Ok, I've revised the Pugilist, I think it's reasonably balanced in that it can let someone deal consistently reasonable damage with their fists, whilst also using them for spells and abilities. I specified the armour because A: gauntlets make punches hurt more, and B: I don't want this to overpower the Monk class when they go all flurry of blows!
What do you think? Does it still need a +1 to Strength as well?
This is pretty cool! I think it would be funny if they fought a rust monster.
Why?
Rust monsters can destroy armor.
I know what monsters I’m putting in my campaign.
They have a caption that says a dwarf would want to go against 20 orcs instead of a single rust monster. They are dangerous. And they barely do damage. They are also waaaay faster than you think.
This is pretty cool! I think it would be funny if they fought a rust monster.
Why?
Rust monsters can destroy armor.
I know what monsters I’m putting in my campaign.
They have a caption that says a dwarf would want to go against 20 orcs instead of a single rust monster. They are dangerous. And they barely do damage. They are also waaaay faster than you think.
So what level would you recommend going up against these guys?
This is pretty cool! I think it would be funny if they fought a rust monster.
Why?
Rust monsters can destroy armor.
I know what monsters I’m putting in my campaign.
They have a caption that says a dwarf would want to go against 20 orcs instead of a single rust monster. They are dangerous. And they barely do damage. They are also waaaay faster than you think.
So what level would you recommend going up against these guys?
A single one, level 1. 2 or 3, level 3 probably. 5, probably level 4-5. Then again, i could be way off. They only do 1d8 damage. Have a villain put them in front of a dungeon to ruin the party’s metal.
This is pretty cool! I think it would be funny if they fought a rust monster.
Why?
Rust monsters can destroy armor.
I know what monsters I’m putting in my campaign.
They have a caption that says a dwarf would want to go against 20 orcs instead of a single rust monster. They are dangerous. And they barely do damage. They are also waaaay faster than you think.
So what level would you recommend going up against these guys?
A single one, level 1. 2 or 3, level 3 probably. 5, probably level 4-5. Then again, i could be way off. They only do 1d8 damage. Have a villain put them in front of a dungeon to ruin the party’s metal.
So a character who can "summon" creatures to fight for them?
I feel like such a trait is for the power-hungry (doesn't sit well for a druid or nature-loving ranger to keep animals in balls) so probably a Warlock sub-class. Would work well with pact boons, as you could get a golden pokeball to hold more powerful creatures.
The first issue is that the standard "throw a ball and now they're trapped" thing is going to make some combats trivial, so a more twisted approach is a warlock who harvests the souls of dead creatures to fuel their abilities.
I would probably allow a charisma-modifier number of souls to be held at any given time, and those with a combined CR limit equal to the characters warlock level.
Initial uses for the souls would be in combat and to restore spell slots. You can imprison a number of souls equal to your prof. bonus per long rest, or one per short rest, seeing as that's what warlocks are into.
So a character who can "summon" creatures to fight for them?
I feel like such a trait is for the power-hungry (doesn't sit well for a druid or nature-loving ranger to keep animals in balls) so probably a Warlock sub-class. Would work well with pact boons, as you could get a golden pokeball to hold more powerful creatures.
The first issue is that the standard "throw a ball and now they're trapped" thing is going to make some combats trivial, so a more twisted approach is a warlock who harvests the souls of dead creatures to fuel their abilities.
I would probably allow a charisma-modifier number of souls to be held at any given time, and those with a combined CR limit equal to the characters warlock level.
Initial uses for the souls would be in combat and to restore spell slots. You can imprison a number of souls equal to your prof. bonus per long rest, or one per short rest, seeing as that's what warlocks are into.
Ok, I feel somewhat inspired, I'm going for it!
Actually, Ranger feels like it would fit just fine. I’m thinking a little like Vivien Reid from Magic: the Gathering, who gathers souls of fallen animals and summons them as spirits to aid her in battle (she did it with a dinosaur once, it was pretty cool).
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
Any thoughts on this?
This is super cool! Although it would be useless if you never encountered any beasts or monstrosities.
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
Any thoughts on this?
This is super cool! Although it would be useless if you never encountered any beasts or monstrosities.
The same way that Druids and Beast Masters would be useless if they never encountered beasts below their maximum CR. I don’t think that’s a main concern for me in this subclass.
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
Any thoughts on this?
This is super cool! Although it would be useless if you never encountered any beasts or monstrosities.
The same way that Druids and Beast Masters would be useless if they never encountered beasts below their maximum CR. I don’t think that’s a main concern for me in this subclass.
I do think a +1 to Strength would not go amiss.
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
This is pretty cool! I think it would be funny if they fought a rust monster.
Why?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I see
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Rust monsters can destroy armor.
I know what monsters I’m putting in my campaign.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
They have a caption that says a dwarf would want to go against 20 orcs instead of a single rust monster. They are dangerous. And they barely do damage. They are also waaaay faster than you think.
So what level would you recommend going up against these guys?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
A single one, level 1. 2 or 3, level 3 probably. 5, probably level 4-5. Then again, i could be way off. They only do 1d8 damage. Have a villain put them in front of a dungeon to ruin the party’s metal.
K. Thanks.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I need a good Pokemon Trainer subclass.
I play a lot of characters
Morvius Thexire, Gold, Ara Pebble, Teko, Serenity, Rena, Cado .....Pokemon Master!
I have a youtube just type 'meaplord' im the first thing
So a character who can "summon" creatures to fight for them?
I feel like such a trait is for the power-hungry (doesn't sit well for a druid or nature-loving ranger to keep animals in balls) so probably a Warlock sub-class. Would work well with pact boons, as you could get a golden pokeball to hold more powerful creatures.
The first issue is that the standard "throw a ball and now they're trapped" thing is going to make some combats trivial, so a more twisted approach is a warlock who harvests the souls of dead creatures to fuel their abilities.
I would probably allow a charisma-modifier number of souls to be held at any given time, and those with a combined CR limit equal to the characters warlock level.
Initial uses for the souls would be in combat and to restore spell slots. You can imprison a number of souls equal to your prof. bonus per long rest, or one per short rest, seeing as that's what warlocks are into.
Ok, I feel somewhat inspired, I'm going for it!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Actually, Ranger feels like it would fit just fine. I’m thinking a little like Vivien Reid from Magic: the Gathering, who gathers souls of fallen animals and summons them as spirits to aid her in battle (she did it with a dinosaur once, it was pretty cool).
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Extended Signature
Speaking of, I was so intensely motivated to make Vivien Reid come to life in the past two hours that I made a subclass, which, incidentally, I’d definitely like review on. Take a look, if you would!
Ark
Rangers of the ark conclave are bearers of the spirits of the departed. It is these animal souls they summon them to aid them in battle and defend their ark. The souls take physical form when called and obey the Ranger that bears them through the physical world, given a chance to persist after death. These rangers are sometimes called Avengers or Grimwalkers, but whatever the moniker, they consider it their solemn duty to bear their spirits, and to do so with respect and consideration. After all, not all bears go to heaven.
Ark Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ark Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ark Spells
Ark of the Lost
At 3rd level, you gain the capacity to carry the souls of dead beasts. You can keep a number of souls equal to 1 + your Wisdom modifier (minimum 2).
Up to 1 minute after a beast or monstrosity with Intelligence less than 5 dies, you can spend 1 minute communing with the spirit of the dead animal if you aren’t carrying the maximum amount of souls. When you do, if the spirit is willing, it joins you at the end of the communion. When making this choice, the spirit is aware of the effects this will have.
On your turn, when you take the Attack action, you can forego one of your attacks to summon a spirit you are carrying. The spirit takes the form of the animal it was in life, but it has a number of hit dice equal to half your Ranger level (rounded up) and its bonus to any attacks it makes is instead equal to your spell attack bonus. The spirit also qualifies as an undead as well as its original creature type (making spells such as cure wounds fail for it). It obeys your verbal commands (no action required) and, in lieu of commands, acts in defense of you, and then itself. All spirits summoned by you act on the same initiative, which is rolled the first time you summon one, in order from last summoned to first.
You can only have a total CR of spirits summoned at the same time equal to your proficiency bonus. A spirit disappears once 1 minute passes, when it is reduced to 0 hit points, or when it becomes incapacitated, in which case that spirit cannot be summoned again until you finish a long rest.
A spirit you are carrying can leave you at any time, if it chooses to. You can also release a spirit from your service via a 1-minute ritual.
Once you reach 11th level, the maximum total CR of spirits you can have summoned at one time increases to twice your proficiency bonus.
Spectral Strikes
At 7th level, your ethereal connection augments your attacks. Whenever you hit with an attack with an unarmed strike or natural weapon, the attack deals additional damage equal to your Wisdom modifier (minimum of 1).
Additionally, your unarmed strikes and natural weapons, as well as the attacks of summoned spirits from your Ark of the Lost feature, count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Fury of the Lost
At 11th level, the power of the fallen souls you bear increases such that they defend you to the last moment. When a summoned spirit disappears as the result of falling to 0 hit points, it can use its reaction to make an attack against a hostile creature it can see within its reach.
Champion of the Many
At 15th level, you have grown into a stalwart and trusted guardian of the spirits you defend, and who defend you. As a result, whenever an attack is made against you, you can cause one of your summoned spirits from your Ark of the Lost feature to use its reaction to teleport to a space within 5 feet of you and impose disadvantage on that attack roll.
Additionally, the number of spirits you can keep at one time increases to 3 + your Wisdom modifier, and whenever one of your summoned spirits disappears, you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn.
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Any thoughts on this?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Any thoughts on this?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
This is super cool! Although it would be useless if you never encountered any beasts or monstrosities.
The same way that Druids and Beast Masters would be useless if they never encountered beasts below their maximum CR. I don’t think that’s a main concern for me in this subclass.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
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Good point.
I would like review of this spell I made on my alt, Hallowhart’s Rimeward.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature