Two edgys subclasses

First of all

This is the first homebrew subclass that I do and my English is not very advanced, sorry in advance to the English dictionary and the people of reddit.

Circle of the Mist of Secrets (version 0.0)

The Circle of Mist is made up of a limited group of people who came into contact with the Mist of Secrets. These druids know an unspeakable secret that only creates questions and questions, each one darker and more gloomy than the last. It is your duty to find an answer to the enigma that was revealed to you.

Bonus Cantrip

2nd-level Circle of the Mist of Secrets feature

You learn Minor Illusion, it does not count for the maximum number of cantrip you can learn and it is a druid cantrip for you, and learn one additional druid cantrip of your choice.

Secrets of the Mist

2nd-level Circle of the Mist of Secrets feature

The secrets of the mist taught you to modify it at will. In level 2 you know how you can use druidic points to alter your form.

Shape changer. As a bonus accion action, you can use a druidic point to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Invisible Shape. As a bonus accion you become invisible for 1 hore. Anything you are wearing or carrying is invisible as long as it is on to you. The effect ends if you attack or cast a spell.

Duplication Illusion. As a bonus action you can use a druidic point to create an illusory duplicate of yourself. 

As a bonus action, you create a perfect illusion of your current form that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. 

  • The forms are intangible, can't be reached by an attack and and cannot interact with objects.

  • The form can't attack and cast spells.

  • Can do skill checks as charisma (intimidation or persuasion for example).

  • The illusion can speak, but they cannot speak to you at the same time as you.

Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, they have a disadvantage on attack rolls against that creature, since the illusion distracts the target.

If the illusion is in the form of an allied creature other than you and is within 5 feet of the creature it mimics, it has the same effect.

Circle Spells

3nd-level Circle of the Mist of Secrets feature

The mist whispered new spells to give you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Mist of Secrets spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

3rd

Hold Person or Detect Thought, Mirror Image.

5th

Dispel magic

Fast Friends or Stinking Cloud.

7rh

Charm Monster, Confusion.

9th

Dominate person, Modify memory.

Enhanced lies

6nd-level Circle of the Mist of Secrets feature

You get an additional druid point, you also learn how to use them on your Duplication Illusion. 

As a bonus action (or the same action you used to summon the Duplication Illusion) you can spend Druidic points to modify its form into different effects.

  • Can use Invisible Shape and Shape changer to modify the form of the Duplication Illusion

  • You can also use Shape changer or Wild Shape , but in both cases the illusion can't attack and interact with objects that are not part of the illusion itself.

  • Also, for the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses.

turn of events

6nd-level Circle of the Mist of Secrets feature

Briefly surrounded by mist, as a bonus action you move up to the Duplication Illusion by assuming its form and carrying whatever item you were previously carrying.

The mysteries come true

10nd-level Circle of the Mist of Secrets feature

Little by little you approach the answer.

You gain the ability to use 1st-level spell slots instead of druid points for the options obtained in this sub-class.

In addition, the Duplication Illusion can already interact with objects, having your same strength and load capacity. 

In addition to that, if it is kept less than 120 feet you can transfer your consciousness to the Duplication Illusion, allowing you to see and hear with its eyes and ears.

the secret discovered

14nd-level Circle of the Mist of Secrets feature

You discovered the secret and with it the ability to make an additional Duplicate Illusion.

Fighter of the Style(version 0.0)

Favoring speed and style over raw power, when you choose this archetype, now you don't “fight”, you win with style. and you get fans in the process.

More Handsome than Usual.

3nd-level Fighter of the Style feature

At the 3 levels you get proficiency with performance (charimas) and acrobats (destrese). If you already have proficiency with either of these two, you can choose an ability of your choice that uses charisma. 

Extreme Maneuvers.

3nd-level Fighter of the Style feature

Since no one can stand up to you, now you have to find a way to entertain yourself a bit during the fighting. When you choose this archetype in the 3 levels.

Style points. you can use the style points to do extreme maneuvers, you have as many style points as your charisma bonus (minimum of one) + your competence bonus, and you recover all after a short or long rest, plus you get one back if you land a critical hit or do a cool enough feat (at the discretion of the dm).

Extreme Maneuvers. You get two extreme maneuvers of your choice from the extreme maneuver list that will be described at the end of this subclass. You learn two additional maneuvers of your choice at 5th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. To use this you have to declare it at the beginning of your turn and only can use one extreme maneuver on your turn.

Radical Dice. They are the ones you use in extreme maneuvers, and they evolve as you level up.

Fighter Level

Radical Dice

3rd

1d4

5th

1d6

10th

1d8

15th

1d10

18th

1d12

Reckless impulse

7th-level Fighter of the Style feature

There is always a better character, and that person is you, from level 7 you gain expertise with a skill of your choice. Plus you get an additional fighting style.

More, and above all, Better

10th-level Fighter of the Style feature

When you use a accion surge, you can do a Extreme Maneuvers.

Superior Critical

15th-level Fighter of the Style feature

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19-20.

Before dead of Simple

18th-level Fighter of the Style feature

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Charisma  modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Extreme Maneuvers list.

  • Parry. When you are the target of an attack, you can use a Srile Point in your reaction to roll a radical die and add it to your AC . This effect lasts until the start of your next turn.

  • Unstoppable. In exchange for a Stile Point, when you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.

  • Unavoidable attacks. In exchange for a Style Point, your movements are so cool that your weapon is made magic with the intention of inflicting damage resistance. This effect lasts until the end of your next turn. 

  • Always Ready. When you make an initiative roll, you can use a Style Point to use a Radical Die and add it to the total of the roll.

  • Extreme Speed. In exchange for a style point, you can dash on your bonus action. This effect lasts until the start of your next turn.

  • Glamor Show. You gain 10 feet of speed and the difficult terrain does not affect you, this effect lasts until the end of your next turn.

  • Repellent Attack. You can expend one Stile Point to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Radical Die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

  • Mortal Jump. In exchange for a radical point, your jump distance is tripled up to 1 minute.

  • Suker Punch. Once per turn and in exchange for a stimulus point, if you hit a creature with an attack, you can reduce the target's speed by 10 feet until the start of your next turn.

  • Attack in the Area. In exchange for a style point, when you hit a creature that has another creature within 5 feet of it, you inflict total damage to the other creature equal to the result of a radical die.

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