Soooo, I got bored a few weeks ago, and I looked at some homebrew. I kept seeing FMA (only able to effect existing matter) inspired subclasses, but I didn't feel like the only "class" that would fit would be wizard. So instead I made a whole new class.
The basic idea is a class with reduced spellslots, but has the ability to select spells like the druid/cleric and possibly gain spell slots back after s short rest (still to be determined).
Anyway please let me know if you have a suggestion for this class and the subclasses. Have fun.
Still needs a name (Druid/Cleric/Warlock/Wizard spell-caster Hybrid):
Description: You are a regular mortal. You were not born with powerful ancestors who gave you power, nor from some kind of outer being who has lent you abilities. You are more akin to a wizard, but not as “magically inclined” as they are.
This class allows you to perform “spell like” abilities, through the use of arcane circles and “equivalent exchanges” (changing matter from one form into another of the same mass), even though you posses no magical abilities of your own.
Class Features Level 1 Hit Points: 1d8 + Constitution per this class’s level
Ability to ritual cast any spell this class currently knows (Including Cantrips) (even if it is not prepared). This casting takes 10 minutes plus the spell’s casting time.
Choose a Subclass
Level 2 Subclass Feature
Level 3 Create Transmutation Circles/Scrolls: Requires regular paper and ink (or possibly tattooing circles onto your skin for a more permanent solution), and a spell slot to burn to infuse into the scroll.
You can create one of these scrolls per long rest. The total number of scrolls/spell levels that can be made this way is equal to half your current level rounded up. These scrolls can contain spells that you know, but do not have prepared at the time. (Cantrips count as half a point, level 1 counts for 1, etc)
These Spell Scrolls require an action to activate. And can be activated by anyone?
Level 4 Ability Score Improvement
Level 5
Level 6 Subclass Feature
Level 7 This class has the ability to double the area of effect and/or the distance of any Transmuter spell. You must use both your action and your bonus action as well as taking damage equal to 1d6 psychic damage per the spells level.
Level 8 Ability Score Improvement
Level 9
Level 10 Subclass Feature
Level 11
Level 12 Ability Score Improvement
Level 13
Level 14 Subclass Feature
Level 15
Level 16 Ability Score Improvement
Level 17 If you run out of spell slots (or out of a certain level spell slot), you are still able to cast spells. You must use both your action and your bonus action, while also taking 1d10 psychic damage per the spells level every-time you cast a spell using this method.
Level 18 Subclass Features
Level 19 Ability Score Improvement
Level 20 Instead of only able to create 10 levels worth of spell scrolls, you can create up 14 levels worth of scrolls. These scrolls only require a bonus action to use, and can be used by anyone. If there is a spell attack roll or saving throw involved it equals yours.
Subclasses: “Elemental” Alchemy (Choose an element: Air, Earth, Fire, Water) Lvl 1 Choose one elemental type: either Air, Earth, Fire, or Water. You can add your Intelligence Modifier to that selected Elements Spell Damage
Lvl 2
Lvl 6 Choose an additional elemental type. These spells do not allow you to add your Intelligence Modifier to those spells damage type.
Lvl 10 Your cantrips/spells that effect matter (ex, freezing water, moving/shaping stone) can effect double the amount specified by the spell.
(Earth) Cantrip: Magic Stone, Shillelagh Lvl 1: Earth Tremor, Grease Lvl 2: Maximilian’s Earthen Grasp, Earth Bind Lvl 3: Erupting Earth, Wall of Sand Lvl 4: Blight, Stone Shape Lvl 5: Animate Objects, Wall of Stone Lvl 6: Bones of the Earth, Investiture of Stone Lvl 7: Reverse Gravity Lvl 8: Earthquake Lvl 9: Storm of Vengeance
(Fire) Cantrip: Produce Flame, Word of Radiance Lvl 1: Burning Hands, Hellish Rebuke Lvl 2: Aganazzar’s Scorcher, Scorching Ray Lvl 3: Fireball, Crusader’s Mantle Lvl 4: Wall of Fire, Sickening Radiance Lvl 5: Flame Strike, Immolation Lvl 6: Investiture of Flame, Sunbeam Lvl 7: Fire Storm Lvl 8: Sunburst Lvl 9: Storm of Vengeance
(Water) Cantrip: Frostbite, Ray of Frost Lvl 1: Armor of Agathys, Ice Knife Lvl 2: Protection from Poison, Snilloc’s Snowball Swarm Lvl 3: Tidal Wave, Wall of Water Lvl 4: Ice Storm, Watery Sphere Lvl 5: Cone of Cold, Maelstrom Lvl 6: Investiture of Ice, Wall of Ice Lvl 7: Simulacrum Lvl 8: Tsunami Lvl 9: Storm of Vengeance
“Destructive Alchemy” Destroying/Causing Damage (Lightning/Thunder/ Melee and Ranged Combat)
Lvl 1 This subclass gain Proficiency with Medium Armor and Martial Weapon.
You can cast spells that have a range of touch through a weapon attack. (Ex. Roll an attack, the target takes weapon damage plus the effects of the spell)
Lvl 2 Gain a Fighting Style (Archery, Dueling, Two-Weapon Fighting)
Lvl 6 You can attack twice instead of once when using the attack action.
Ability to etch a Transmuter circle into your weapon, ammunition, or shield and store a spells in it. (This does dig into your Scroll Feature).
These stored spells can be activated on impact for weapons and ammunition using a free action, or if an opponent hits you for shields. (If there is a ranged spell attack role, there is no need for the roll. If there is a spell save, the target still needs to make the spell save.)
Lvl 10
Lvl 14
Lvl 18
Spells for this Subclass Cantrip: Booming Blade, Shocking Grasp Lvl 1: Inflict Wounds, Thunderous Smite Lvl 2: Branding Smite, Flame Blade Lvl 3: Elemental Weapon, Conjure Barrage Lvl 4: Fire Shield, Staggering Smite Lvl 5: Conjure Volley, Contagion Lvl 6: Disintegrate, Flesh to Stone Lvl 7: Prismatic Spray Lvl 8: Antimagic Field Lvl 9: Invulnerability
“Natural Alchemy” Healing and Plant Based (Healing/Plant Magic)
Lvl 1 Add Intelligence Modifier to Healing
Automatically gain the Nature and Medicine Skill proficiency. If you already have these skills, double the proficiency.
Lvl 2
Lvl 6
Lvl 10
Lvl 14
Lvl 18
Spells for this Subclass Cantrip: Spare the Dying, Thorn Whip Lvl 1: Cure Wounds, Entangle Lvl 2: Lesser Restoration, Spike Growth Lvl 3: Plant Growth, Revivify Lvl 4: Grasping Vine, Guardian of Nature Lvl 5: Greater Restoration, Wrath of Nature Lvl 6: Heal, Wall of Thorns Lvl 7: Resurrection Lvl 8: Abi-Dalzim’s Horrid Wilting Lvl 9: Mass Heal
“Creation Alchemy” Creating minions/undead to work for you (Necrotic/Body Changing/Undead)
Lvl 1 Automatically gets a familiar. It evolves over time.
Lvl 2
Lvl 6
Lvl 10
Lvl 14
Lvl 18
Spells for this Subclass Cantrip: Primal Savagery, Toll the Dead Lvl 1: Beast Bond, False Life Lvl 2: Alter Self, Beast Sense Lvl 3: Animate Dead, Vampiric Touch Lvl 4: Polymorph, Shadow of Moil Lvl 5: Danse Macabre, Telepathic Bond Lvl 6: Create Undead, Soul Cage Lvl 7: Finger of Death Lvl 8: Clone Lvl 9: Shape Change
General Spells for this Class Cantrips: Control Flames Druidcraft Mending Mold Earth Shape Water
Lvl 1: Absorb Elements Catapult Create or Destroy Water Fog Cloud Purify Food and Drink Snare
Whoah, that's a lot of detail. Not bad... definitely more thorough and thought out than I could handle trying to create something like this. I'm not sure what a good name for it would be... maybe Runic Mage, since it seems to rely so much on runes and casting circles for spells.
The first thing that jumped out to me was the ability to cast literally any spell as a Ritual. That's huge. That's just... that's too much. I know it won't automatically break the game because of the time attached, but that's still a lot. Maybe add some more restrictions? Like if you ritual cast a spell that can't normally be cast as a ritual, it takes 1 hour to cast. Still a lot of potential for abuse by a clever player, but it would keep it from absolutely destroying game balance outside of combat.
For creating scrolls, I think there should be some kind of DC check with a chance of failure if used by someone else (similar to trying to cast a spell from a scroll that is of a higher level than your character has spell slots available)
I do like the idea of being able to cast without slots as a capstone feature... I'm not sure how balanced the costs for it are, but I like that there's some risk-reward related to it.
Soooo, I got bored a few weeks ago, and I looked at some homebrew. I kept seeing FMA (only able to effect existing matter) inspired subclasses, but I didn't feel like the only "class" that would fit would be wizard. So instead I made a whole new class.
The basic idea is a class with reduced spellslots, but has the ability to select spells like the druid/cleric and possibly gain spell slots back after s short rest (still to be determined).
Anyway please let me know if you have a suggestion for this class and the subclasses. Have fun.
Still needs a name (Druid/Cleric/Warlock/Wizard spell-caster Hybrid):
Description:
You are a regular mortal. You were not born with powerful ancestors who gave you power, nor from some kind of outer being who has lent you abilities. You are more akin to a wizard, but not as “magically inclined” as they are.
This class allows you to perform “spell like” abilities, through the use of arcane circles and “equivalent exchanges” (changing matter from one form into another of the same mass), even though you posses no magical abilities of your own.
Class Features
Level 1
Hit Points: 1d8 + Constitution per this class’s level
Saving Throws: Constitution and Intelligence
Proficiencies: Calligraphy tools, Light Armor, Simple Weapons
Gain 3 Skill Proficiencies: Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand
“Spell Casting”: Intelligence Based
“Spell Attack”: Intelligence Modifier + Proficiency
“Spell Save”: 8 + Intelligence Modifier + Proficiency Bonus
Spell Casting: Transmutation Circles (Focus)
Ability to ritual cast any spell this class currently knows (Including Cantrips) (even if it is not prepared). This casting takes 10 minutes plus the spell’s casting time.
Choose a Subclass
Level 2
Subclass Feature
Level 3
Create Transmutation Circles/Scrolls:
Requires regular paper and ink (or possibly tattooing circles onto your skin for a more permanent solution), and a spell slot to burn to infuse into the scroll.
You can create one of these scrolls per long rest. The total number of scrolls/spell levels that can be made this way is equal to half your current level rounded up. These scrolls can contain spells that you know, but do not have prepared at the time. (Cantrips count as half a point, level 1 counts for 1, etc)
These Spell Scrolls require an action to activate. And can be activated by anyone?
Level 4
Ability Score Improvement
Level 5
Level 6
Subclass Feature
Level 7
This class has the ability to double the area of effect and/or the distance of any Transmuter spell. You must use both your action and your bonus action as well as taking damage equal to 1d6 psychic damage per the spells level.
Level 8
Ability Score Improvement
Level 9
Level 10
Subclass Feature
Level 11
Level 12
Ability Score Improvement
Level 13
Level 14
Subclass Feature
Level 15
Level 16
Ability Score Improvement
Level 17
If you run out of spell slots (or out of a certain level spell slot), you are still able to cast spells. You must use both your action and your bonus action, while also taking 1d10 psychic damage per the spells level every-time you cast a spell using this method.
Level 18
Subclass Features
Level 19
Ability Score Improvement
Level 20
Instead of only able to create 10 levels worth of spell scrolls, you can create up 14 levels worth of scrolls.
These scrolls only require a bonus action to use, and can be used by anyone. If there is a spell attack roll or saving throw involved it equals yours.
Subclasses:
“Elemental” Alchemy
(Choose an element: Air, Earth, Fire, Water)
Lvl 1
Choose one elemental type: either Air, Earth, Fire, or Water. You can add your Intelligence Modifier to that selected Elements Spell Damage
Lvl 2
Lvl 6
Choose an additional elemental type. These spells do not allow you to add your Intelligence Modifier to those spells damage type.
Lvl 10
Your cantrips/spells that effect matter (ex, freezing water, moving/shaping stone) can effect double the amount specified by the spell.
Lvl 14
Lvl 18
Spells for this Subclass
(Air)
Cantrip: Gust, Thunderclap
Lvl 1: Thunderwave, Witch Bolt
Lvl 2: Shatter, Warding Wind
Lvl 3: Lightning Bolt, Wind Wall
Lvl 4: Freedom of Movement, Storm Sphere
Lvl 5: Cloud kill, Destructive Wave
Lvl 6: Chain Lightning, Investiture of Wind
Lvl 7: Whirlwind
Lvl 8: Incendiary Cloud
Lvl 9: Storm of Vengeance
(Earth)
Cantrip: Magic Stone, Shillelagh
Lvl 1: Earth Tremor, Grease
Lvl 2: Maximilian’s Earthen Grasp, Earth Bind
Lvl 3: Erupting Earth, Wall of Sand
Lvl 4: Blight, Stone Shape
Lvl 5: Animate Objects, Wall of Stone
Lvl 6: Bones of the Earth, Investiture of Stone
Lvl 7: Reverse Gravity
Lvl 8: Earthquake
Lvl 9: Storm of Vengeance
(Fire)
Cantrip: Produce Flame, Word of Radiance
Lvl 1: Burning Hands, Hellish Rebuke
Lvl 2: Aganazzar’s Scorcher, Scorching Ray
Lvl 3: Fireball, Crusader’s Mantle
Lvl 4: Wall of Fire, Sickening Radiance
Lvl 5: Flame Strike, Immolation
Lvl 6: Investiture of Flame, Sunbeam
Lvl 7: Fire Storm
Lvl 8: Sunburst
Lvl 9: Storm of Vengeance
(Water)
Cantrip: Frostbite, Ray of Frost
Lvl 1: Armor of Agathys, Ice Knife
Lvl 2: Protection from Poison, Snilloc’s Snowball Swarm
Lvl 3: Tidal Wave, Wall of Water
Lvl 4: Ice Storm, Watery Sphere
Lvl 5: Cone of Cold, Maelstrom
Lvl 6: Investiture of Ice, Wall of Ice
Lvl 7: Simulacrum
Lvl 8: Tsunami
Lvl 9: Storm of Vengeance
“Destructive Alchemy”
Destroying/Causing Damage (Lightning/Thunder/ Melee and Ranged Combat)
Lvl 1
This subclass gain Proficiency with Medium Armor and Martial Weapon.
You can cast spells that have a range of touch through a weapon attack. (Ex. Roll an attack, the target takes weapon damage plus the effects of the spell)
Lvl 2
Gain a Fighting Style (Archery, Dueling, Two-Weapon Fighting)
Lvl 6
You can attack twice instead of once when using the attack action.
Ability to etch a Transmuter circle into your weapon, ammunition, or shield and store a spells in it. (This does dig into your Scroll Feature).
These stored spells can be activated on impact for weapons and ammunition using a free action, or if an opponent hits you for shields. (If there is a ranged spell attack role, there is no need for the roll. If there is a spell save, the target still needs to make the spell save.)
Lvl 10
Lvl 14
Lvl 18
Spells for this Subclass
Cantrip: Booming Blade, Shocking Grasp
Lvl 1: Inflict Wounds, Thunderous Smite
Lvl 2: Branding Smite, Flame Blade
Lvl 3: Elemental Weapon, Conjure Barrage
Lvl 4: Fire Shield, Staggering Smite
Lvl 5: Conjure Volley, Contagion
Lvl 6: Disintegrate, Flesh to Stone
Lvl 7: Prismatic Spray
Lvl 8: Antimagic Field
Lvl 9: Invulnerability
“Natural Alchemy”
Healing and Plant Based (Healing/Plant Magic)
Lvl 1
Add Intelligence Modifier to Healing
Automatically gain the Nature and Medicine Skill proficiency. If you already have these skills, double the proficiency.
Lvl 2
Lvl 6
Lvl 10
Lvl 14
Lvl 18
Spells for this Subclass
Cantrip: Spare the Dying, Thorn Whip
Lvl 1: Cure Wounds, Entangle
Lvl 2: Lesser Restoration, Spike Growth
Lvl 3: Plant Growth, Revivify
Lvl 4: Grasping Vine, Guardian of Nature
Lvl 5: Greater Restoration, Wrath of Nature
Lvl 6: Heal, Wall of Thorns
Lvl 7: Resurrection
Lvl 8: Abi-Dalzim’s Horrid Wilting
Lvl 9: Mass Heal
“Creation Alchemy”
Creating minions/undead to work for you (Necrotic/Body Changing/Undead)
Lvl 1
Automatically gets a familiar. It evolves over time.
Lvl 2
Lvl 6
Lvl 10
Lvl 14
Lvl 18
Spells for this Subclass
Cantrip: Primal Savagery, Toll the Dead
Lvl 1: Beast Bond, False Life
Lvl 2: Alter Self, Beast Sense
Lvl 3: Animate Dead, Vampiric Touch
Lvl 4: Polymorph, Shadow of Moil
Lvl 5: Danse Macabre, Telepathic Bond
Lvl 6: Create Undead, Soul Cage
Lvl 7: Finger of Death
Lvl 8: Clone
Lvl 9: Shape Change
General Spells for this Class
Cantrips:
Control Flames
Druidcraft
Mending
Mold Earth
Shape Water
Lvl 1:
Absorb Elements
Catapult
Create or Destroy Water
Fog Cloud
Purify Food and Drink
Snare
Lvl 2:
Arcane Lock
Barkskin
Blindness/Deafness
Dust Devil
Gentle Response
Heat Metal
Knock
Pyrotechnics
Lvl 3:
Flame Arrows
Glyph of Warding
Lightning Arrow
Meld into Stone
Protection from Energy
Stinking Cloud
Tiny Servant
Lvl 4:
Conjure Minor Elemental
Control Water
Elemental Bane
Fabricate
Galder’s Speedy Courier
Stoneskin
Lvl 5:
Awaken
Conjure Elemental
Control Winds
Creation
Negative Energy Flood
Passwall
Transmute Rock
Lvl 6:
Move Earth
Primordial Ward
Lvl 7:
Regenerate
Lvl 8:
Lvl 9:
Whoah, that's a lot of detail. Not bad... definitely more thorough and thought out than I could handle trying to create something like this. I'm not sure what a good name for it would be... maybe Runic Mage, since it seems to rely so much on runes and casting circles for spells.
The first thing that jumped out to me was the ability to cast literally any spell as a Ritual. That's huge. That's just... that's too much. I know it won't automatically break the game because of the time attached, but that's still a lot. Maybe add some more restrictions? Like if you ritual cast a spell that can't normally be cast as a ritual, it takes 1 hour to cast. Still a lot of potential for abuse by a clever player, but it would keep it from absolutely destroying game balance outside of combat.
For creating scrolls, I think there should be some kind of DC check with a chance of failure if used by someone else (similar to trying to cast a spell from a scroll that is of a higher level than your character has spell slots available)
I do like the idea of being able to cast without slots as a capstone feature... I'm not sure how balanced the costs for it are, but I like that there's some risk-reward related to it.
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Thanks for the feedback. I appreciate the help.