: 120ft./10ft.
you summon a floating orb or another floating object of your choice, such as a dragon skull, a portal, or whatever else, and from it a laser fires, dealing 4d8 damage to anything it hits and ignoring immunities and resistances
you can summon multiple of these at once, but each one uses energy
you can also summon one without firing it, doing this allows you to ride on it with a flight speed of 90foot, if you stand on it when it is moving you must roll a DC16 dexterity saving throw, if failed you fall off
spell 3
teleport
Casting Time:1 Action
when the spell is cast, you flicker out of existence, before re-appearing at any point you can see
the spell does use large amounts of energy, so be wary
the spell cannot take other people with it or be used when pinned or restrained
the spell can also be used directly after dodging a attack even if its not your turn
spell 4: gravity manipulation
Casting Time: 1 Action
when this spell is used, any creature or object within its raidus (from a 5x5 to a 15x15 square area) other than the caster will experience a change in gravity in a direction of the users choice, meaning they either:
are sent flying 40 foot either backwards, forwards left or right, taking 12 bludgeoning damage plus any other hazard damage on impact
are made to float in the air, unable to get down unless they have flight speed until the users next turn, it than automatically re-casts using the users stamina before the users turn should they not cancel it
are pinned to the floor, unable to move or attack unless they succeed on a dc17 strength saving throw it than automatically re-casts using the users stamina before the users turn should they not cancel it
spell 5: projectile summon
Casting Time: 1 Action
To Hit: +6
Damage: 1d6+6
Damage Type: Piercing
Stat: DEX
Range/Area: 50ft.
when this spell is cast, summon multiple sharp objects made of magic that look as you want , and then launch them forward in a torrent towards a opponent, each that hits deals 1d6 damage
this class would be uploaded but its stuck in the dungeons of the dnd homebrew subclass glitch
wizard subclass?
Any sufficiently widespread magic is indistinguishable from technology.
The second funniest thing to make a D&D party do is explain morality
Try your hand at the Ultimate Skill Build Challenge!
I probably nitpick and scrutinize too much