4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.
Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.
Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature. Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.
THEURGE
A better understanding of the inner workings of deities and other divine beings is the ultimate goal of a theurge. These arcane clerics don’t worship an individual god. Rather, they revere the concept of divinity and seek to examine and manipulate it much like a wizard will sometimes brew potions.
Wisdom still powers most of your spells and prayers, so be sure to build that up. Charisma is also important for arcane clerics, because it improves the effects of their powers. Strength is a good choice in case you want to multiclass as a sorcerer.
MODIFIED CLASS TRAITS
Replace the appropriate text from the cleric Class Traits in the PHB with the following.
Power Source: Arcane. You have dedicated yourself to the study of the gods. Your broader focus denies you a gift from an individual deity, but grants you more control in combat.
Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, quarterstaff Implements: Holy symbols, orbs, staffs, wands Bonus to Defenses: +2 Will
Starting HP: 10 + Constitution Score HP per level gained: 4 HP/level Healing Surges: 7 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Available Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Cha), Religion (Int)
Class Features: Cleric Implement Mastery, Healer’s Lore, healing word, Spellbook
THEURGE CLASS FEATURES
As an arcane cleric, you give up the physical combat-oriented side of yourself in exchange for a more cloistered and studious approach. You lose out on your armor proficiencies and your Channel Divinity class feature, but in exchange, you gain the wizard’s spellbook feature and your own brand of arcane implement mastery.
Cleric Implement Mastery
This class feature functions as the wizard class feature described in the D&D Player’s Handbook. In addition to the orb, staff, and wand, you can choose the following.
Symbol of Arcane Righteousness: Once per encounter, you can use your healing word class feature as a free action when an ally becomes bloodied. You can also use healing word on undead creatures to damage them, rather than heal them. Doing so requires a Wisdom vs. Fortitude implement attack roll.
Spellbook
This class feature functions as the wizard class feature described in the D&D Player’s Handbook, except that you can treat divine cleric prayers as arcane spells when adding them to your spellbook.
When you gain a new level of divine daily or utility cleric prayers, you can choose a second prayer or spell of the same level and prepare either after an extended rest.
THEURGE POWERS
The arcane cleric has access to all cleric powers. You can also choose the following powers which give you a more distinct identity as an arcane class. Consider choosing blast or burst powers for a better arcane feel.
Radiance of the Sea Goddess Theurge Attack 1 The air thickens around your enemy and shimmers with powerful light. At-will • Arcane, Implement, Radiant Standard Action Area 1 square in 10 squares Target: Each creature in square Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage Level 21: 2d6 + Wisdom modifier radiant damage Effect: The power’s area is filled with a fog of radiant energy. Any creature that enters the area or starts its turn there takes radiant damage equal to your Intelligence modifier (minimum 1). The fog remains in place until the end of your next turn. You can dispel it earlier with a minor action.
God-Fire Burst Theurge Attack 1 The god of fire is an unforgiving being. Channeling his power can put your allies at risk. At-will • Arcane, Fire, Implement, Radiant, Zone Standard Action Area burst 1 in 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 1d4 + Strength modifier radiant damage Level 21: 2d4 + Strength modifier radiant damage Effect: The burst creates a zone of burning rubble that lasts until the end of your next turn. Enemies that leave the zone take fire damage equal to your Charisma modifier.
Kiss of the Death God Theurge Signature Attack 1 You draw energy from the god of death to drain away your enemy’s power. Encounter • Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier necrotic damage and the target is weakened until the end of your next turn.
Level 13: 2d10 + Wisdom modifier necrotic damage and the target is weakened and slowed until the end of your next turn.
Level 27: 3d10 + Wisdom modifier necrotic damage and the target is weakened and immobilized until the end of your next turn.
Storm-God Strike Theurge Signature Attack 1 You open your mind to the power of the god of storms and strike out at an unlucky bunch before you. Encounter • Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Strength vs. Reflex Hit: 2d8 + Strength modifier thunder damage and the target can’t gain combat advantage against any creature until the end of its next turn. Effect: You gain concealment until the end of your next turn.
Level 13: 3d8 + Strength modifier thunder damage Effect: You are invisible until the end of your next turn.
Level 27: 4d8 + Strength modifier thunder damage Luck of the Bold Theurge Utility 2 The goddess of change rewards those who take a chance in combat. Daily • Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 bonus to AC and Reflex defense until the end of your next turn.
Platinum Scales Theurge Utility 2 The teachings of the dragon god are protective but dangerous. Daily • Arcane, Cold Immediate Interrupt Personal Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses and any creature that hits you with a melee attack takes 1d6 cold damage.
Improved Kiss of the Death God Theurge Signature Attack 13 You draw energy from the god of death to drain away your enemy’s power. Encounter • Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier necrotic damage and the target is weakened and slowed until the end of your next turn.
Improved Storm-God Strike Theurge Signature Attack 13 You open your mind to the power of the god of storms and strike out at an unlucky bunch before you. Encounter • Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Strength vs. Reflex Hit: 3d8 + Strength modifier thunder damage and the target can’t gain combat advantage against any creature until the end of its next turn. Effect: You are invisible until the end of your next turn.
Greater Kiss of the Death God Theurge Signature Attack 27 You draw energy from the god of death to drain away your enemy’s power. Encounter • Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier necrotic damage and the target is weakened and immobilized until the end of your next turn.
Greater Storm-God Strike Theurge Signature Attack 1 You open your mind to the power of the god of storms and strike out at an unlucky bunch before you. Encounter • Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Strength vs. Reflex Hit: 4d8 + Strength modifier thunder damage and the target can’t gain combat advantage against any creature until the end of its next turn. Effect: You are invisible until the end of your next turn.
As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.