Saturday, May 27, 2023

[Hackmaster] Warforged

Warforged at a Glance


Ability adjustments
-2 Wisdom
-1 Dexterity
+4 Constitution
-2 Charisma
No Looks Attribute

Warforged Pros
*Warforged are made out of metal, stone, and wood. They have a natural Damage Reduction equivalent to Scale Mail, with a DR of 6. This armor can degrade as normal (PH 197), and must be repaired separately from the Warforged. No matter how badly damaged, however, it can always be repaired with enough time and money.

*Warforged are always considered armed; they may make unarmed attacks as equivalent to clubs (including speed, reach, and damage, though requiring separate specialization from clubs).

*As sentient golems, Warforged do not need to eat, sleep, or breathe. They are immune to common diseases and poisons. They are able to fatigue, but receive a +4 modifier against fatigue checks. Additionally, they receive a +4 bonus to their Threshold of Pain and Trauma Saves.

*As sentient golems, warforged are immune to some spells designed to affect humanoid minds (qv. The 2nd level Mage spell Charm and similar spells). Spells which affect wood, stone, or metal have half effects on them (though if normally not resisted, the warforged is entitled to a Physical Save to negate it).

*Warforged are size Medium for Hit Points (10 + Constitution), but Size Large for Knockbacks; they are deceptively heavy.



Warforged Cons
*Warforged armor and construction slows them down; they have a penalty of 6 to defense, 3 to initiative, and 2 to speed. While they have a base walking speed equal to humans, their jogging, running, and sprinting rate is 50% that of a human. Likewise, they suffer penalties to initiative and skills as if wearing Scale Mail (q.v. page 206 of the PH).

*Warforged do not naturally heal or recover. They receive only ½ benefit from any healing spells applied to them, and any single wound may only have a single healing spell applied to it. Otherwise, they must seek out an armorer with at least Journeyman ability to be repaired. Each point of damage repaired costs 5 sp and requires 2 days of work, or a sufficiently skilled Mage with knowledge of the Repair spell.

*Warforged cannot wear additional armor, though they can make use of shields.

*Warforged are frequently not considered “people”; at best, they are a curiosity, but they are frequently regarded as little more than pieces of equipment, or, possibly, soon-to-be-malfunctioning murder bots. Encounter reactions for racial preferences run from -4 (dislike) to -10 (Fear)

*Warforged do not have a Looks attribute. See “Life with No Looks” sidebar.



Sidebar: Life with No Looks
Warforged do not have a Looks attribute as is conventionally understood. This is not to say that they don’t recognize differences in appearance or attractiveness amongst themselves, nor to say that an individual warforged cannot be beautiful to look at. It is simply that the variation in their looks has no effect on humanoid perceptions of them; humans don’t instinctively trust beautifully crafted warforged the way they do pretty elves or dwarves. As such, they have neither Charisma nor reaction modifiers due to Looks. 
Only two skills key off of Looks, but these have very different reactions to this lack of an ability. Mastery in the Acting skill for Warforged keys solely off the Charisma attribute; a warforged can attempt to act, though they face some limitations in getting others to believe that they’re not robots (though they may, for example, convince people that they’re some other warforged, or a non-sentient golem, or something similar). For Seduction the Looks of the warforged is considered to be 1; -5 to all Mastery die rolls, with a base mastery score of 1. It’s hard to make them think you’re sexy when you’re made of steel and wood. Warforged, for their part, do not respond well to seduction; Seduction checks are always one difficulty harder, and mastery level is counted as one lower when attempting to influence a warforged via Seduction.


Character Classes:
Barbarian: N/A
Fighter: 30
Fighter/Thief: 40
Cleric: 50
Thief: 40
Assassin: 75
Mage: 60
Fighter/Mage: 55
Mage/Thief: 75
Ranger: 75
Rogue: 75


Sidebar: Warforged Mages
Warforged are always wearing the equivalent of Scale Armor. This poses some unique problems for Warforged mages. To their benefit, they are considered elf fighter/mages for the purposes of spell mishaps due to armor, regardless of their class. However, there is still a significant chance of spell mishaps for Warforged mages. Warforged Mages, Rogues, and Hybrid Mages may choose to have Repair as their apprentice spell, however; the spell is crucial to the Warforged, and widely available to them.


New Talent: Hammerhand (5 BP)
Requirements: Warforged

A warforged who trains with their fists may learn to make them more effective weapons. With this talent, a Warforged may use the statistics for a Warhammer instead of a club with their fists, applying all of their mastery of unarmed attacks. They may switch between the two at will (taking advantage of a club’s slightly greater reach), resetting their count.

Friday, March 10, 2023

Updated Savage Star Wars Force Rules

So, been a while since I touched this. As I was just considering getting back into it, I joined a Facebook group for Savage Star Wars, and discovered the MASSIVE amount of work put into it by Christopher Leiby, which more or less removes the need for me to continue on it. No need to reinvent the wheel, especially when it looks to work so well.

However, I'm not a particular fan of his Force system; it has 3 arcane backgrounds of Lightsider, Darksider, and Force Adept, but you switch between them and just feels a bit messy to me. However, my old force rules were as clumsy and random as a blaster, so I spent a bit of time reworking them. I like this version a lot better; it makes Dark Siders very difficult opponents, but limits their flexibility. You can flirt with the Dark Side, and people who are touched by the Force (Lucky) can go a bit further... but once you go too far into the Dark, it becomes even more seductive to stay there.

T
he Force

Arcane Background: Force Sensitive
Arcane Skill: Force
Beginning Powers: 3
Power Points: No Power Points Rule

The Force skill can also be used to perform minor Telekinesis; it has a strength of d4, and a duration of only 1, but otherwise functions like the Telekinesis power.


***
Rules Summary:
    *Instead of using Power Points, characters with the Force Sensitive Arcane Background simply choose the power they want to activate and make a Force skill roll. The penalty to the roll is the power’s total cost in Power Points (base cost plus all Modifiers), divided by 2, then rounded up. Casting protection (1 point) with More Armor (+1) and the Hurry modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.
    *Success means the power activates as usual. A raise grants any additional bonuses stated in its description.
    *Critical Failure results in Backlash (SWADE, page 151).
    *Maintaining Powers: Characters can maintain those powers that allow it as long as desired, but each one maintained inflicts a −1 to all further arcane skill rolls.
    *Power Preparation: A caster may prepare powers by concentrating for an entire round (no movement or other actions and must not be Shaken or Stunned). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.
***


The Lure of the Dark Side

In addition to the regular Bennies (called “Force Points”) available to all characters (even those who are not force sensitive), each character in Savage Star Wars may claim, at will, a Dark Side Benny. By calling on their anger and their hatred, they may access the Dark Side and use that Benny. Only one Dark Side benny may be used for a given trigger; you cannot call on Dark Side bennies to continue soaking a wound indefinitely, but you could call upon the Dark Side to soak a wound, reroll your attack, then call upon it again to reroll your damage, and soak damage from a new attack. Dark Side Bennies spent in pursuit of Dark Side aligned emotional hindrances (qv Arrogant, Bloodthirsty, Mean, Ruthless) receive a +2 bonus on the roll.

However, Dark Side Bennies are not spent, they are gained; at the end of a session, the number of Dark Side Bennies a character has accumulated should be noted on their character sheet as Dark Side Points. When a character has more Dark Side Points than bennies with which they begin a session (more than 3 for most characters, 2 for the unlucky, 4 for the lucky, etc.), they must make a Spirit roll. Success on that roll means they have resisted the lure of the Dark Side, and do not have to roll again until they gain more Dark Side Points. Failure on that roll results in the removal of all Dark Side points, and the Dark Sider (minor) hindrance. Failure by someone with the minor hindrance results in the removal of all Dark Side Points and the Dark Sider (major hindrance); if they have the major hindrance, they gain the Lost to the Dark Side hindrance. A raise on the Spirit roll results in the removal of a Dark Side Point, though subsequent raises on that roll will not remove more points. A strong enough spirit can stay on the edge of a long time, but when they fail, they begin to lose connection to the Light.

Characters who use the Dark Side can be very difficult to face, as they will reroll MANY rolls. If they don’t care about their Dark Side Point total, practically any roll can be rerolled once. They lose, however, the ability to reroll a reroll; to spend multiple bennies on a single Soak roll. Someone with a very high Spirit might flirt with the Dark Side, trusting in the strength of their will to resist the lure; but failure always happens.

After each advance, reduce the number of Dark Side Points by 1. Alternatively, an advance can be used to remove all Dark Side Points.


***
Note to the GM: I find it effective to give players receiving a Dark Side Point a physical token of their Dark Side point; I use red poker chips, with normal bennies being blue poker chips. An additional advantage of this is the ability to provide the lure of the Dark Side; play with a Dark Side Point token during tense moments. Remind the players, particularly after a Critical Failure, that they can spend a Dark Side Benny, if they want.

***


New Hindrances
Dark Sider (Minor, Major)
Those with the Dark Sider hindrance have begun to succumb to the lure of the Dark Side. As a minor Hindrance, they begin one less benny per session, making it easier to fall to the Dark Side. A major hindrance, they have two less bennies per session, with a minimum of one benny per session.

You may have the Dark Sider hindrance and Lucky, or other effects that boost the number of bennies (such as being Young), at the same time. You may not have Dark Sider (minor) and Dark Sider (major) at the same time; gaining the major replaces the minor.


Lost to the Dark Side (Major)
Prerequisite: Dark Sider Major Hindrance

Those Lost to the Dark Side have perverted the Force for selfish ends. As such, they no longer receive bennies at the beginning of a session. They may continue to call upon the Dark Side as normal.


***
Design Note:
Bad Luck in SWADE is a Major Hindrance; Minor Dark Sider has much the same effect, but is only a minor hindrance. This is for several reasons; first of all, Dark Sider can be taken with Lucky, making it a less severe consequence. However, this is also to provide a path back to the Light; someone with Dark Sider (minor) can return with a single advance, someone with Dark Sider (major) can return with two, with the minor hindrance remaining after the first one. Those lost to the Dark Side will take four advances to return; a significant amount of effort.)

***


And, while I don't want to go TOO far down the rabbit hole of redoing Christopher's work, I also like my Wookiee (corrected, at his observation) a bit better.

Wookiee
Pros: Strength and Vigor start at d6 (4), Claws (Str+d4 Damage) (1), Environmental Resistance: Cold (1), Size +1 (1)
Cons: Big -2, Cannot Speak -1, Code of Honor -2 (Wookiee Code of Honor includes the prohibition on using claws as weapons, as well as the idea of the Life Debt)

Saturday, December 3, 2022

5e Ranger Subclass: The Hobelar

Not part of the blitz of "subclass as multiclass", the Hobelar is a ranger whose focus is on horsemanship. Their Mount feature mimics the Paladin's Find Steed spell, and their 11th level Primal Steed comes from the Beast Master ranger's alternate class feature, the primal companion.

Hobelar - Ranger Subclass

The Hobelar is a ranger whose focus is horsemanship. Lightly armed and armored, they serve as scouts, skirmishers, or, not infrequently, simply mounted wanderers, ranging across prairies, even through bogs and forests, wherever their needs take them.

New Fighting Style:
*Horsemanship Fighting Style: While mounted, you gain at +1 to hit and +1 to damage. Most rangers who will become Hobelars will have chosen either Horsemanship, Dueling, or Archery fighting styles. This fighting style is available to Fighters, Paladins, and Rangers.

***

3rd level - Mounted Combatant: A consummate horseman, the Hobelar has advantage on melee attack rolls against targets smaller than their mount. If their mount is targeted by an attack, the Hobelar can choose for the attack to target the Hobelar themselves. Mounting requires only 5’ of movement. Lastly, if the mount is subjected to an effect which allows a Dexterity saving throw to take half damage, the mount takes no damage if the saving throw succeeds, and only half if it fails. If your game uses feats, and you have already selected Mounted Combatant, you may replace that feat with this feature.

3rd level - Horse Whisperer: A Hobelar is proficient in Animal Handling, and has advantage on Animal Handling checks regarding mounts. If the Hobelar was previously proficient in Animal Handling, they may choose another ranger skill to become proficient in.

3rd level - Hobelar’s Steed: At the end of a short or long rest, a Hobelar may declare one beast they are capable of riding as their Steed. Their Steed is charmed by them, can understand the Hobelar’s speech, and the Hobelar is mounted, they may choose to have any spell that they cast upon themselves also affect their steed. The Steed adds the Hobelar’s proficiency bonus to its AC, attack rolls, and saving throws, and has bonus hit points equal to the Hobelar’s level; these bonus hit points function like temporary hit points, in that they are deducted first, but may be healed with healing magic. Once the animal ceases to be the Hobelar’s steed, they lose any bonus hit points that may remain, as well as other bonuses. A Hobelar may have only one steed at a time.

The Steed may be any Large or Medium beast with no more than a ½ CR, and without a swimming or flying speed. Note that Medium characters cannot select a Medium beast.

7th level - Enhanced Mounts: The Hobelar excels at getting the most out of any mount. At the end of a short or long rest, the Hobelar may extend the following benefits to mounts that they cared for during that rest.
-+5 to speed
-Temporary Hit Points equal to the Hobelar’s proficiency bonus.
-+1 bonus to Armor Class
-The mount is under the effect of an Animal Friendship spell
The Hobelar may grant these bonuses to a number of mounts equal to their Proficiency Bonus, plus their wisdom bonus, in addition to their own mount. The bonuses last until the next short or long rest the Hobelar takes.

7th level - Ostler: Hobelars have a talent for dealing with horses, mules, and other riding beasts (including unusual or fantasy creatures, such as trained riding dogs, elk, or pegasi). When tending them with a healer’s kit during a short rest, they may expend a use of the kit to heal 1d6+4+mount’s Hit Dice worth of HP, in addition to any HD the mount may have spent to heal themselves. They may instead dispel one level of exhaustion, but cannot use a healer’s kit to dispel exhaustion from that mount again until the mount has completed a long rest. The Hobelar may treat a number of animals during a short rest equal to their proficiency bonus, but each will require a separate use of a healer’s kit (so, treating 4 horses requires 4 uses of the kit).

11th level - Primal Steed: The Hobelar draws upon their connection with nature, greatly enhancing their steed. They infuse their steed with primal energy, granting it abilities far beyond a normal beast of its type. The steed is friendly to the Hobelar and their companions and obeys the Hobelar’s commands. The animal now bears primal markings denoting its mystical nature.

The steed uses the statistics of a Primal Steed, below, or its own statistics, whichever are better; for example, if the steed usually has a strength of 18, it will use that instead of the Primal Steed’s 14; if it usually has a 13 Constitution, it will use the Primal Beast’s Constitution of 14. Items worn by or attuned to the steed disappear when the steed reaches 0 HP, but reappear when the next steed is empowered. When the Hobelar finishes a long rest, they may continue with their current steed, make changes to the optional abilities of their steed, or designate a new Primal Steed.

In combat, the steed acts on the Hobelar’s turn. It may move and use its reaction on its own, but the only action it takes is the Dodge action, unless the Hobelar uses their bonus action to direct it to take another action. That action can be one in its stat block, or some other action the steed is capable of. The Hobelar can also sacrifice one of their attacks when making the Attack action to command the steed to take the attack action. If the Hobelar is incapacitated, the steed may take any action of its choice, not just Dodge.

15th level - Master of Horses: While mounted, the Hobelar is a fearsome combatant. They cannot be dismounted against their will, and neither they nor their mount may be knocked prone. As a bonus action, the Hobelar may cast Cure Wounds, Jump, Longstrider, Barkskin, Lesser Restoration, Water Walk, and Stoneskin on their mount, provided they know the spell. They must still expend spell slots to do so. If their mount is their steed, these spells affect the Hobelar, as well.


Primal Steed
Medium or Large beast

Armor Class: 11 + Dexterity Bonus + Proficiency bonus
Hit Points: 5 + (3+Constitution Bonus) times the ranger level; the steed has hit dice equal to the Hobelar’s ranger level.

Speed: 40’

Str 14 (+2)
Dex 14 (+2)
Con 15 (+2)
Int 8 (-1)
Wis 14 (+2)
Cha 11 (+0)

Senses Darkvision 60’, passive perception 12+PB
Languages: Understands the language spoken by its summoner
Challenge –
Proficiency Bonus: equal to summoner’s

Primal Bond: The Primal Steed adds its summoner’s proficiency bonus to any ability check or saving through the steed makes

Natural Bond: The Primal Steed is able to use the following abilities, when its Hobelar acquires them: Land’s Stride, Hide in Plain Sight, Vanish, Feral Sense, and Foe Slayer (using the Hobelar’s Favored Enemies).

Optional Features (choose 2; may choose those marked * twice)
*Agile: Add +2 to the Steed’s Dexterity.
Aquatic: The Steed has a swimming speed equal to its base speed. It can breathe underwater, and so may its Hobelar, so long as they remain mounted.
Armored: The Steed’s Armor Class increases to 13 + Dexterity Bonus + Proficiency Bonus
Charger: The Steed may make a charging attack. If they move at least 20 feet in a straight line towards the target, then hits with an attack that same turn, the target takes an additional 1d6 damage (of the type of the attack). If the target is a creature, it must succeed on a Strength saving throw against the Hobelar’s spell save DC or be knocked prone.
*Fast: The Steed gains a +10 to their speed
Flyer: The Steed has a flying speed equal to its base speed.
Quick: The Steed may Disengage or Dash as a bonus action
*Strong: Add +2 to the Steed’s Strength.
*Tough: Add +2 to the Steed’s Constitution.
*Vicious: The Steed does an additional die of damage with its attacks.

Optional Actions (choose 1)
*Hooves. Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
*Claws: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus slashing damage.
*Bite: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning, piercing, and slashing damage.
*Tail Slap: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.

5e Bard Subclass: The Thane

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Bard/Barbarian.

The Thane

Thanes are war-leaders; individuals of power and persuasion who inspire the best in their warriors, and strike fear into the heart of their foes.

3rd - War Cry - As an action, a Thane may issue a War Cry, emboldening their allies to the fight. Each use of War Cry gives all allies within 30’ of the Thane, who can hear their voice, a bardic inspiration die to be used. The die is one size smaller than the bard’s Bardic Inspiration die (so, d6 becomes d4), but while the ally holds it, they add +1 to saving throws v. the frightened condition. These Inspiration dice last until used, or 10 minutes have passed.

Each use of this power consumes one use of the Thane’s Bardic Inspiration ability. Thanes may still choose to use Bardic Inspiration in the usual fashion.

3rd - Warrior-Bard - The Thane gains proficiency in Intimidation. If they already have that proficiency, they may choose another from among the Barbarian skills. They additionally gain proficiency in medium armor, shields, and martial weapons.

6th - Extra Attack: Starting at 6th level, the Thane can attack twice, instead of once, whenever they take the Attack action on their turn.

14th - Battle Chant - At 14th level, a Thane may begin a Battle Chant as an action, which they may maintain from round to round as a bonus action or reaction; Thane’s choice, round to round. Subjects of the chant must be within 30’ of the Thane, and be able to hear them. Each round of the Battle Chant, the Thane may add one of the following effects to the chant, which continue until the chant is not maintained, or the subjects can no longer see or hear the Thane.

-One half the Thane’s proficiency bonus added to allies’ weapon attacks
-One half the Thane’s proficiency bonus added to allies’ weapon damage
-One half the Thane’s proficiency bonus added to allies’ saving throws
-The Thane’s proficiency bonus in Temporary HP to allies(this will only be added to any ally once per chant; leaving then re-entering the area of effect will not provide them anew).
-Enemies of the Thane must make a Wisdom saving throw or become Frightened of the Thane while in the area of effect. This save is made once per round while within the area of effect, but successfully saving against it renders the creature immune to the effect until they next complete a long rest.

If an ally chooses to join in the chant, then they add +1 to the bonuses above, and, if the Thane is making the opponents Frightened, the opponents are also Frightened of the ally. Joining the chant requires spending a bonus action or reaction; if the ally does not join the chant on a given round, the additional bonuses end after the turn they did not maintain it (so, if during a round, the ally chooses not to maintain the chant, they will not have the additional saving throw bonus between their turns, nor the additional attack or damage bonuses, nor the bonus Temporary HP, nor will enemies be Frightened of them. Rejoining the chant next turn will resume those bonuses).
A Thane may only use the Battle Chant once per long rest.

5e Fighter Subclass: The Bandit

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Fighter/Rogue.

The Bandit

3 - Dirty Blow. At 3rd level, the Bandit gains the ability to land a dirty blow once per round, inflicting an additional 1d6 damage. To do this, they must have advantage on the attack roll, have an ally who is also in reach of the target, or be acting against an enemy who is incapacitated. This cannot be done if the bandit has disadvantage on the attack roll. One additional die is added at 7th, 10th, 15th, and 18th level in this subclass. If the attack also meets the conditions of a sneak attack (ranged or finessable weapon), then any sneak attack dice possessed by the bandit may be added to the dice from Dirty Blow.

The Bandit also gains proficiency in Thieves Cant, if they do not already have it.


7 - Skirmisher: At 7th level, the bandit is able to Dash or Disengage as a bonus action. Additionally, they gain proficiency in two skills, or a single skill and thieves tools, and expertise with one skill or with thieves tools.


10 - Cunning Defense. At 10th level, when attacked by someone they can see, and themselves able to move, they may spend their reaction to impose disadvantage on the attack roll. They also gain proficiency in Dexterity saving throws.


15 - Bonus Surge: At 15th level, when a bandit uses their action surge, they may also take an additional bonus action, in addition to the action provided by the action surge.


18 - Dirty Surge: Once per long rest, when using the attack action during an action surge, Dirty Blow damage applies to all attacks made in that round.





Design Notes:


3rd level: This is a half-damage sneak attack. I did not want to do the “Only 1d6 damage, but applies to every hit”, because that would be a big damage bonus, so I left it as-is, but, with the alteration to 18th level, it can become a pretty potent ability.


7th - Obviously, this is a slightly limited version of the Rogue’s Cunning Action, limited to just Dash and Disengage. However, they also pick up some skills, bringing them more in line with the rogue.


10th - Another “bring in line with the rogue” feature; while Rogues have Uncanny Dodge, letting them cut damage in half once a round, bandits impose disadvantage once a round. Additionally, they pick up Dex saves. I know some will call this boring, but it ties in with them being a roguish subclass of the fighter.


15th - Combined with Skirmisher, this lets them capitalize on their mobility… they can Dash in (bonus action), attack 4+ times (Attack+Action Surge+Attack) then Disengage (extra bonus action). If they’re using two weapons in melee, this lets them make 6+ attacks… 2 for each attack action, then 2 more for the extra bonus actions (with off-hand weapons), though they can’t dance in and out of combat if they do that.


18th - This lets them get pretty scary on damage… once per long rest, they’ll be able to throw weapon damage plus 5d6, possibly up to 8 times (attack action + bonus action for off-hand weapon, action surge, attack action + bonus action). I had considered making it every action surge, but since they'd be able to action surge twice per rest at 17th level, that would be potentially 16 attacks doing 5d6 extra damage... I don't know if 80d6 extra damage per short rest is the best of ideas, and it would go up at level 19 to a potential 20 attacks (4 attacks per attack action, bonus action for off-hand weapon, action surge, 4 attacks + bonus, and can do that twice), so 100d6. And that could be done in 2 rounds, and be on top of weapon damage and any bonus damage from magic and the like.


Original Version


3 - Dirty Blow. At 3rd level, the Bandit gains the ability to land a dirty hit once per round, inflicting an additional 1d6 damage. To do this, they must have advantage on the attack roll, have an ally who is also in reach of the target, or be acting against an enemy who is incapacitated. This cannot be done if the bandit have disadvantage on the attack roll. This ability does not stack with Sneak Attack, but a character with both may make use of each, if they are able to make two or more attacks in a single round.

The Bandit also gains proficiency in Thieves Cant, if they do not already have it.


7 - Skirmisher: At 7th level, the bandit is able to Dash or Disengage as a bonus action. Additionally, they gain proficiency in a single skill or thieves tools, and expertise with a single skill or thieves tools (either the one they just selected, or another they had previously)


10 - Cunning Defense. At 10th level, a bandit gains advantage on saving throws and checks to avoid the Blinded, Deafened, Frightened, Restrained, Paralyzed, Prone, Restrained, Stunned, or Unconscious conditions.

Additionally, when attacked by someone they can see, and themselves able to move, they may spend their reaction to impose disadvantage on the attack roll.


15 - Bonus Surge: At 10th level, when a bandit uses their action surge, they may also take an additional bonus action, in addition to the action provided by the action surge.


18 - Hindering Blow. At 18th level, a bandit can choose to forgo the bonus damage from a dirty blow, and instead inflict the Blinded, Deafened, Frightened, Prone, or Stunned condition on the target. To resist, the target must make a Constitution save against 8 + the bandit’s proficiency bonus + the bandit’s Strength or Dexterity (whichever is higher). A successful save limits the effect to 1 round; on a failed save, the effect will last for 1d6 rounds.





Design Notes:


3rd level: This is slightly better than a 1st level rogues’ sneak attack, as it can be used with any weapon, not just finesseable or ranged. However, it explicitly cannot stack…. No multiclassing shenanigans.


7th - Obviously, this is a slightly limited version of the Rogue’s Cunning Action, limited to just Dash and Disengage. However, they also pick up another skill (or thieves tools), and expertise in a single skill. Well behind a full rogue, but certainly in line with their abilities.


10th - This emphasizes that bandits like to move; they’re there for a good time, not a long time, as it were. It’s hard to pin them down or stop them. Add in the ability to impose disadvantage on one attack per round, and it’s a good level for the Bandit (Note: A 1st level fighter with Protection and a shield can extend the same protection to others; a 5th level rogue can halve the damage)


15th - Combined with Skirmisher, this is probably their greatest ability… they can Dash in (bonus action), attack 4+ times (Attack+Action Surge+Attack) then Disengage (extra bonus action). If they’re using two weapons in melee, this lets them make 6+ attacks… 2 for each attack action, then 2 more for the extra bonus actions (with off-hand weapons).


18th - I wanted to diverge from “You get thief class abilities” and into the idea of a bandit… someone who is going to be a bit of a thug and a dirty fighter. This somewhat gets into the Battlemaster’s territory, and is arguably better than the Trip Attack for Battlemasters (since it requires no superiority die), but reinforces, also, their tactical abilities.


5e Fighter Subclass: The Skald

As part of my "subclasses as multiclasses" series (see the multiclass label), this is a Fighter/Bard.

The Skald

 First note: Why isn’t this a Barbarian subclass?

  1. I kinda hate the Barbarian class

  2. I do not want the Skald to have the rage mechanic

  3. If I’m going to make a Barbarian subclass that emulates the Bard, it will be called Gonagall, and based off Pratchett’s Nac Mac Feegles.


Current Version:


3 - Poetic Retort. The Skald learns the Bard cantrip Vicious Mockery. When they score, or are subjected to, a critical hit, they may use Vicious Mockery as a bonus action (if they scored the hit) or a reaction (if they received the hit). The saving throw for their Bard cantrips and spells is 8 + Proficiency Bonus + Charisma Bonus; attack bonuses with their bardic spells is Proficiency Bonus + Charisma Bonus.

Additionally, the Skald learns two bard cantrips of choice, and gains proficiency with two musical instruments or languages of choice.


7 - Exhortation. As an action, the Skald may encourage an ally (including themselves) in an ability check. This encouragement adds one-half the Skald’s proficiency bonus (rounded up) to a check made before the end of the Skald's next turn. If used during a short rest, the Skald’s proficiency bonus is added to each hit die rolled for healing.


10 - Bardic Secrets. The Skald learns some Bardic Magic. At 10th level, select a total of 6 Bard spells from spell levels one to three. Each time the skald gains a level in this class, they may change one of the spells, but they must always be of levels 1-3. These are cast as Bard spells, and require use of components as detailed in the spells themselves.

Each day, the Skald has spell levels equal to their Proficiency Bonus + their Charisma bonus. Casting a spell requires expending these spell levels equal to the spell slot to be used by the spell for that casting. At 10th level, this can be no higher than 2nd level spell slots; at levels 12, 14, 16, and 18, this limit increases by 1, so an 18th level skald may use a 6th level spell slot, expending 6 of their available spell levels. These spell levels return at the end of a long rest.

If feats are being used, and the Skald has the Magic Initiate: Bard feat, then the spell learned from that feat is a bonus to the spells known, and the feat adds 1 additional spell level per long rest. A Skald may take the Magic Initiate: Bard feat as many times as they wish, if feats are in use.

The Skald becomes proficient in Charisma saves.


15 - Greater Exhortation. As an action, the Skald may extend the benefit of Exhortation to all allies within a 30’ radius. Additionally, the bonus of Exhortation applies to attack rolls and saving throws. This bonus only lasts until the end of the Skald’s next turn, but the bonus may be maintained if the skald spends their bonus action each round to do so. This ability requires concentration, like a spell. If concentration is lost, then Greater Exhoration must be restarted as an action.


18 - Skaldic Curse. As a bonus action, a Skald may lay a curse (as bestow curse) on a target within 60'. The target is allowed a Wisdom saving throw to avoid the curse. The curse is not subject to Counterspelling, and requires only Verbal components (the laying of the curse). This curse will last for up to 1 minute, subject to concentration, but the skald can extend that duration to 10 minutes (with concentration) by expending 1 level of their Bardic Magic, 8 hours with 2 level of bardic magic, 24 hours with 4 levels, and until dispelled with 6 levels; these levels must be spent when the curse is laid, and are lost if the Wisdom saving throw is made. The Skald regains the use of this ability after a short or long rest.


Version 2:

3 - Poetic Retort. The Skald learns the Bard cantrip Vicious Mockery. When they score, or are subjected to, a critical hit, they may use Vicious Mockery as a bonus action (if they scored the hit) or a reaction (if they received the hit). The saving throw for their Bard cantrips and spells is 8 + Proficiency Bonus + Charisma Bonus; attack bonuses with their bardic spells is Proficiency Bonus + Charisma Bonus.

Additionally, the Skald learns two bard cantrips of choice, and gains proficiency with two musical instruments or languages of choice.


7 - Exhortation. As an action, the Skald may encourage an ally (including themselves) in an ability check that will take place this round or the next. This encouragement adds one-half the Skald’s proficiency bonus (rounded up) to the check. If used during a short rest, the Skald’s proficiency bonus is added to each hit die rolled for healing.


10 - Bardic Secrets. The Skald learns some Bardic Magic. At 10th level, select a total of 6 Bard spells from spell levels one to three. Each day, the Skald is able to use up to proficiency bonus + Charisma Bonus in spell levels of these 6 spells, using no more than 6 levels at a time. A Skald with Proficiency + Charisma Bonus of 7, for example, may cast a single Cure Wounds as with a 6th level spell slot, and then a single casting with a 1st level spell slot, or may cast a 3rd level spell, a 2nd level spell, and two 1st level spells. These are cast as Bard spells, and require use of components as detailed in the spells themselves. These spell levels return at the end of a long rest.

The Skald becomes proficient in Charisma saves.


15 - Greater Exhortation. As an action, the Skald may extend the benefit of Exhortation to all allies within a 30’ radius. Additionally, the bonus of Exhortation applies to attack rolls and saving throws. This bonus only lasts until the end of the Skald’s next turn, but the bonus may be maintained if the skald spends their bonus action each round to do so. This ability requires concentration, like a spell. If concentration is lost, then Greater Exhoration must be restarted as an action.


18 - Skaldic Curse. As the first attack of an attack action, a skald may lay a curse (as bestow curse) upon a target against whom the skald succeeds in touching. Each curse allows the victim a Wisdom saving throw to avoid that curse. This curse will last for up to 1 minute, subject to concentration, but the skald can extend that duration to 10 minutes (with concentration) by expending 1 level of their Bardic Magic, 8 hours with 2 level of bardic magic, 24 hours with 4 levels, and until dispelled with 6 levels; these levels must be spent before the touch attack is resolved, and are lost if the touch is unsuccessful, or if the Wisdom saving throw is made.



Original Version:


3 - Poetic Retort. The Skald learns the Bard cantrip Vicious Mockery, plus two other Bard cantrips of choice. When they score, or are subjected to, a critical hit, they may use Vicious Mockery as a bonus action (if they scored the hit) or a reaction (if they received the hit). The saving throw for their Bard cantrips and spells is 8 + Proficiency Bonus + Charisma Bonus; attack bonuses with their bardic spells is Proficiency Bonus + Charisma Bonus.


7 - Exhortation. As a standard action, the Skald may encourage an ally (including themselves) in an ability check that will take place this round or the next. This encouragement adds one-half the Skald’s proficiency bonus to the check. If used during a short rest, the Skald’s proficiency bonus is added to each hit die rolled for healing.


10 - Bardic Secrets. The Skald learns some Bardic Magic. At 10th level, select a total of 6 Bard spells from spell levels one to three. Each day, the Skald is able to use up to proficiency bonus + Charisma Bonus in spell levels of these 6 spells, using no more than 6 levels at a time. A Skald with Proficiency + Charisma Bonus of 7, for example, may cast a single Cure Wounds as with a 6th level spell slot, and then a single casting with a 1st level spell slot, or may cast a 3rd level spell, a 2nd level spell, and two 1st level spells. These are cast as Bard spells, and require use of components as detailed in the spells themselves. These spell levels return at the end of a long rest.

The Skald becomes proficient in Charisma saves.


15 - Greater Exhortation. As a standard action, the Skald may extend the benefit of Exhortation to all allies within a 30’ radius. Additionally, the bonus of Exhortation applies to attack rolls and saving throws. This bonus only lasts until the end of the Skald’s next turn, but the bonus may be maintained if the skald spends their bonus action each round to do so.


18 - Skaldic Curse. As the first attack of an attack action, a skald may lay a curse (as bestow curse) upon a target against whom the skald succeeds in touching. The skald may lay multiple curses, one per attack action. Each curse allows the victim a Wisdom saving throw to avoid that curse. This curse will last for 1 minute, without concentration, but the skald can extend that duration to 10 minutes by expending 1 level of their Bardic Magic, 8 hours with 2 level of bardic magic,  24 hours with 4 levels, and until dispelled with 6 levels; these levels must be spent before the touch attack is resolved, and are lost if the touch is unsuccessful, or if the Wisdom saving throw is made. 


5e Fighter Subclass: Warden

 As part of my "subclasses as multiclasses" (see the multiclass label), the Warden is a fighter/druid, with some druid spellcasting, but their main ability is to burn those spell slots to assume animal aspects... a partial wildshape.

The Warden

3 - 

SPELLCASTING

When the Warden reaches 3rd level, they augment their martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. The Warden learns two cantrips of their choice from the druid spell list. They learn an additional druid cantrip of their choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table (PH 75) shows how many spell slots the Warden has to cast their spells of 1st level and higher. To cast one of these spells, they must expend a slot of the spell's level or higher. The Warden regains all expended spell slots when they finish a long rest.

For example, if they know the 1st level spell Cure Wounds and have a 1st level and a 2nd level spell slot available, they can cast it using either slot.

Spells Known of 1st-Level and Higher. At 3rd level, the Warden knows 3 spells from the Druid list of 1st level. At levels 4, 7, 9, 11, 13, 14, 16, 19, and 20, they add additional spells known, of a level they can cast.

Whenever the Warden gains a level in this class, they can replace one of the druid spells they know with another spell of their choice from the druid spell list. The new spell must be of a level for which they have spell slots.

Spellcasting Ability. Wisdom is the Warden’s spellcasting ability for their druid spells, since their magic draws upon their devotion and attunement to nature. Wardens use their Wisdom whenever a spell refers to their spellcasting ability. In addition, they use their Wisdom modifier when setting the saving throw DC for a druid spell they cast and when making an attack roll with one.

Spell save DC + 8 + their proficiency bonus + their Wisdom modifier

Spell attack modifier = their proficiency bonus + their Wisdom modifier

Wild Skills: At 3rd level,the Warden gains proficiency in one of the following skills: Animal Handling, Perception, and Survival. They also gain proficiency the Druidic language

Animal Aspects, 1st level: At 3rd level, the Warden gains the ability to partially take on the aspect of an animal. By expending a 1st level spell slot as a bonus action, they may gain one of the following abilities for 1 minute (abilities marked with a * are instant):

-Temporary Hit Points equal to their Wisdom

-The ability to Dash as a bonus action

-Advantage on all Athletics, Acrobatics, and Stealth Checks

-Natural weapons (most often teeth or claws) that inflict 1d4+strength damage. These may be used for two-weapon combat.

-Immediate recovery of 1d8+Wisdom Bonus hit points*

All Animal Aspects result in a visible, physical change in the Warden; they grow claws, their legs transform to be digitigrade and muscular; whatever the warden feels is appropriate. As with a druid’s Wild Shape, the Warden has the option for gear to fall to the ground, merge with their body, or remain worn. These changes are noticeable, but not so severe that they preclude continuing to wear the gear. This is not spellcasting, these changes only affect the warden (and their gear), and these abilities do not require concentration. While the warden may assume multiple animal aspects at once, each requires a separate bonus action and spell slot.

Animal Aspects, 2nd Level: At 7th level, the warden gains additional abilities from Animal Aspects, by spending a 2nd level slot with a bonus action.

-Temporary Hit Points equal to their Wisdom + their Constitution

-Double one of the Warden’s natural movement speeds

-A swimming or climbing speed equal to their walking speed. This also allows them to breathe underwater (swimming speed) or resistance to falling damage (climbing speed)

-Expertise in Athletics, Acrobatics, and Stealth Checks, even if they are not proficient in those skills. The Warden does not have disadvantage on any of these checks.

-Natural weapons (most often teeth or claws) that inflict 1d6+strength damage. These weapons are considered magical for the purposes of overcoming resistance and immunity to magical weapons. These may be used for two-weapon combat.

-Cure one disease from themselves.*

-End the poisoned, paralyzed, deafened, or blinded condition on themselves.*

-Use the fighter’s Second Wind ability. This does not consume the Warden’s normal use of Second Wind.*

Homeland: At 7th level, choose one of the Circle of the Land Druid’s land types (Arctic, Desert, Mountain, usw). Beginning at 7th level, the Warden may choose spells from that land type as their druid spells for each new level level. Unlike Circle of the Land Druids, Wardens do not always have both spells prepared; they are merely available as choices for the Warden’s Spells Known.

Improved Animal Aspects: Beginning at 10th level, the Warden can combine several animal aspects into a single bonus action. They may spend no more spell levels than their proficiency bonus on a single bonus action, to acquire multiple animal aspects at once. So, the Warden might spend one 2nd level and two first level spell slots, gaining their Wisdom and Constitution as temporary hit points, as well as the ability to Dash as a bonus action, and grow claws that do 1d4+strength damage. Note that temporary hit points from Animal Aspects do not stack.

Additionally, the Warden may spend an additional 1st level spell slot to increase the duration of any non-instant animal aspect to 10 minutes. However, this counts against the limit of their proficiency bonus, and only applies to a single aspect, no matter how many are assumed at once; so, the Warden might spend one a 2nd level slot to use their Second Wind, a 1st level slot to Dash as a bonus action, and another 1st level slot to have the Dash ability last for 10 minutes instead of one.

Animal Aspects: At 15th level, the Warden gains the ability to spend 3rd level spell slots on additional animal aspects.

-Resistance to one sort of damage; fire, electricity, piercing, bludgeoning, poison, etc. Only one may be selected for each 3rd level slot.

-A flying speed equal to one of the Warden’s natural movement speeds.

-Expertise in Athletics, Acrobatics, and Stealth Checks, even if they are not proficient in those skills. The Warden has advantage on any of these checks, and any roll of less than 10 is considered 10.

-Natural weapons (most often teeth or claws) that inflict 1d8+strength damage. These weapons are considered magical for the purposes of overcoming resistance and immunity to magical weapons. These may be used for two-weapon combat.

-Use the fighter’s Action Surge ability. This does not consume the Warden’s usual use of Action Surge, and also does not require a bonus action.*

-Enact Freedom of Movement on the Warden (though subject to the Animal Aspects duration, not that of the spell).

Supreme Aspects: At 18th level, the Warden begins to make alterations to their body with longer durations. As a 10-minute ritual each day, they may sacrifice two slots of a given spell level to make one non-instant animal aspect last until the end of their next long rest. They may spend no more than their proficiency bonus in spell levels in this way (so, they may spend 2 3rd level slots to be able to fly for the day, or have resistance to fire, or the may spend 2 2nd level slots to allow them a day of swimming speeds, and 2 1st level slots to allow a full day of Dashing as a bonus action), and spell slots so invested cannot be regained until after their next long rest.