Im creating a subclss whose whole thimng is abusing the rules and item/spell descriptions. Im having a hard time choosing what class it is for and what the fetures to make. Any help is appritiated.
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Your not worthless, your heart can sell for millions on the dark web.
Creating a subclass focused on manipulating rules and descriptions is an intriguing idea and reminds me of a "loophole lawyer" or "rules lawyer" style of play. The class that might best embody this concept could be the Rogue, with their cunning, resourcefulness, and tendency to exploit every advantage. The subclass could be called something like the "Arcane Trickster's Lawyer" or "Eldritch Loophole Exploiter."
Here are some details to help you along, just spitballing:
Level 3: Legal Loophole Savant
You gain proficiency in Arcana and History, or double proficiency if you're already proficient. You learn the "Comprehend Languages" spell; you can cast it once per long rest without using a spell slot. This represents your ability to understand and exploit written rules and texts.
Level 3: Technicality Twist
Once per short rest, when you use an item or cast a spell, you can twist the interpretation of its description. For example, if a spell affects an "enemy," you could argue that an ally who's been charmed and turned against you qualifies. The DM has the final say, but must allow it if your argument is reasonable and creative.
Level 9: Ambiguous Artificer
You gain the ability to cast "Identify" at will, without expending a spell slot. You find the loopholes in magic items or spells affecting you or your allies and can exploit them. Once per long rest, when affected by a spell or using a magic item, you may use this feature to alter a minor detail of its effect. For example, you might extend the range of a "Wand of Magic Missiles" by 10 feet or increase the duration of a "Potion of Invisibility" by a few minutes.
Level 13: Subclause Sleight
You can now use Technicality Twist twice per short rest. You have advantage on saving throws against spells or magical effects if you can argue a convincing loophole or technicality that would grant you immunity or resistance.
Level 17: Master Manipulator
When you use your Technicality Twist, you can now choose to ignore a component of a spell (verbal, somatic, or material) or bypass a single stipulation of an item's use. Once per long rest, you can use your Ambiguous Artificer ability to completely alter a spell or item's primary effect in a significant but temporary way, such as turning a "Fireball" spell into an "Iceball" spell that deals cold damage instead of fire damage.
Just some ideas.
Good luck.
Update: These features would allow the subclass to bend the rules without breaking the game, encouraging creative interpretations and uses of spells and items while still leaving the ultimate decision to the Dungeon Master's discretion. It also makes clear that these abilities are a limited resource, preventing the subclass from completely overwhelming the game's balance.
Im creating a subclss whose whole thimng is abusing the rules and item/spell descriptions. Im having a hard time choosing what class it is for and what the fetures to make. Any help is appritiated.
Your not worthless, your heart can sell for millions on the dark web.
PM me the word 🍅tomato or 🍌banana
Creating a subclass focused on manipulating rules and descriptions is an intriguing idea and reminds me of a "loophole lawyer" or "rules lawyer" style of play. The class that might best embody this concept could be the Rogue, with their cunning, resourcefulness, and tendency to exploit every advantage. The subclass could be called something like the "Arcane Trickster's Lawyer" or "Eldritch Loophole Exploiter."
Here are some details to help you along, just spitballing:
Level 3: Legal Loophole Savant
You gain proficiency in Arcana and History, or double proficiency if you're already proficient.
You learn the "Comprehend Languages" spell; you can cast it once per long rest without using a spell slot. This represents your ability to understand and exploit written rules and texts.
Level 3: Technicality Twist
Once per short rest, when you use an item or cast a spell, you can twist the interpretation of its description. For example, if a spell affects an "enemy," you could argue that an ally who's been charmed and turned against you qualifies. The DM has the final say, but must allow it if your argument is reasonable and creative.
Level 9: Ambiguous Artificer
You gain the ability to cast "Identify" at will, without expending a spell slot. You find the loopholes in magic items or spells affecting you or your allies and can exploit them. Once per long rest, when affected by a spell or using a magic item, you may use this feature to alter a minor detail of its effect. For example, you might extend the range of a "Wand of Magic Missiles" by 10 feet or increase the duration of a "Potion of Invisibility" by a few minutes.
Level 13: Subclause Sleight
You can now use Technicality Twist twice per short rest.
You have advantage on saving throws against spells or magical effects if you can argue a convincing loophole or technicality that would grant you immunity or resistance.
Level 17: Master Manipulator
When you use your Technicality Twist, you can now choose to ignore a component of a spell (verbal, somatic, or material) or bypass a single stipulation of an item's use. Once per long rest, you can use your Ambiguous Artificer ability to completely alter a spell or item's primary effect in a significant but temporary way, such as turning a "Fireball" spell into an "Iceball" spell that deals cold damage instead of fire damage.
Just some ideas.
Good luck.
Update: These features would allow the subclass to bend the rules without breaking the game, encouraging creative interpretations and uses of spells and items while still leaving the ultimate decision to the Dungeon Master's discretion. It also makes clear that these abilities are a limited resource, preventing the subclass from completely overwhelming the game's balance.