Post by Kahz on Sept 10, 2015 1:00:06 GMT 10
WIP of the Horizon Walker - old PrC support class. (Link to the Horizon Walker PrC)
Also taking inspiration off of the old Planeshifter PrC (Link to the Planeshifter PrC)
Feedback is going to be really required
Basically, this is the ranger class for the explorers out there. One that won't give you massive benefits in combat, but allows you extreme versatility in tracking, travelling, and maneuverability through obstacles and other additional effects.
<Fluffy description here>
3rd:
<Some kind of really cool ability name>
Possibilities unlocked here:
7th:
Terrain Mastery: <First draft complete>
Choose one of your favored terrains from the list below to gain additional benefits. You gain these benefits regardless of the terrain you are in, be it favored or not. You can chose one additional mastery at lvls 11, 15 and 19.
Arctic: You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. Also, you know the hold person spell, this does not count against your spells known.
Coastal: Swimming doesn't cost you extra movement, and you have advantage on any Strength (Athletics) check relating to swimming. Also, you know the mirror image spell, this does not count against your spells known.
Desert: You are immune to exhaustion. Also, you know the blur spell, this does not count against your spells known.
Forest: Your steps make no sound, regardless of the surface you are moving across, and you can blend in to your environment with ease. You also have advantage on Dexterity (Stealth) checks that you make. Also, you know the barkskin spell, this does not count against your spells known.
Grasslands: You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Also, you know the invisibility spell, this does not count against your spells known.
Mountains: Climbing doesn't cost you extra movement, and you have advantage on any Strength (Athletics) check relating to climbing. Also, you know the spike growth spell, this does not count against your spells known.
Swamp: You have advantage on saving throws against poison and disease, and you gain resistance to poison damage. Also, you know the Melf's acid arrow spell, this does not count against your spells known.
Underdark: You have darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 60 feet. Also, you know the web spell, this does not count against your spells known.
11th:
Planar Explorer:
15th:
Planeswalker:
Transitive Planes (Astral, Ethereal, Shadowfell, Feywild):
Options below - need decisions!
You learn the pathways, bridges and way points that connect the different planes together, making use of them to quickly travel closer to your destination faster than normally possible.
Inner Planes (Elemental):
The first time you select this option, you gain the following benefits:
Outlands:
Looking at having some very generalized upgrades to all around movement and social interaction. The outlands basically has every single aspect of every single environment in it somewhere, and I'd like to have something emphasizing that. It's also the place where the gateways are to each of the 16 outer planes, and where Sigil is
Because of that, some really good effects could be added here, unsure what yet though.
Possibilities:
You gain the following benefits:
Lower Planes (the 7 Outer negative planes and Limbo):
You gain the following benefits:
Far Realm:
You gain the following benefits:
Beneficial Properties Table:
Detrimental Properties Table:
Indefinite Madness Table:
As a note, currently keeping it pretty bare on fluff text. That'll all be added once the abilities have been more settled and the fluff themes can be applied more accurately
Also taking inspiration off of the old Planeshifter PrC (Link to the Planeshifter PrC)
Feedback is going to be really required
Basically, this is the ranger class for the explorers out there. One that won't give you massive benefits in combat, but allows you extreme versatility in tracking, travelling, and maneuverability through obstacles and other additional effects.
<Fluffy description here>
3rd:
<Some kind of really cool ability name>
Possibilities unlocked here:
- Select 1 additional favored terrain.
- Select another favored terrain at 14th level and 18th level.
- Advantage on all ability checks relating to a favored terrain (debatable, maybe just double prof for all? Would also ensure no conflict with adv on checks gained from Terrain Mastery, and merge double prof Cha in as well)
- double proficiency bonus on all ability checks using Charisma when dealing with creatures native to a favored terrain.
- Increase to base movement speed (maybe a flat +15?)
- Gain +1 to weapon attack and weapon damage rolls against creatures native to your favored terrain. If a creature is native to multiple terrains, you still only get this bonus once.
- Expanded spell list relating to both non-planar and planar creatures and environs. This could require removing the 7th lvl Terrain Mastery addition spells granted by the choices there, for spell balance purposes:
Ranger Level Spell 3rd Comprehend Languages, Expeditious Retreat 5th Misty Step, Pass Without Trace 9th Create Food and Water, Haste 13th Dimension Door, Mordenkainen's Private Sanctum 17th Contact Other Plane, Teleportation Circle
7th:
Terrain Mastery: <First draft complete>
Choose one of your favored terrains from the list below to gain additional benefits. You gain these benefits regardless of the terrain you are in, be it favored or not. You can chose one additional mastery at lvls 11, 15 and 19.
Arctic: You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. Also, you know the hold person spell, this does not count against your spells known.
Coastal: Swimming doesn't cost you extra movement, and you have advantage on any Strength (Athletics) check relating to swimming. Also, you know the mirror image spell, this does not count against your spells known.
Desert: You are immune to exhaustion. Also, you know the blur spell, this does not count against your spells known.
Forest: Your steps make no sound, regardless of the surface you are moving across, and you can blend in to your environment with ease. You also have advantage on Dexterity (Stealth) checks that you make. Also, you know the barkskin spell, this does not count against your spells known.
Grasslands: You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Also, you know the invisibility spell, this does not count against your spells known.
Mountains: Climbing doesn't cost you extra movement, and you have advantage on any Strength (Athletics) check relating to climbing. Also, you know the spike growth spell, this does not count against your spells known.
Swamp: You have advantage on saving throws against poison and disease, and you gain resistance to poison damage. Also, you know the Melf's acid arrow spell, this does not count against your spells known.
Underdark: You have darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 60 feet. Also, you know the web spell, this does not count against your spells known.
11th:
Planar Explorer:
- Planar Explorer - as natural explorer, except choose two planes to add to favored terrain. Choose 2 additional planes at 13th, 15th, 17th and 19th lvl.
- Does not benefit from the 3rd lvl ability increases to favored terrain (unsure??)
- May use the Primeval Awareness ability to locate planar portals.
15th:
Planeswalker:
- Become attuned to the nature your favored planar terrains and personally immune to their natural planar effects (see the optional effects in the DMG, starting P.44 - P.68).
- You add your Wisdom modifier to the range you can sense planar portals using your Primeval Awareness ability.
- Choose one of the following groups of planes. You choose a second one at 20th lvl (optional)
Transitive Planes (Astral, Ethereal, Shadowfell, Feywild):
Options below - need decisions!
You learn the pathways, bridges and way points that connect the different planes together, making use of them to quickly travel closer to your destination faster than normally possible.
- You can use a bonus action on your turn to cast the spell dimension door without expending a spell slot a number of times equal to your Wisdom modifier (minimum 1) per long rest.
- Shadow monk teleport style movement.
- Allow that when moving normally, you can teleport up to your normal movement distance as part of your movement.
- Something to really buffs teleporting/travelling -between- planes and areas.
Inner Planes (Elemental):
The first time you select this option, you gain the following benefits:
- You add the Elemental race type to your normal race (eg. Human, Elemental).
- You gain Elementals as a favored enemy, if you have not already chosen them.
- Choose two of the following options. You can select this planar option a second time, choosing a different two options from below if you do:
- Air: When falling, you descend at a rate of 60 feet per round until you land. Whilst falling, you can use a bonus action to glide a distance equal to how far you've fallen this turn through the air in any direction you choose, except upwards. When you land, you take no falling damage and can land on your feet. Additionally, whilst you are on a plane which has either no gravity or subjective gravity, you gain a fly speed of 60 feet.
- Earth: You gain a burrow speed equal to your movement speed, and tremorsense out to a range of 30 feet.
- Fire: You gain resistance to fire damage, and can walk over lava without taking damage or suffering movement penalties.
- Water: You gain the Amphibious trait, and whilst submerged in water you have blindsight out a range of 120 feet. You can't use your blindsight while deafened.
Outlands:
Looking at having some very generalized upgrades to all around movement and social interaction. The outlands basically has every single aspect of every single environment in it somewhere, and I'd like to have something emphasizing that. It's also the place where the gateways are to each of the 16 outer planes, and where Sigil is
Because of that, some really good effects could be added here, unsure what yet though.
Possibilities:
- Reliable Talent from the rogue
- Additional skills/benefits relating to charisma based skills
- Benefits to gain contacts, information sharing, etc. Kind of similar to how some of the Backgrounds work (criminal contacts, black markets, etc)
You gain the following benefits:
- You add the Celestial race type to your normal race (eg. Human, Celestial).
- Your weapon attacks are considered magical, and you add an amount of radiant damage equal to your Wisdom modifier on any weapon attacks you make.
- You gain Celestials as a favored enemy, if you have not already chosen them.
- Roll once on the Beneficial Properties table listed below.
Lower Planes (the 7 Outer negative planes and Limbo):
You gain the following benefits:
- You add the Fiend race type to your normal race (eg. Human, Fiend).
- Your hit point maximum cannot be reduced.
- You know the true names of a number of devils and/or demons equal to half your Wisdom modifier (rounded up). Work with the DM to determine which creatures names you know.
- You gain Fiends as a favored enemy, if you have not already chosen them.
- Roll once on both the Beneficial Properties table and the Detrimental Properties table below.
Far Realm:
You gain the following benefits:
- You add the Aberration race type to your normal race (eg. Human, Aberration)
- Your thoughts can't be read by telepathy or other means unless you allow it.
- You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
- You have advantage on saving throws against being charmed.
- You gain Aberrations as a favored enemy, if you have not already chosen them.
- Roll once on the Indefinite Madness table below, this madness can only be cured by a wish spell or something of like power.
Beneficial Properties Table:
d100 | Property |
01-20 | You gain proficiency in one skill of the DM's choice |
21-30 | You are immune to disease |
31-40 | One of your ability scores (DM's choice) increases by 2, to a maximum of 24. |
41-50 | You learn one cantrip (DM's choice) |
51-60 | You can use an action to cast one 1st-level spell (chosen by the DM). After you cast the spell, roll a d6. On a roll of l -5, you can't cast it again until the next dawn. |
61-70 | As 51-60 above, except the spell is 2nd level. |
71-80 | You gain a +1 bonus to Armor Class |
81-90 | You regain 1d4 hit points at the start of your turn if you have at least 1 hit point. |
91-100 | You can't be blinded, deafened, petrified, or stunned. |
Detrimental Properties Table:
d100 | Property |
01-05 | You have disadvantage on saving throws against spells. |
06-10 | The first time you touch a gem or piece of jewelry, the value of the gem or jewelry is reduced by half. |
11-20 | All holy water within 10 feet of you is destroyed. |
21-30 | Animals within 30 feet of you are hostile toward you. |
31-40 | You can't smell. |
41-50 | Nonmagical flames are extinguished within 30 feet of you. |
51-60 | Your weight drops by 1d4 x 5 pounds. |
61-70 | You age 3d10 years. |
71-80 | You must eat and drink six times the normal amount each day. |
81-90 | Magical potions within 10 feet of you are diluted, rendering them nonmagical. |
91-95 | Other creatures can't take short or long rests while within 300 feet of you. |
96-100 | Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of you. |
Indefinite Madness Table:
d100 | Flaw (Lasts until cured) |
01-15 | "Being drunk keeps me sane." |
16-25 | "I keep whatever I find." |
26-30 | "I try to become more like someone else I know - adopting his or her style of dress, mannerisms and name." |
31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." |
36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." |
46-50 | "I find it hard to care about anything that goes on around me." |
51-55 | "I don't like the way people judge me all the time." |
56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." |
71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." |
81-85 | "There's only one person I can trust. And only I can see this special friend." |
86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." |
96-100 | "I've discovered that I really like killing people." |
As a note, currently keeping it pretty bare on fluff text. That'll all be added once the abilities have been more settled and the fluff themes can be applied more accurately