D&D 5E Designing a base gish class and possible subclasses

Paul Smart

Explorer
Why not use the PF2e magus? It sounds similar to what you're looking for.
A variety of reasons:

1) While PF2 is a great game it is not the game I am interested in.
2) I am having fun brainstorming a similar class and subclasses that work in 5e.
3) An extension of my second reason, I like getting other people's thoughts on my brainstorming exercise.
4) If as a community we come up with something good people who are looking for something similar can use it.
5) Maybe a game designer will see this and we can get something official either in 5e or when it comes out 6e.
Last) Because it is fun to design things.
 

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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
The ability to use both a spell and an attack in the same turn.

Not "Make a spell into a swordstrike" but straight up cut down someone next to me, then fling a firebolt at a distant target in the same round.

Heck, to make it even better, add in a little "When you make a melee attack roll against a target they no longer count as threatening you for the purposes of disadvantage on ranged spell attacks." so you can smack someone in melee and then blast someone at range without disadvantage.

Oh. How about a "Magekiller" subclass which is all about increasing the DC of any concentration checks and getting a set number of "Free" Counterspells that recover on a long rest?
 

Zardnaar

Legend
Two things.

1. Hands free casting a'la Cleric and Paladin or half the Warcaster feat. Or an aegis effect or other ac buff if you use a one handed weapon.

2. Replacing an attack with a cantrip.

3. Casting a spell and having an attack as a bonus action.

4. Keying your attack off a mental state a'la battlesmith and hexblade.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
OH. Let me add another one:

Fungible Cantrips with Select Targeting.

Give 'em the ability to split up cantrip damage among several attack rolls.

So they want to use Green Flame Blade? They get to make multiple attacks, each one doing a portion of the cantrip's damage to different targets. So a level 20 Gish could swing 4 times with Green Flame Blade and gain no additional D8s of damage (Since each swing is basically as a 1st level cantrip) but they all do the Splash Damage. Or do Two swings and do weapon damage +1d8 fire on two targets, and 1d8+int on two secondary.

Or throw off a Firebolt spell that hits 1 target for 3d10 and another target for 1d10.

Or at level 5, one Chill Touch that hits two targets for 1d8 each if you make both attack rolls.
Two things.

1. Hands free casting a'la Cleric and Paladin or half the Warcaster feat. Or an aegis effect or other ac buff if you use a one handed weapon.

2. Replacing an attack with a cantrip.

3. Casting a spell and having an attack as a bonus action.

4. Keying your attack off a mental state a'la battlesmith and hexblade.
Oh, yes. Absolutely yes. Make it so they don't do Great Weapon Fighting. Make them Duelists by and large!

Maybe a Reaction AC Bonus function if they don't have a shield?
 

Tinker-TDC

Explorer
OH. Let me add another one:

Fungible Cantrips with Select Targeting.

Give 'em the ability to split up cantrip damage among several attack rolls.

So they want to use Green Flame Blade? They get to make multiple attacks, each one doing a portion of the cantrip's damage to different targets. So a level 20 Gish could swing 4 times with Green Flame Blade and gain no additional D8s of damage (Since each swing is basically as a 1st level cantrip) but they all do the Splash Damage. Or do Two swings and do weapon damage +1d8 fire on two targets, and 1d8+int on two secondary.

Or throw off a Firebolt spell that hits 1 target for 3d10 and another target for 1d10.

Or at level 5, one Chill Touch that hits two targets for 1d8 each if you make both attack rolls.
I don't know if it would be easier to explain all of this as a class ability or if making cantrips that do this as intended would be a cleaner way of doing things. I do dig the idea though.
 

Tinker-TDC

Explorer
I'm seeing something like:

Battlemage

Class Features​

As a battlemage, you gain the following class features.

Hit Points​

Hit Dice: 1d10 per battlemage level
Hit Points at 1st Level: 10+ your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per battlemage level after 1st

Proficiencies​

Armor: Light armor, medium armor
Weapons: Simple weapons, Martial weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Medicine, Nature, Perception

Level 1: Spellcasting
You know a number of spells on the Battlemage spell list equal to half your Battlemage level plus your Intelligence Modifier and two Battlemage Cantrips. Spell levels progress as the Artificer spell list but it spells are known rather than prepared.

Level 1: Mystical Teachings
Subclass. Put at level 1 to give out the individual flavor for your particular mystical martial art/power source. Also here is where any armor options would go for archetypes that would grant heavy armor or shields so players don't need to re-equip gear on level-up. Have each subclass provide a useful ability and a ribbon at level 1.

Level 2: Fighting Style
Lists fighting styles aside from Archery (and maybe Great Weapon Fighting reading above). Adds two new Fighting Styles:
Arcane Warrior: As Blessed Warrior or Druidic Warrior, but from the Wizard Spell List.
Duelist's Ward: While you are wielding a weapon in one hand and nothing in the other hand you may use your reaction to increase your AC by an amount equal to your Intelligence Modifier against a single attack.

Level 2: Arcane Channeling
As a bonus action when you cast a spell of first level or higher you may channel elemental energy into a melee weapon you wield. Choose one of the following damage types: acid, cold, fire, lightning, or thunder; for the next minute your weapon deals additional 1d4 damage of the chosen type whenever you hit with an attack. When you cast a spell of 2nd level or higher the additional damage increases by 1d4 for every level of your spell above 1st.
This effect ends early if you drop or stow your weapon or if you become incapacitated.

Level 3: Eyes of the Sage
You can tell if an object within 10 feet of you is magical as an action.

Level 3: Arcane Techniques
You know a number of Arcane Techniques equal to your proficiency bonus. Use your Battlemage spell save DC if a technique calls for a saving throw. You may only apply one Arcane Technique per attack.
(Designer's note: Arcane Techniques do not cause any additional damage to the target. They are at-will and activate as part of making a weapon attack. If they scale they scale at the same levels as cantrips. Five Sample Techniques listed below)
Lightning Spear: Until the beginning of your next turn your weapon attacks deal Lightning damage.
Blink Warrior: You may teleport up to 10 feet before making a weapon attack. This distance increases by 10 feet at levels 5, 11, and 17.
Arcane Grasp: Before you attack a creature within 10 feet of you must make a Strength saving throw or be pulled towards you until they are within range of your weapon. The range of this ability increases by 5 feet at levels 5, 11, and 17.
Distracting Wave: When you hit a creature within 5 feet of you with a weapon attack they do not impose disadvantage on any ranged attacks you make until the end of your next turn.
Mystical Leap: Immediately before or after making a melee attack against a creature you may jump gracefully over it, landing on its opposite side.

Level 4: Ability Score Increase

Level 5: Bonus Attack
You may make a weapon attack as a bonus action. You cannot use this feature and the Extra Attack feature in the same turn.



Or at least that's my first 5 levels. Lots of things for theming are dependent on the Spell List and the Subclass options.
 

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