Working Title: Hedge of Thorns/Bridge Holder
Theme: Opportunity Attacks (including on Projectiles)
Looked up weight for Lucerne Hammer at:
https://myarmoury.com/feature_spot_poleaxe.htmlWas very conservative and went with 7 lbs.
Basically all of these only apply to Defensive Strikes.
3rd:
-((Once per round? If so, decided AFTER a hit but before damage.))Damage bonus increases to equal class level, rather than just your Gifting Bonus.
-Add Charisma to Defensive Strike attack rolls. ((replace dexterity/strength until level 4 or 5, THEN add?))
-Silver (include note about being able to exchange this for another option in games where, say, cold iron is a thing... NOT adamintine)
-((Look at Hydra for better wording)) Upon rolling initiative gain an additional number of reactions equal to the higher of your charisma or dexterity modifier. These Reactions may ONLY be used for Opportunity Attacks, and refresh at the END of each of your turns, provided you did not cause any harm to any opponent, even indirectly, except via Opportunity Attacks since the end of your last turn(start of combat on first round).
-((IF an moving from one spot within 5' to another spot within 5' allows an opportunity attack with a Reach weapon.)) For the purposes of defensive strikes you are proficient with reach weapons.
-?"I must survive to be re-united with my cherished ones resolution"? (Mostly about weapon proficiencies, since 5e has everyone on the same attack bonus... MAYBE grant silver/magic/extra attacks at higher levels.)
5th:
((Possibly upgrade from replacing Str./Dex. modifier with Charisma modifier to adding Charisma modifier to the roll.))
((IF I am RIGHT about how Reach weapons work:))
Defensive Strikes count as being made with a magical weapon.
. ((IF I am WRONG about how Reach weapons work:))
Spiked Chain/Meteor Hammer/Rope(chain) Dart ((Except the Spiked chain already does Piercing...)) proficiency (including ability to make more than one attack per round). Third square of movement within your reach provokes, even if enemy is using Disengage action.
OR
Improved Critical on Defensive Strikes
7th: Magic ((Since Monks get it at 6th and it is kinda a big deal!))
"Intercepting Arrow Kata" within 20' using thrown daggers, darts, and shuriken. Fueled with Opportunity Attacks (Look to see how *Fireball* works in this edition.)
OR
(Can replace this with one of the other two picks if you later take the actual Mage-Slayer feat) "Lesser Mage Slayer" (Mage Slayer feat is PHB p. 168, requires Defensive Strike to be active (IE no having used the Attack action the previous turn etc), and counts as a Defensive Strike)
OR
(Can replace this with one of the other two picks if you later take the actual Sentinal feat) "Lesser Sentinal" (As per Sentinel PHB p.169-170, but only on Defensive Strikes).
11th: "Vicious" ((The only question is whether to move this earlier, and possibly make some of the base damage progression transfer into requiring it.))
Alignment or Adamintine (neither of which matter when you are already "Magic", ND lignment might not matter at all)
17th: ?Advantage on Defensive Strikes?, Ability to OO Ethereal+Shadow+(Other Co-existant planes), and/or Teleportation (either by treating it as straight-line movement or by just getting an OO on anything that arrives within your reach), and/or *Stone Swim* and the like.
((COPY PASTE FROM LEVELS 1 TO 5 VERSION!!))
Hedge of ThornsTheme: Opportunity Attacks (including on Projectiles)
Thorns, Many and Large((Could use a better name))
-Damage bonus on defensive strikes increases to equal class level. ((Limit this increase to X per round?))
-Charisma to-hit (replace rather than add until level 4 or 5?)
-Silver (include note about being able to exchange this for another option in games where, say, cold iron is a thing... NOT adamintine)
-((Look at Hydra for better wording)) Upon rolling initiative gain an additional number of reactions equal to the higher of your charisma or dexterity modifier. These Reactions may ONLY be used for Opportunity Attacks, and refresh at the END of each of your turns, provided you did not cause any harm to any opponent, even indirectly, except via Opportunity Attacks since the end of your last turn(start of combat on first round).
-Monk's Unarmed Strike damage on unarmed (and improvised weapon) Defensive Strikes.
Grace-Gift Level | DamageDie | 1st-4th | 1d4 | 5th-10th | 1d6 | 11th-16th | 1d8 | 17th-20th | 1d10 |
-?"I must survive to be re-united with my cherished ones resolution"? (Mostly about weapon proficiencies, since 5e has everyone on the same attack bonus... MAYBE grant silver/magic/extra attacks at higher levels.)
5th: Proficiency with all reach weapons ((Add Lucerne Hammer... try to force myself to ignore the fact it should also be capable of dealing peircing. Reduce damage die if I can't avoid the temptation. Also, Reach weapons do not have a myopic zone in 5e:
http://www.giantitp.com/forums/showsinglepost.php?p=24288216&postcount=1280 )). Third square of movement within your reach provokes, even if enemy is using Disengage action.
Replace weapon proficiencies with Kursa Gama Spiked Chain/Meteor Hammer/Rope(chain) Dart ((Except the Spiked chain already does Peircing...)) proficiency (including ability to make more than one attack per round).
((Note this as being something that many might avoid because finding a polearm (either replacing a lost weapon, or because you weren't expecting trouble) is easier than finding an exotic weapon.))
OR
Improved Critical on Defensive Strikes
7th: Magic ((Since Monks get it at 6th and it is kinda a big deal!))
"Intercepting Arrow Kata" within 20' using thrown daggers, darts, and shuriken. Fueled with Opportunity Attacks (Look to see how *Fireball* works in this edition. Probably keep this Dex. based for the moment, although Cha. based might prove better for balance?)
OR
(Can replace this with one of the other two picks if you later take the actual Mage-Slayer feat) "Lesser Mage Slayer" (Mage Slayer feat is PHB p. 168, requires Defensive Strike to be active (IE no having used the Attack action the previous turn etc), and counts as a Defensive Strike)
OR
(Can replace this with one of the other two picks if you later take the actual Sentinal feat) "Lesser Sentinal" (As per Sentinel PHB p.169-170, but only on Defensive Strikes).
OR
((IF defensive strikes not = +Cha. Mod. then increase to that, or maybe even unlimited.))
Bee Dies To Preserve Hive ((Name Might need improvement. One alternative: "Barbed Thorns Break Off In Wound, Spilling Sap" which keeps with the thorns theme but isn't nearly as clear, nor as viceral... although overstating the severity of the damage you inflict on yourself. Maybe something about a hedge whose wood breaks off sharp as an additional defensive feature?))
"Vicious" ((The only question is whether to move this earlier, and possibly make some of the base damage progression transfer into requiring it.))
Alignment or Adamintine (neither of which matter when you are already "Magic", AND alignment probably doesn't matter at all)
A Hedge Composed Of Nothing But Thorns Advantage on Defensive Strikes ((Is this overpowered? Should it just be +2 or some other number to hit so you can still benefit from Advantage from other sources?))
((/COPY PASTE FROM LEVELS 1 TO 5 VERSION!!))
Working Title: Disaster's Bane
Improves: Saving Throws
Other things to maybe add in: Magic Resistance, Resistance to various sorts of damage (three subcatagories: Basic Energy (Thunder, Fire, Lightning, Cold, Acid), Advanced Energy (Necrotic, Radiant, Force), and Physical (Slashing, Bludgeoning, Piercing)... might combine the last two categories as far as which you get to pick from at what levels.), maybe Immunity to various conditions such as fear and/or charm (If I include charm it will have a version that is not transferable). NEED TO FIGURE OUT WHERE POISON DAMAGE SHOULD GO.
3rd: Divine Health, Pick one saving throw to replace your normal ability modifier for with charisma, Pick another ability score each (odd numbered?) level, and to allow the transfer of the ability modifier as if it were base save when using
Gift of Resistance.
7th: Pick one saving throw you already can replace your charisma modifier for (including the one you picked at this level), and instead ADD your charisma modifier. Yes, this DOES mean you can use charisma twice on charisma saves! The default ability score can NOT be transferred. Pick another ability score every (odd nmumbered?) level.
11th: Evasion/Mettle on any one type of save that you already have (7th level ability) for. Transfers whenever you transfer any amount of that save to any ally who gets at least +1. Pick an additional save type every (odd numbered?) level.
OR
Ranges of
Gift of Resistance double.
17th: Advantage on any one type of save you already have (1st version of 11th level ability) for. Transfers whenever you transfer any amount of that save to anyone who gets at least +1 for, but in outer range you pick when using
Gift of Protection whether all allies will get this OR the Evasion/Mettle effect for all saves effected that round. Pick another ability score every (odd numbered?) level.
OR
As per one of the options for the 11th level ability.
Working Title: Holy Protector ((Needs better name since they are all part of the clergy by default.))
Theme: Actual Spellcasting!
3rd: Prepared casting with spell slots at the Eldritch Knight Progression rate. Spell list will be mostly drawn from the cleric (buffs and healing), with a few choice buffs from the Wizard list (most notably
Fly and
Haste), and perhaps only a single spell from Paladin:
Compel Duel... but currently planning on giving them the
Smite's but only working on their Defensive Strikes. In any case the buffs can never be cast on yourself.
Cantrips do not require preparation. Prepare Wisdom ((Charisma?)) modifier + half your grace-gift level rounded down (minimum of one spell). ((replace 1/2 class level with
Proficiency Bonus? Probably not... In any case, Paladins use Charisma, but AT/EK use Intelligence. )) Change prepared on Long (Short?) rest. Slots recovered on Long Rest. DC ?Charisma? ?Wisdom? based (again, Paladins use Charisma, but AT/EK use Intelligence)
Attack action breaks concentration?
((Something Man_Over_Game said in post #5 of the pre-posting thread I did implied that giving them Ranger/Paladin level casting progression would be fine. If they meant it (I should check!) and if I go with that, I should delay it one level since those classes get their casting starting at 2nd, rather than 3rd. This would still give this architype 5th level spell slots.))
((Maybe give expanded spell list with more marginal spells at the cost of being a 1/3 caster rather than a 1/2? Would have to be pretty generous with the expansion, perhaps even allowing a certain number of free picks from the cleric list.))
Level | Cantrips | 1st | 2nd | 3rd | 4th |
1st-3rd | 2 | 2 | - | - | - |
4th-6th | 2 | 3 | - | - | - |
7th-9th | 2 | 4 | 2 | - | - |
10th-12th | 3 | 4 | 3 | - | - |
13th-15th | 3 | 4 | 3 | 2 | - |
16th-18th | 3 | 4 | 3 | 3 | - |
19th-20th | 3 | 4 | 3 | 3 | 1 |
7th: On any round you use an action ((or bonus action?)) to use a Gift, you gain advantage on Concentration checks to maintain spells that are on the Holy Protector spell list.
AND/OR
"Turn Away Harm" (probably NOT scaling into "Set the Captives Free" since all undead in this edition have Int. Scores?)
11th: ((Consider spell levels carefully here, especially since this is currently a 1/3 caster)) *Greater Restoration* 1/Long Rest
13th:
Mass Cure Wounds OR
Regeneration OR ???
(Mordenkainen's) Magificent Mansion??? OR ???
Sequester??? 1/Long Rest ((Pick one or the other at this level? Share charge with eachother and maybe even with *Greater Restoration* at least for a few levels?))
15th:
Heal OR ?
Heroes Feast? OR ???
Mind Blank??? OR ???
Telepathy ((c.f. ______ Warning Shout... maybe delay this to 17th since that is when you get the nerfed-from-the-5e-version of
Foresight and/or make this a special version that gives the target the full effects of 5e
Foresight while both are active.))??? 1/Long Rest ((Pick one or the other at this level? Share charge with eachother and maybe even with 13th level stuff, at least for a few levels?))
17th:
Power Word Heal OR
Mass Heal OR ???
Wish (Curative only.) ((Not sure if it especially fills this role in 5e. Given they made
Miracle a class ability they MIGHT have transferred that functionality over to something that
Mass Heal could do anyway.))??? 1/Long Rest (1 or 2 Con. Drain if this needs to be nerfed, especially because they can also cast a probably-nerfed-from-the-5e-version of *Foresight*)
[SPOILER = Holy Protector Spell List]
((Looked through all PHB spells. Double check for Smite type spells I may have missed, which might only apply to opportunity attacks.))
CantripsAn Ounce of Prevention (At Grace-Gift level 5 you may replace this with another cantrip from this list.) ((Nerf this to NOT include
Purify Food and Drink option?))
GuidanceLightProduce Flame (Can't attack with, but can light unattended objects.) ((A compromise between
Light and
Prestidigitation for niche characters. Allow rebate if they later come to have the two others, although that would be a really strange situation since the number or cantrips gained after the initial alotment at 1st level is very small.))
MendingMessage??? ((120 range and ability to penetrate solid objects in some cases make this worth considering. Limiting it to allies seems thematic, but not really necessary.))
Parlay ((New spell, not sure if it is worth existing, but I typed it up below, including a note that the GG receives all of the benefits of it. MIGHT NEED TO BECOME A 1ST LEVEL SPELL! Remember
Calm Emotions and consider them together.))
Peaceful Rest (As per
Sleep, but willing targets only, no Concentration required, and lasts until they are well rested.)
Prestidigation??? At first glance this wouldn't apply because they have
An Ounce of Prevention but maybe fire-light for survival's sake and cooking, and food flavoring (and warming/cooling?) since they get proficiency with "Trail Cooking". Warm/Cool would go along with
Gift of Tolerance a bit.
ResistanceShillelagh??? (In your own hands only works on defensive strikes, won't work for anyone you consider an enemy. You don't have to be holding it, and maybe even 10' range instead of touch.) ((Similar spells I am considering are
Elemental Weapon,
Magic Weapon, and
Swift Quiver... with that last being the least similar.))
1stAlarm? ((Give them picks at certain levels of which of these borderline spells to add to their spell list, like AT/EK are restricted to specific schools for MOST of their picks?))
Animal Friendship?
BlessBolt of Resilient Guidance ((If this doesn't get too much flak in the contest or other postings I might make of this before publishing the grace-gift.))
Compelled DuelComprehend LanguagesCreate or Destroy Water ((Create only?))Cure WoundsDetect Evil and GoodDetect Magic?
Detect Poison and DiseaseDivine Favor ((Omit this, or make it
Defensive Strike only?))
Ensnaring Strike ((Omit this, or make it
Defensive Strike only?))
Expeditious Rescue ((Might not include this, might make it an "extra pick" like the stuff marked with a "?", It would be a new spell based on
Expeditious Retreat to grant Swift Rescuer sub-class's Duel-Action thing with Dash only.))
Feather FallGoodberry?
((NO
Guiding Bolt if I put in
Bolt of Resilient Guidance))
Healing Word ((Wasn't sure they should get this since the Gifts are mostly standard action, but since I'm currently planning to change that to a variant on the Rogue's cunning action whenever they use a Gift it is more plausible.))
HeroismIdentify?
JumpLongstrider?
Mage Armor? ((Long duration and Arcane natures are factors against this.))
Protection from Good and EvilPrayer for the HeroPurify Food and Drink ((Yes, currently they can already do this, and even can take it as a Cantrip that gets replaced at class level 5, but: 1.) I might nerf the cantrip in that regard. 2.) Cantrips can't be changed on a daily basis, meaning taking it as a cantrip might be [Insert Admiral Akbar here...]. ))
Sanctuary ((Others only?))
Searing Smite? (Defensive Strikes only.)
Shield??? (Others only, 10 range.)
Shield of FaithTrue Strike??? ((Similar spells I am considering are
Elemental Weapon,
Magic Weapon,
Shillelaghand
Swift Quiver... with that last being the least similar to the others.))
Wrathful Smite? (Defensive Strikes only.)
2ndAidArcane Lock? ((Not sure this should even be on the "must spend a limited pick to add to your spell list" list.))
Augery? ((As much as I hate this sort of divination...))
BarkskinBranding Smite? ((Defensive Strikes only.))
Calm Emotions ((Not sure if I should include this at all. Remember
Parlay cantrip/spell I created when considering this and it.))
Continual Flame?
Enhance AbilityEnlarge/Reduce?
Find Traps? ((Especially consider omitting this... also, remember to include guidelines to GMs for base class ritual casting, the default Holy Protector list AND the "pick a few" Holy Protector list (if any) so they can make good decisions regarding adding splat-book/homebrew to this.))
Gentle ReposeInvisibility? ((Especially consider ommitting this.))
Lesser RestorationLevitate (Target Controls, but it is you who needs to concentrate, not them.)
Magic Weapon? (In your own hands only works on defensive strikes (and is probably redundant for those), won't work for anyone you consider an enemy.) ((Similar spells I am considering are
Elemental Weapon,
Magic Weapon,
Shillelagh and
Swift Quiver... with that last being the least similar.))
Pass without Trace (Touch range. Others only... possible exception that only works if you are within X' of Y other creatures you have effected with it and all allies within that same (or greater) range are subject to it... maybe create a 4th or 5th level Mass version of this or have their version allow up-slotting?)
Prayer of Healing? ((I guess this doesn't invalidate their short-rest healing any more than the combat healing stuff does?))
Protection from PoisonRope Trick?
See Invisibility? ((Not at-will, so still leaves the "Take My Eyes that You Might See, Take My Ears that You Might Hear" to have an advantage. Similar considerations for
True Seeing although that is such a high level that they would have to be MORE than a 1/2 caster to get it, and it has a 25 gp consumed component.))
Silence? (Does not effect intentional speech nor verbal components ((of enemies?)).)
Spider Climb??? (Others only?) ((Well, you get
Levitate and
Fly, so...))
Status ((Copy paste the entry for this in at some appropriate point.))
Warding Bond ((Can't use
Gift of Warding when this is active, and vice-versa?))
Zone of Truth??
3rdAura of Vitality ((Can use Standard action instead of bonus action? Probably NOT "Must use"...))
Beacon of HopeBlinding Smite? (Defensive Strikes only when prepared as a grace-gift spell.)
Create Food and DrinkCrusader's MantleDaylightDispel Magic ((Only castable on allies, unattended items and allies' items?))
Elemental Weapon (In your own hands only works on defensive strikes, won't work for anyone you consider an enemy.) ((Similar spells I am considering are
Elemental Weapon,
Magic Weapon,
Shillelagh, and
Swift Quiver... with that last being the least similar.))
Feign DeathFlyHasteHelping Hand ((Link or copy-paste from:
https://forums.giantitp.com/showthread.php?587131-Conversion-of-Niche-Utility-3-x-PF-Spell-P-E-A-C-H&p=23884087#post23884087 ))
(Leomund's)Tiny Hut ((Ritual only? Double listed due to name variation.))
Magic Circle ((Maybe you can't be on the "safe" side of the circle... perhaps unless it is in "containment" mode?))
Mass Healing Word ((Wasn't sure they should get *Healing Word* since the Gifts are mostly standard action, but since I'm currently planning to change that to a variant on the Rogue's cunning action whenever they use a Gift it is more plausible.))
Non-Detection?
Phantom Stead? ((Well, if I allow *Longstrider*...))
Plant Growth (Land Enriching only.) ((Goes off of the "Proficient with Farmer's Tools" thing.))
Protection from Energy(Otiluke's) Resilient Sphere? (All targets in area must be willing or spell is expended without effect.) ((Double listed due to name variation.))
Remove Curse(Otiluke's) Resilient Sphere? (All targets in area must be willing or spell is expended without effect.) ((Double listed due to name variation.))
RevivifySending? ((Consider in concert with
Message.))
Speak with Dead? (Their spirit can cause it to fail with the same information as it gets when deciding on returning to life via a spell. The information provided is no better than the default version.) ((Especially useful for checking if someone is willing to come back without expending the components/constition burn.))
Tongues?
(Leomund's)Tiny Hut ((Ritual only? Double listed due to name variation.))
(Variant?) Vampiric Touch ((If cast on yourself transfers hit-points from yourself to the touched target, possibly at a profit (especially if up-cast) and/or using larger/more dice. IF I allow it to goes on an ally and maybe just lets them heal (half) the damage they inflict with one melee attack per round up to a cap (probably the average of what the PHB
Vampiric Touch can do. Maybe allow them to decide if they want to use it on a particular attack after rolling the to-hit, finding out if it hits, rolling damage, or discovering the actual damage? Or say it activates at the end of their turn and goes off of the biggest damage they inflicted since you cast it (1st round) or since the end of their last turn (later rounds)... or keep the book-keeping shorter term and only have it work with attacks on their own turn. NOTE: This is granted by the Death Domain DMG (NOT PHB) p.96-7 In any case you are the one who has to maintain concentration (obvious, but I mentioned it for
Levitate so I'm doing so here, even if this needs it less.))
Water BreathingWater Walk? ((Since I'm giving
Fly... this is obviously a less big deal of an effect on a round, by round basis, but it lasts an hour and does NOT require Concentration.))
4thAura of PurityAura of LifeDeathward(Mordenkainen's) Faithful Hound ((Double listed due to name variation. Inclusion probably linked to if including *Alarm*.))
Freedom of MovementGreater Invisibility?
Guardian of Faith? ((Creature in its Reach when you cast it has the first round when it CAN move to move away in a way that never has it moving towards an ally, without needing to make a save, if no such path exists, it may instead move as it wishes (provided it takes the Dash, Dodge, or Disengage action first???).))
Locate Creature (Those you are honestly friendly toward only... maybe exception for food/medicine sources of animal or lower intellect.) ((Note that paladins get this.))
(Mordenkainen's) Faithful Hound ((Double listed due to name variation. Inclusion probably linked to if including *Alarm*.))
(Mordenkainen's) Private Sanctum ((Might be double listing this due to name variation. Inclusion probably only if including *Alarm*, and maybe not even then.))
Staggering Smite? (Defensive Strikes only.)
Stoneskin5th ((If I decide to make them 1/2 casters rather than 1/3.))
Banishing SmiteCircle of PowerDispel Evil and Good ("Break Enchantment" only.)
Dream (Non-harmful only.) ?
Greater RestorationHallow? ((Limit effects selection, at least if it has to be a "special pick".))
Legend Lore? ((Despite my dislike for this sort of divination I need to fairly consider including this...))
Mass Cure WoundsRaise DeadReincarnate? (I mean if they are pulling in Arcane spells, why not Druid spells?)
Swift Quiver (Works for allies. For you it only works on Intercepting Darts... which as of my current concepts you can't get, won't work for anyone you consider an enemy.) ((SOMEWHAT similar spells I am considering are
Elemental Weapon,
Magic Weapon, and
Shillelagh.))
6th ((If I decide for some reason, to make them MORE than 1/2 casters. Might not be very careful about completing this unless I think I will need it. Ditto for noting what might NOT be included among the things I enter.))
Blade Barrier? ((Consider the following multi-sentence limitation: Must be only allies+yourself on one side, and only enemies on the other. Neutrals can be on either side. No creatures can be in where you cast it.))
ForbiddanceGlobe of InvulnerabilityGuards and Wards?
HealHeroes' FeastTrue Seeing? ((See note on
Invisibility.))
Wind Walk ((Goes with
Fly thematically, although turning into a cloud means I would have to have you turn to stone or be
Slowed or vulnerable to all damage or something if I tagged this on as a high-level upgrade to
Carry the Burden... which might be good, even for the Core class, without bringing in the Archetype that enhances it.))
Word of Recall??? ((Doesn't HAVE To work on you? CAN'T work on you?))
[/SPOILER]
NEW SPELLS:Bolt of Resilient Guidance1st-level EvocationCasting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration(but see below), up to 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 radiant damage, and the next attack roll made against this target during the next round has advantage, thanks to the mystical dim light glittering on the target until then. This effect occurs
even if you do not maintain concentration. If you DO maintain concentration this light continues, also applying advantage to all attacks on that creature up to your casting ability modifier additional attacks during that round.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and you gain +1 to concentration checks to maintain this spell for each slot level above 1st. In addition, if you cast this spell with a 6th level or higher slot the duration is Concentration, up to 1 minute. Each round after the first, it grants advantage on a number of attacks equal to your casting ability modifier.
CleanseAbjuration cantripCasting Time: 1 Action
Range: 10'
Components: V
Duration: Concentration , 1 round to complete effect
Cleans and disinfects all surfaces in a 1 cubic foot area including open wounds, but NOT including food or drink.
At Higher Levels: ((Future changes: Speed maybe increases with level. Maybe also requires a certain level to work against magical diseases.))
Helping Hand3rd-level Evocation (Ritual)Casting Time: 1 action
Range: 5 miles
Components: V, S
Duration: Concentration, up to 5 hours
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. You can specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
If the subject is within 1,000 ft the hand finds them in 1 minute. Beyond this range it takes 1 hour per of mile distance (rounded up).
Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 120 feet per round. Once the hand leads the subject back to you, it disappears.
If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.
If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.
At Higher Levels: When you cast this spell using a slot of 4th level or higher, the duration increases by one hour for each slot level above 3rd. It still requires concentration.
Status2nd-level DivinationCasting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
This spell only works on willing creatures and beasts of intelligence 3 or less.
You touch a single creature. You are aware of direction and distance to the creature and any conditions affecting them: unharmed, fatigued (including level of fatigue), wounded, incapacitated, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, or the like. Examples of conditions it does NOT reveal include charmed, frightened, grappled, prone, and restrained. Once the spell has been cast upon the subject, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.
At Higher Levels: When you cast this spell using a slot of 3rd level or higher, you may target one additional willing creature for each slot level above 3rd. If you use a slot of at 5th to 7th level then the duration increases to 8 hours. If you use a slot of 8th level the duration increases to 24 hours, and if you use a 9th level spell slot the duration increases to 7 days.
Bard, ?Cleric? ((Good only? Specific domains only?: Life, War, )), Grace-Gift. ((See note, on school/level line, but if I DON'T make this 1st level I still want to give this to Paladins as a 1st level spell somehow. Maybe the classes without cantrips have to spend a spell known/prepared like it was 1st level, but can still spam it as long as they have it? Ritual casting only is a mechanically POSSIBLE solution, but doesn't seem very Paladin-y.))
Parlay / Sincere Friends / Sincere Offer of Friendship / Offer PeaceEnchantment Cantrip (Grace-Gift Ritual) ((Actually, looking at
Friends PHB p. 244, they have to be non-hostile to start with for that, so this might need to be 1st level.))
Casting Time: ?1 action OR 1 Bonus Action?
Range: ?Self?
Components: V, S, M
Duration: Concentration, up to 1 minute
Pick one creature you can see, even a hostile one. You must sincerely desire to seek peace with the creature. This desire or resolution must extend
at least to the point of doing your utmost to defend it from any of your allies who might attack it until and unless it attacks you or your allies AFTER this spell has ended.
For the duration of this spell you have advantage on charisma checks against the creature, and any time it attempts to cause harm to you or any of your allies it must ?first make a wisdom saving throw. If it fails that action not expended, nor are spell slots, ammunition etc. It may chose a different action to perform (even a violent one), but not ones that would harm you or your allies, even indirectly.
When this spell ends, the creature realizes you used magic to influence its mood, and
might become hostile to you, even if it was not initially. Other creatures might be grateful for your going out of your way to avoid harming them, especially if they have come to believe their initial response was/would have been based on a misunderstanding that your use of this spell helped you clear up. Part of this, of course, depends on the nature of your interaction with it, especially while this spell was in effect. If they do become hostile then the nature of that hostility would vary in accordance with their personality. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion).
((Needs something to prevent chaining it to effectively extend the duration. Consider if having someone spamming it on allies to invoke the immunity period (even if it is just 5 minutes or something) is something I need language to counter.))
Special: Holy Protector grace-gifts may receive the full benefits of casting this spell, even the ones that apply to them personally such as advantage on charisma checks and the need to make a wisdom save to attack them.
Working Title: Swift Rescuer
Improves: Good Action Economy (
Technically doesn't improve any particular base class features, but the idea of bonus action casting to allow more free use of Dash, Disengage, Dodge, and Help is certainly a design aspect of the base class. Dash and Disengage are especially useful because I kept the ranges short for most abilities, so they have to stay dangerously close to the action.)
Adds (at various levels):3rd: When using Swift to Protect, add both your dexterity and charisma modifiers instead of only your charisma modifier.
5th: Land's Stride (As per druid or ranger)
Enemies have disadvantage on Opportunity Attacks against you.
7th: Whenever you take the Dash, Disengage, Dodge, or Help action, you may take another (different) one of those actions as well at the same time, or later in the turn.
9th: ? "Intercepting Arrow Kata" within 20' using thrown daggers, darts, and shuriken. Fueled with Opportunity Attack (Note that this Architype DOESN'T get Combat Reflexes! Look to see how *Fireball* works in this edition. the idea of being "exactly where you are needed" could be expanded to including covering the whole party from ranged attacks.) ?
11th: Benign Transposition in place of movement (As per Conjuration School Wizard, but possibly more often).
17th: When using Action as per 3rd level feature, can use a Bonus Action Grace-Gift ability instead of taking a second Action. You may NOT use the a bonus action for any given thing more than once a round.
Working Titles: Conflict Avoidance, Master Diplomat
Improves: Social Skills
Adds (at various levels): Zone of Truth (not transferable), maybe defenses against specific sorts of charm (some possibly transferable), Alignment Detection (NOT type detection like Paladins and the spell
Detect Good and Evil does, but actually detecting
alignments as it worked in every edition prior to this. Yes, I know they probably changed it for a good reason (this can break intrigue campaigns), but I allowed a save, and being strong in that sort of situation is the point of this archetype. Not transferable.)
3rd: "Mouse Squeaks, but Draws Not the Attention Nor The Ire of the Cat"
Add proficiency bonus to "Gather Information"
Gain Proficiency in Deception, Insight, Intimidate, or Persuasion.
OR
Pick one of the above already proficient in to gain Expertese in.
The previous choice repeats at 5th, 9th, 13th, 15th, and 19th level. If you already have Expertese in all of them, then you instead pick one to have Advantage on.
4th, 6th, 8th, 10th, 12th, 14th, etc: Additional Language.
7th: *Zone of Truth* 1/short rest.
OR
*Detect Thoughts* 1/short rest
OR
*Comprehend Languages* 2/short rest ((This should probably be earlier, as maybe should *Tongues*... maybe just outright give them the Monk's *Tongue of the Sun and the Moon*))
11th: ?*Discern Lies* 1/short rest?
OR
*Tongues* 2/short rest
17th: *Detect Alignment* (5' range, continuous)
Working Title(s): Humble Servant
Themes: Help action and mundane life. This is the one that might be much more useful to NPCs rather than PCs. Think
Little House on the Prairie?
Ranger-like bonuses to surviving in various terrains, but some options nerfed or removed entirely (Require proficiency in Survival to get these bonuses). For instance tracking is limited to game animals and anything that has attacked an ally within a certain number of days.
[/list]
3rd: Proficiency with all crafting tools, including farming implements, PROVIDED you aren't making anything useful for combat with them. Maybe some restrictions on them being "great art" or being suitable for turning into magic items? (Not transferable)
"Helpful" bonus increases to gifting bonus. ((Remember footnote that for single-classed grace-gifts this is simply your proficiency bonus.))
Ranger-like bonuses to surviving in various terrains, but some effects nerfed or removed entirely. For instance tracking is limited to game animals and anything that has attacked an ally within a certain number of days.
5th: Advantage on saves for long-term effort. Think the 3.x Endurance feat, but applying just as well to pulling an all-nighter as a speech writer, engineer/draftsman, clockmaker, or diplomat as it is to hiking or loading cargo.
7th: When you use the Help action in combat you also grant your ally the benefits of the Dodge action (which, because of "Helpful" and one of the 3rd level features of this archetype, also grants them your proficiency bonus to Reflex saves and AC), ?but only against the enemy in question?.
OR
You can use the Help action twice each time you use an Action (never applies twice to the same roll! But could, for example, apply to two sequential attacks by the same ally on the same enemy.).
OR
Jack of All Trades
Reduce need for sleep/trance by 1 hour at this and each subsequent level until 0.
11th: Continuous
Haste... that removes most of your class features, including armor and weapon proficiencies, from ALL your classes as long as it is active. Requires a Short Rest to turn it on or off. May have been partially inspired by Boggans from
Changeling: The Dreaming.
17th: Cast *Floating Disk* OR *Longstrider* 1/Short Rest
Cast the following as rituals
Spell level 1st:
Floating Disk Spell level (to be sorted):
,
Fabricate,
,
Move Earth,
Stone Shape,
Tongues,
Wall of Stone,
Working Title(s): Indomitable Fortress
Improves/Adds: Various defenses, none of which are transferable. Very up in the air as to what actually I will be including here.
See:
Hunter Ranger Archetype
Rogues bonus actions and Evasion (extend to other saves?)
+1 AC combat style of paladin/fighter
fighter's second wind
Damage resistances/immunities
...and a BUNCH of other stuff.
Working Title(s):Phalanx Anchor ((I don't even have any notes written up for 5e on this one, but it was a route you could go with the other two incarnations of this class.))
Improves: Armor Class, Gift of Protection ((Maybe a touch of Gift of Warding, if I need to fill in some gaps at higher levels.))
3rd: Proficiency with Shields, Medium Armor.
7th:
((Move this to 3rd?))Proficiency with Heavy armor that doesn't slow movement. While in Heavy Armor, the charisma bonus
to yourself is capped at +2. This has no effect on the armor bonuses you provide to others.
((Improvement(s) to armor gifting at this and/or later levels. Maybe increase range, NOT its strength. Maybe -1 range for all/just those at longer range (like the save booster) when using this option.))
11th:
17th:
Working Title(s):Singer of Songs to Gladden the Heart
((To Bardic Inspiration what Eldritch Knight is to Sorcerer))
3rd: Bardic Inspiration Cha. Mod. per Long Rest, but a d4 instead of a d6. ((Is nerfing the die sizes a big enough nerf, especially if I grant the college's special uses at 11th level?))
The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level.
7th: Font of Inspiration ((Recover Inspiration uses on Short Rests as well as long rests.))
11th:
Cutting Words (PHB p. 54-5), but with a range of 20((30?)) feet, rather than 60 feet.
OR
Combat Inspiration (PHB p. 55)
17th:
Tireless Inspiration: For a single use of Bardic Inspiration can give two bardic inspiration dice to a character who has none, overriding the general rule that a character can only have 1 at a time. However these dice are d6s and can not both be spent on the same roll.
OR
A Song that Resounds in the Heart (("Earworm of Inspiration")). Inspiration dice may be retained for 1 hour ((8 hours? Consider retaining the following clause even if I don't increase the duration, since it MIGHT be Cheese in combination with this *Catnap* spell I have heard of.)) or until the target finishes a short or long rest, whichever happens first.
Working Title(s):Bargainer with Chronos.
Improves: Gift of Time
3rd:
7th:
11th:
17th:
Working Title(s):Bearer of Wounds ((The ability that this is based on "Gift of Shielding" is the favorite of most of my play group.))
Improves: Gift of Shielding
3rd:
7th:
11th:
17th: Band of Blood Brothers 1/Long (Short?) Rest... MAYBE actually make this Concentration duration as a nerf. Make it a 1 minute buff that just powers up *Gift of Shielding* rather whenever you use it in that duration, rather than something that has its own uses... or maybe give 10 uses per rest = 10 rounds... maybe fewer than that since most 1 minute buffs don't get used for all 10 rounds before the fight ends.
Working Title(s): Breath of Life
Improves: Gift of Tolerence, Gift of Breath
3rd:
7th:
11th:
17th:
Working Title(s): Reaper's Mirror ((This may be a terrible idea for multiple reasons, for one thing it requires a incredibly lethal campaign that is also at least fairly fast-paced (so hard to recover from Burns) in order to be worth it compared to other Archetypes, which generally can reduce the need for any of the stuff this archetype.))
Improves/Gives: "Gift of Life" ((Actually rituals in this edition!))
3rd: x10 duration, no material components, and 1 minute ritual time on *Gentle Repose*. Penalties to target from *Raise Dead* and *Ressurection* halved, even if NOT cast as Grace-Gift ritual, or even if you aren't the one casting, but you just support the spell during its casting? (Move this to a higher level (and change which architype stage it is attached to if that falls into the range of one of the other stages)? )
7th: No Con. Burn for *Revivify*
11th: 1/2 Material Compoent cost (No cost?) for Revivify. No Con. Burn for *Raise Dead*.
15th: No Con. Burn for *Ressurection*
17th: No Material Component cost for anything less than *True Resurrection*. No Con. Burn for *True Resurrection*. (Reverse this to have no components for anything (but *True Res* is still 25k!), and 1/2 or full Con. Burn for True Rez? Remove GP cost at 20th?)
Working Title(s): Healer
Improves/Gives: 3rd:
Expertese with Medicine. If you already have this then gain Proficiency with any other GG class skill. ((list?))
Eyes of the Healer only deals 1 point of damage.
Divine Health
?Triple Hit-Die instead of doubling them.?
?Reduced casting time for most rituals... including back to 10 minutes if I decide to make them 1 hour.?
7th: ?Increased Hit-Die multiplication effect?
11th: Inevitability-Denying Treatment Technique
?Reduce HD multiplier back to x2 in order to regain HD normally?
17th: ?Increased HD multiplier and Even-When-Rolling-Own-HD... which might improve to x2?
Working Title(s): Dwarven Bastion
Requires: Not slowed by heavy armor
Improves/Gives: 3rd:
Proficiency: Medium Armor, Heavy Armor that you meet the strength requirement (if any) for, Shields
Ignore encumberance rules if GM using them (just like 3.x Dwarf!)
Retain AC bonus while and/or using a shield wearing any armor you are proficient with and meet the strength requirement for (if any).
?Drawback?: Lose armor bonus on any round you used the Disengage action, as you are loathe to leave an enemy behind, even to go rescue another.
7th:
?Second Wind?
OR
?+1 to saves while in heavy armor+shield (AC is already high enough!)?
OR
?+1 hp/class level?
OR
?+1 AC if you didn't move on your previous turn, until you move... (maybe requires an action?) ?
11th: ?+5' speed when you use the Dash action to move closer to at least one ally?
17th: ?DR 10/-? (for being the Rock that stems a tide of goblinoids/orcs... maybe make this "fragile" damage resistance, so as to keep things faster.)
Working Title(s): Burden Bearer
Improves/Gives: Carry the Burden
3rd: 1/2 load transfer
9th: 1/3
13th: 1/4
19th: 1/5
7th: 2 targets
11th: 3 targets
17th: 4(5?) targets
Working Title(s): Take My Eyes, That You Might See. Take My Ears, That You Might Hear.
Improves/Gives:3rd:
((Copy-Pasted from Self-Sacrifice Domain. Incidentally someone suggested for that that the benefits be cumulative for each of the two senses, rather than requiring a specific selection on each activation.))
Take My Eyes, That You Might See. Take My Ears That You Might Hear:This ability has two major options, each with sub-options. All have a duration of 1 round and initially target a single creature within 30'. The effect also ends if you and the target are ever separated by more than 30', or if the sense you give up* is restored to you. They also fail to manifest in the first place if you have immunity to the condition(s) that specific application would inflict on you.
*This includes if you gain blindsense while concentrating on the
Eyes option.
Eyes: You go blind and have any blindsight you possess suppressed for the duration of this ability. Pick one of the following for the target:
- They can see as normal for their species for the duration of this ability, even if born blind. If they are from a species with no sense of sight they gain the visual abilities of a human. Any pre-existing blindness effect is suppressed (but not removed) and they are immune to being blinded for the duration.
- They has advantage on sight-based perception checks.
- See Invisibility.
- Darkvision out to a range of 60 feet.
- They gain low-light vision as an elf.
- (You must have a Grace-Gift level of at least 13 to select this option.) True Seeing.
Ears: You go deaf for the duration of this ability. Pick one of the following:
- They can hear for the duration of this ability, even if born deaf or from a species with no sense of hearing. Any pre-existing deafness effect is suppressed (but not removed) and they are immune to being deafened for the duration.
- They have advantage on hearing-based perception checks.
- Whenever they have both expertise and advantage of on hearing-based perception checks, they also gain Blindsense 5'.
7th: ((Multitargetting and extended range))
11th: ((Multitargetting and extended range))
17th: ((Multitargetting and extended range))