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Designing a base gish class and possible subclasses
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<blockquote data-quote="Tinker-TDC" data-source="post: 8332694" data-attributes="member: 6802653"><p>I'm seeing something like:</p><p></p><p><strong>Battlemage</strong></p><p></p><h3>Class Features</h3><p>As a battlemage, you gain the following class features.</p><h4>Hit Points</h4><p><strong>Hit Dice:</strong> 1d10 per battlemage level</p><p><strong>Hit Points at 1st Level:</strong> 10+ your Constitution modifier</p><p><strong>Hit Points at Higher Levels:</strong> 1d10 (or 6) + your Constitution modifier per battlemage level after 1st</p><h4>Proficiencies</h4><p><strong>Armor:</strong> Light armor, medium armor</p><p><strong>Weapons:</strong> Simple weapons, Martial weapons</p><p><strong>Saving Throws:</strong> Dexterity, Intelligence</p><p><strong>Skills:</strong> Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Medicine, Nature, Perception</p><p></p><p>Level 1: Spellcasting</p><p>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.</p><p></p><p>Level 1: Mystical Teachings</p><p>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.</p><p></p><p>Level 2: Fighting Style</p><p>Lists fighting styles aside from Archery (and maybe Great Weapon Fighting reading above). Adds two new Fighting Styles:</p><p>Arcane Warrior: As Blessed Warrior or Druidic Warrior, but from the Wizard Spell List.</p><p>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.</p><p></p><p>Level 2: Arcane Channeling</p><p>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.</p><p>This effect ends early if you drop or stow your weapon or if you become incapacitated.</p><p></p><p>Level 3: Eyes of the Sage</p><p>You can tell if an object within 10 feet of you is magical as an action.</p><p></p><p>Level 3: Arcane Techniques</p><p>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.</p><p>(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)</p><p>Lightning Spear: Until the beginning of your next turn your weapon attacks deal Lightning damage.</p><p>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.</p><p>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.</p><p>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.</p><p>Mystical Leap: Immediately before or after making a melee attack against a creature you may jump gracefully over it, landing on its opposite side.</p><p></p><p>Level 4: Ability Score Increase</p><p></p><p>Level 5: Bonus Attack</p><p>You may make a weapon attack as a bonus action. You cannot use this feature and the Extra Attack feature in the same turn.</p><p></p><p></p><p></p><p>Or at least that's my first 5 levels. Lots of things for theming are dependent on the Spell List and the Subclass options.</p></blockquote><p></p>
[QUOTE="Tinker-TDC, post: 8332694, member: 6802653"] I'm seeing something like: [B]Battlemage[/B] [HEADING=2]Class Features[/HEADING] As a battlemage, you gain the following class features. [HEADING=3]Hit Points[/HEADING] [B]Hit Dice:[/B] 1d10 per battlemage level [B]Hit Points at 1st Level:[/B] 10+ your Constitution modifier [B]Hit Points at Higher Levels:[/B] 1d10 (or 6) + your Constitution modifier per battlemage level after 1st [HEADING=3]Proficiencies[/HEADING] [B]Armor:[/B] Light armor, medium armor [B]Weapons:[/B] Simple weapons, Martial weapons [B]Saving Throws:[/B] Dexterity, Intelligence [B]Skills:[/B] 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. [/QUOTE]
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