Author Topic: Bard and Wizard Subclasses  (Read 440 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Bard and Wizard Subclasses
« on: September 02, 2023, 07:20:59 PM »
reserved for list

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: Bard and Wizard Subclasses
« Reply #1 on: September 02, 2023, 08:09:11 PM »
THE FISTS OF BIGBY
The Fists of Bigby are a lunatic cult of Wizards who all claim to be descendants of the original caster (even though many are clearly of a different species).  Whereas Bigby was retiring and secretive, they are loud and proud.  Where Bigby was a traditionalist, to the point of being puritanical, the Fists are transgressive, and proud of it.  They take great joy in punching people while screaming "I CAST FIST!"  They trap people in forcecages just because they can.  They are bullies, trolls, thieves and liars to the last man.  Their only shared belief is the delusion that their ancestor, Bigby, has ascended to godhood, and will call them up as his chosen one day.

In short, they are absolutely nuts.  And prone to throwing spells around.  They want what they want, when they want it, and don't take well to being told no.  On the plus side, they see  their ancestors enemies as their enemies, so if one of those enemies is pursuing you, the Fists will help you.  Now granted, they'll never let you forget that you owe them.  And when they ask for the favor to be returned, it'll be something dangerous, weird and uncomfortable ("We're robbing Orcus.  We need you to distract him.  Here's your tiara, the poison is in the third diamond from the left.").

FORCE ARMOR
At 2nd Level, whenever you cast a leveled spell doing Force damage, or creating an effect made of force, you gain temporary hit points equal to the Spells Level in 6 sided dice.  For example, if you cast Bigby's Hand (a 5th Level Spell), you gain 5d6 temporary hp.

FORCE HANDS
At 6th Level your Unarmed Strikes use your Intelligence Score for attack and damage rolls, and does 2d6 Force damage.

GREATER HAND
At 10th Level, when you cast Bigby's Hand, it has additional effects you can access.

 Battering Hand: The Hand deals double damage to objects and structures when using the Clenched Fist option.

 Protecting Hand: When using the Interposing Hand option, the Hand acts as a 10 foot by 10 foot Wall of Force as well.

 Silencing Hand: When you use the Grasping Hand option of the spell, the target must make a Dexterity Save against your Spell Save DC, or be unable to speak as long as the Hand is grappling it.

 Swatting Hand: When using the Forceful Hand option, if it succeeds in Shoving the target, it also knocks it Prone.  If the target is flying, it also falls out of the sky.

IMPROVED CASTING
At 14th Level, whenever you cast a spell doing Force damage, or that creates an effect from force (Wall of Force, Forcecage etc.) you can choose to enhance it in one of the following ways:

Increase the range by +30 feet.

Cast it without a verbal, somatic or material component.

If the spell has a duration longer than Instantaneous, you can increase it one step: 1 round becomes 1 Minute, 1 Minute becomes 10 Minutes, 10 Minutes becomes 1 Hour, and 1 Hour becomes 8 Hours.

If the spell has an area of effect it increases by +50%.  For example, if the spells normal range is a 30 foot cone, it now becomes a 45 foot cone.

Force Effect Spells
Cantrips: Mage Hand?
1st: Mage's Armor, Shield, Tenser's Floating Disc
3rd: Leomund's Tiny Hut
4th: Resilient Sphere
5th: Wall of Force
7th: Forcecage
« Last Edit: September 23, 2023, 10:16:05 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: Bard and Wizard Subclasses
« Reply #2 on: March 17, 2024, 03:05:45 AM »
RIBBITEER   (Bard SUbclass)
The Frog Council paid for you to go to College, where you specialized in throat singing, and as a thank you, you're now a walking billboard for them.  You're like The HU, but instead of singing of the glories of Mongolia, you sing about the glories of frog.  You also provide a method of spying on the public for the Council, as well as acting as a go between for setting up meetings with the disenfranchised people who contact the Council for help. 


HARMONY
At 3rd Level, you can sing as an Action, and any creatures of your choice within 10 feet must make a Wisdom Save against your spell save DC, or take 2d4 thunder damage, and begin to sing along with you (this uses their Bonus Action for the turn), requiring another saving throw from any creatures of your choice within 10 feet of them, or they take 2d4 thunder damage as well and also begin to sing.  This progresses until there are no creatures within range.  If the Saving Throw is successful, they take half damage, and do not sing.  Congratulations, you are a musical virus.  They must make another Save each round you use this ability.  The damage increases to 3d4 at Level 10 and 4d4 at Level 20.

THE POWER OF THE FROG
At 6th Level, any time an opponent fails a Saving Throw against one of your spells, you regain one Inspiration Die (max of one die per round).

THE FROG COUNCIL GETS OUT THE MESSAGE
 At 14th Level, you can empower a spell you cast up to three times per long rest.  One target affected by this spell has Disadvantage it's Saving Throw.  If the target chooses to use Legendary Resistance, this instead means it must now make a Save (but doesn't have Disadvantage on the roll).
« Last Edit: March 21, 2024, 11:29:34 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16122
  • Fnord bitches
    • View Profile
Re: Bard and Wizard Subclasses
« Reply #3 on: May 18, 2024, 06:46:39 PM »
THE LEAGUE   Wizard Subclass)
Otiluke may be most famous as a Wizard, but he was also a master of bowling, and champion of the All Wizards Bowling League (which he insisted his students join).  Many of them questioned his reasoning that studying the sport of bowling made one a better Wizard.  At least they did until they were advanced enough to learn the Leagues secret techniques.  Techniques a jealous Otiluke was said to have created to challenge a mere barbarian!  Okay, so grated the Barbarian's stepdad was an Elemental who taught his kid magic, but still...

CHOP
At 2nd Level, whenever you successfully deal Force damage with a spell (including your Bowling Sphere listed below), the target must also make a Strength Saving Throw against your Spell Save DC or be knocked Prone.

DRIFT
At 6th Level, whenever you successfully deal Force damage with a spell (including your Bowling Sphere listed below), you may move the target 5 feet in any direction.

BOWLING SPHERE
At 10th Level, when you cast Resilient Sphere it has additional effects you can access.  Firstly, it and the enclosed creature hover a foot or so above the ground.  Secondly, you can move the sphere up to 30 feet in any direction once pr round as a Bonus Action.  Thirdly, if you move it into a creatures space, make a spell attack roll.  If it succeeds both the enclosed creature, and the target creature take 1d6 Force damage, plus another 1d6 Bludgeoning damage per 10 feet the sphere traveled this turn.

MEISTER BOWLER
At 14th Level, you may cast Resilient Sphere twice per day without using a Spell Slot or Material Component.