Archetypes
Ok, feats are now at a place I am happy with. There is room for a TON more, but I think the basics are locked in. Now its time to move on to archetypes.
In many ways archetypes are what I am most excited about. Sense any character can choose any archetype it opens the door to some interesting and unexpected concepts/builds.
Design Goals for Archetypes
· An archetype ought to be useful for nearly any class build.
· Archetypes ought to offer special abilities that are not balanced for first level characters.
· 4th level abilities should be ‘utility’ abilities.
· All classes already have some good options for dealing damage, so no need to focus too much on that side.
With that being said, I converted the CHAMPION archetype to serve as a baseline of power, for further archetypes.
[h=1]Barbarian[/h]Prerequisite: Rage Feat
Feral: At 4th level, your base speed improves by 10ft if you are not wearing heavy armor. You also gain the ability to detect others through your sense of smell. You are automatically aware of all creatures within 30ft of you, but not their exact location. You gain advantage on checks made to oppose deception.
Reckless: At 7th level, whenever you are at or below half your hit points, you may add your constitution modifier to any damage roll. Whenever you are at 0 hit points, you treat any successful attack as a critical hit.
Tough SOB: At 11th level, At the end of any short rest you regain hit dice and can recover from one level of exhaustion.
Unstoppable: At 15th level, you gain resistance to all bludgeoning, piercing and slashing attacks while raging. Each time you spend a hit dice to increase the damage from your rage ability, you also increase the duration by 1 round.
Primal Champion: At 19th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
[h=1]Champion[/h]Peerless Athlete: At 4th level, you gain advantage on any physical skill check.
Improved Critical: At 7th level, any attack you make crits on a 19-20.
Fighting Style: At 11th level, you may choose one fighting style from the warrior list.
Superior Critical: At 15th level, any attack you make crits on an 18-20.
Survivor: At 19th 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 Constitution 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.
[h=2]Druid of the Moon[/h]Heart of the Beast: At 4th level You gain the ability to speak with animals at will. Additionally, you gain a loyal animal companion. You may choose any animal, who’s CR is equal to 1/5th your character level, round up.
Nature’s Bond: At 7th level, you gain the wild shape feature. Treat your character level as your druid level. You may only transform into animals who you have touched.
Nature’s Allies: At 11th level whenever you cast a spell which summons beasts, plants or fey. You may cast that spell as if it were 1 level higher than the actual slot used.
Nature’s Stride: at 15th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Nature’s Chosen: At 19th level You no longer age. Any penalties associated with advanced age are removed. Any animal, plant or fey who attempts to harm you must first make a wisdom saving throw DC 8 + Proficiency Bonus + Your wisdom modifier.
[h=2]Monk[/h]Prerequisite: Martial Arts Feat.
Monastic Training: At 4th level,you gain a number of Ki points equal to ½ your level. Any spent ki points are unavailable until you finish a short rest. You may spend ki points in the following ways;
· Patient Defense: You may spend 1 ki point to use the dodge action as a bonus action.
· Step of the Wind: You may spend 1 ki point to double your movement and jumping distance/height until the start of your next turn.
Fists of Fury: At 7th level, you unarmed strikes are considered magical for the purposes of overcoming damage reduction. You also learn two new uses for ki:
· You may spend 2 ki points to make two unarmed strikes as a bonus action.
· You may also spend 2 ki points as an action to make a single unarmed strike. If you hit, the target must make a constitution save (DC 8 + Proficiency + wisdom) or be stunned until the start of your next turn.
Diamond Soul: At 11th level You gain proficiency with all saving throws.
Empty Body: Beginning at 15th level, you can use your action to spend 4 ki points to become Invisible for 1 minute. During that time, you also have Resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you.
Quivering Palm: at 19th At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 5 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
[h=1]Priest of Life[/h]Channel Life: At 4th level, you gain the ability to channel life. As an action, you evoke Healing energy that can restore a number of hit points equal to five times your level.
Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a construct.
You may use this ability twice. You regain any spent uses after a short rest.
Domain of Life: at 7th level, you gain access to spells related to life. You treat all of the following spells as prepared;
Spare the Dying, Cure Wounds, Lesser Restoration, Revivify, Death Ward, Heal, Regenerate.
You may cast any of these spells by spending an amount of hit dice equal to the spell level, but no more than half your remaining hit dice.
Shared Healing: At 11th level, whenever you use a magical ability to heal others, you regain half the amount of damage you healed.
Divine Intervention: at 15th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your level times four, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.
Life Bringer: At 19th level, whenever you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
[h=1]Tactician[/h]Tactical Superiority: At 4th level, you gain the ability to inspire your allies and hamper your foes. As a reaction on your turn whenever another person within 60ft of you makes a d20 roll, you may roll a d6 and add or subtract the roll from the target’s d20 roll. You may use this ability a number of times equal to your charisma modifier. You regain any spent uses after a short rest.
Commander’s strike: at 7th level, you may spend your action to allow an ally within 60ft to make a single attack.
Inspiration: At 11th level, You may inspire your allies to keep fighting. As an action, you may allow all allies within 60ft to spend a hit die to regain hit points. You may use this ability a number of times equal to your charisma modifier. You regain any spent uses after a short rest.
Tactical Assault: at 15th level, as an action, you may declare a tactical assault against one enemy. Until the start of your next turn, all damage rolls against the selected enemy add your charisma bonus.
Checkmate: At 19th level, whenever an ally scores a critical hit against a foe, you may activate your commander’s strike, Inspiration and Tactical assault abilities as a reaction.
Templar
Mark of Wrath: At 4th level, you gain the ability to place a mark of wrath upon a target. The target takes disadvantage on any attack that does not include you as a target. Any round in which the target takes a hostile action that does not include you in its effect, it takes damage equal to your level. You may only mark one target at a time.
Chennel Spells: at 7th level, you may choose one domain associated with your deity. You treat all spells on the domains spell list as prepared.
Twice per day, you may cast one these spells by expending some of your divine power. The level of spell must be equal to ½ your level or less.
Divine Protection: At 11th level, you become immune to poison and fear. Any ally within 10ft of you gains advantage on saving throws made against such effects.
Holy Nimbus: at 15th level, as an action, you may surround yourself in divine light for 1 minute. You shed bright light in a radius of 30ft. Furthermore, enemies treat all spaces within 30ft of you as difficult terrain.
Smite: At 19th level, whenever you strike an enemy affected by mark of wrath, that target takes 1 level of fatigue.
Warlock
Pact: At 4th level, you from a pact with a powerful being (work with the DM). You learn the Eldritch Blast cantrip and gain the Pact Boon warlock class feature.
Least Invocation: at 7th level, you gain one warlock invocation. You also learn one spell of 1st level which you may cast twice between each short rest.
Invocation: At 11th level, you gain one warlock invocation. You also learn one spell of 2nd level which you may cast twice between each short rest.
Greater Invocation: at 15th level, you gain one warlock invocation. You also learn one spell of 3rd level which you may cast twice between each short rest.
Sublime Invocation: At 19th level, you gain one warlock invocation. You also learn one spell of 4th level which you may cast twice between each short rest.
Lore Master
Prerequisite: Adept Level 1.
Supreme Scholar: At 4th level, you gain advantage on any INT based skill check. You also may add your INT modifier to any initiative check you make.
Diverse Knowledge: at 7th level, you may choose two spells from any spell list. These must be spells for which you have slots to cast. You treat these spells as always prepared.
Easy Metamagic: at 11th level, you regain a number of mana points equal to your proficiency bonus whenever you take a short rest.
Instantly Prepared: At 15th level, You learn how to adjust your spells on the fly. You may spend an action to change any one of your prepared spells. You do not need a source for the new spell you are preparing.
Spell Mastery: At 19th level, you may choose one prepared spell of 3rd level or lower. You may cast this spell without expending spell slots.
Assassin
Assassinate: At 4th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration expert: at 7th level, you gain advantage on all stealth, bluff and disguise checks.
False Identity: At 11th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction , and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creature believe you to be that person until given an obvious reason not to.
Hidden Master: at 15th level, you may hide without concealment or distraction.
Death’s Chosen: At 19th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature. Any creature slain by you while it is surprised cannot be resurrected.