I need an opinion Part 2
Posted: Thu Jul 09, 2015 5:43 pm
Before I start I would like thank those of you gave me your opinions last time, it was a very big help and since it has been awhile since I started that last topic, might as well start a new one rather than revive the older one.
This post includes some personal changes to some class and the develope of option for some eilistraee flavored.... varients, honestly I refuse to call them subclasses. I should mention that the sword dancer isn't 100%, as I need to create one or two more class features from them. I should point out that even though I am including the table for the divine intervention feature, because of the... formating it most likely be not displayed properly, So appoligize for that. Please feel free to give me your opinions, advice, ect.
Chapter 4 Classes
Classes
Cleric
Creating a cleric, when you create a character whose first level is cleric you gain the fallowing traits.
Starting Ability Adjustment: +1 to wisdom, strength, or constitution.
Starting Hit Points: 8 + constitution modifier.
Starting Armor Proficiencies: Light and medium armor with shield.
Starting Weapon Proficiencies: Simple weapons and two weapon proficiencies slots.
Starting Money: 4d4 x 10.
Class Features
Hit Dice: 1d8
Prime Ability: Wisdom
Weapon Proficiencies Slots at Higher Levels: One weapon proficiencies slot at 4th level and every four level afterwards.
Skill Proficiencies: Choose one from the fallowing Diplomacy, Medical, Sense Motive, and Religious Knowledge.
Tool Proficiencies: Healer’s Kit.
Cleric
-Spells Per Day-
Level Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 Divine Spellcasting, Turn Undead, Deity 1 - - - - - - - -
2 Channel Divinity 1/day, Specialty Priests 2 - - - - - - - -
3 2 1 - - - - - - -
4 Channel Divinity Option 3 2 - - - - - - -
5 Channel Divinity 2/day 3 3 1 - - - - - -
6 3 3 2 - - - - - -
7 Divine Guidance 1/week 3 3 2 1 - - - - -
8 Channel Divinity Option 4 3 3 2 - - - - -
9 4 4 3 3 1 - - - -
10 Channel Divinity 3/day 4 4 3 3 2 - - - -
11 Divine Intervention 4 4 4 3 2 1 - - -
12 4 4 4 4 3 2 - - -
13 Domain Spells 1/rest 5 4 4 4 3 2 1 - -
14 Divine Guidance 2/week 5 5 4 4 3 2 2 - -
15 Channel Divinity 4/day 5 5 5 4 4 3 2 1 -
16 Channel Divinity Option 5 5 5 5 4 3 3 2 -
17 6 5 5 5 4 4 3 3 1
18 Domain Spell 2/rest 6 6 5 5 5 4 3 3 2
19 Divine Wrath 6 6 6 6 5 5 4 3 2
20 Channel Divinity 5/day 6 6 6 6 6 5 4 4 3
Divine Spellcasting: You have the ability to channel your deities’ power through you in order to cast spells to aid your gods cause. You use wisdom as your spellcasting ability, when a spell you cast allows a saving throws the DC for you spell is 10 + ability modifier + proficiency bonus. If a spell requires an attack roll you add your ability modifier to the attack roll.
Preparing Spells: You have a number of spells each day that you can cast, in order to cast these spell you must prepare a number of spells equal to the number of spell slots you have access to. These spells are drawn from the clerics spell list, which you use to determine what spell of the appropriate spell level you know. When preparing your spells you must prepare a spell for each spell slot of each level you can cast. You can either prepare a spell of that spell slots level or a spell of a lower level in a higher level spell slot, as long as you have prepared a spell for each spell slot you can cast. You cannot prepare a higher level spell in a lower level spell slot. You prepare your spells by praying to your god or goddess. When you pray to your deity they bestow on you the spells you ask for, as a result a cleric can prepare any spell on the clerics spell list. They may change the spell they prepare each time they pray to regain their spells. The process of praying to your deity to prepare your spells take about an hour, it takes five minutes less for each positive wisdom modifier you have. For example, if your cleric has a wisdom score of 16 which has a +3 modifier. Since it takes five minutes less for each positive wisdom modifier, it would take him 45 minutes to prepare his spells. Essentially the time it took him to prepare his spells was reduced by 15 minutes because of his wisdom score.
Orisons: As a gift to help you serve them, your deity has granted you access to simple spells to help you in your travels and daily life. These simple spell called orisons or 0-level spells if you will. These spell must be prepare just like other spells do. You start out knowing the read magic orison and three other orisons of your choice drawn from the clerics spell list. You also have a number of 0-level spell slots equal to 3 + your wisdom modifier.
Turn Undead: You can channel your faith through your holy symbol to cause undead to cower in awe or outright destroy them. As an action, choose a 30 foot area, you can make an turn check which is a d20 + your charisma modifier any undead with an Ac less than your turn check and that has a hit dice equal to or lower than your cleric level can be turn, a turned creature tries to run as far away from the turner as possible, if they cannot run they will cower down. You can only turn a number of undead whose total hit dice does not exceed your cleric level. Also any undead that you would turn that’s hit dice is 7 less than your cleric level is destroyed instead of turned. For example, you are a level 10 cleric with a 16 charisma and there are three 4 hit dice ghouls within a 30 foot area with an Ac of 12. Each ghouls hit dice total individually is lower than your cleric level so you could turn them. You roll your turn check and get a 14 more than enough to turn them; however you can only turn a total of 10 hit dice of undead and since the three ghoul’s total hit dice is 12 you can only turn two of them. Also since each ghoul hit dice isn’t 7 less than your clerics level you only turn them rather than destroying them outright. The effects of a turning last for one hour, unless destroyed. You can use turn undead 1 + charisma modifier times per day. Turn Undead is a supernatural ability.
Deity: You choose a god or goddess to worship as your patron deity, your deity grants you your ability to cast spells, turn undead, and to channel their divine power to create supernatural effects. Anyone can worship a god or goddess, but as a cleric you actually gain power from it. Your deity gives you access to a selection of spells that are added to your spell list that you can prepare, these spell are often unique or normally inaccessible to clerics. You also gain a channel divinity power from your deity and can choose one domain from the list of domains that your deity embodies. The domain you choose adds even more spells you can prepare and another channel divinity power. Optionally you can choose to worship an entire pantheon, which case you do not gain the deity spells or channel divinity powers, but you can choose any domain that one of the deities in the pantheon holds.
Channel Divinity: At 2nd level, you have learned to channel to divine power of your deity into supernatural effects, these effect that you have access to vary from deity to deity. As an action, you use one of your channel divinity powers of your choice, the power takes instantaneous effect and must have a proper target if it requires one. Some channel divinity power allow you to use them as a reaction or free action instead of an action. If a power requires a saving throw, use your spell save DC. You can use a channel divinity power once per day. At 5th level you gain an additional use of your channel ability, and another one at 10th, 15th, and 20th level. Channel divinity is a supernatural ability.
Channel Divinity Option: At 4th level you gain a channel divinity power of your choice from the fallowing.
Divine Flame: As an action, you summon a flame of divine fire in your hand. The flames color can be of any color desired, but is often of a color associated with your deity. You can use an action to throw the divine flame up to 15 feet as a range attack or try to make a touch attack against the target. On a successful attack the flames deal 1d8 points of holy damage if you are good aligned, evil damage if you are evil aligned, or Untyped damage if you are neither good or evil aligned. This power deals an additional 1 point of damage per cleric level and deal double damage against creature that has an alignment opposite of the damage type.
Flash Healing: As a reaction, you create a wave of positive energy emitted from your body in a bright flash of light. friendly creatures within 5 feet of your heal 1d6+ your caster level points of damage, friendly undead creature instead take 1d6 + your caster level points of holy damage. At 8th level and every four levels thereafter this power heals or deals additional d6 points of damage. You are healed 1d8+ your caster level points of damage and it heals you an additional d8 points at 6th level and every two levels thereafter.
Divine Assistance: As an action, you touch one willing creature within 5 feet of you. Channeling into the creature your gods will and power. For up to one minute until used, the target creature gain a bonus on their next attack roll, skill check, or ability check equal to 1/4th your cleric level A creature only get this bonus once per use of this ability and can only be affected by one use of this ability at a time.
Quick speed: As a free action, up to four creatures that you can touch (including yourself) base speed doubles for one minute per every four cleric levels you have. Creatures that are affected by this power cannot move more than 300 feet apart or the power stops working for all affected creature.
Lightning Strike: As an action, you call down lightning on one creature within 30 feet of you. The target must make a dexterity save, on a failed save it takes 1d6 points of electricity damage and must make a constitution save. On a failed constitution save the creatures base speed is reduced by 5 feet and cannot use a reaction for three turns. If the creature succeeds on its dexterity save, it takes no damage. This power deals an additional d6 point of electricity damage at 8th level, 12th level, 16th level, and 20th level.
You can choose another option at 8th and 16th level.
Divine Guidance: At 7th level, once a week as an action you may through a small ritual call upon your deity to answer some questions. The ritual takes one hour to perform and allows you to ask your god or goddess three questions and it cannot take longer than 10 minutes or the ritual ends. The ritual automatically ends the moment the answer to the third question is given. At 14th level you can use this ability one additional time per week and can use it to have an unhindered conversation with you deity until the duration of the ritual or until you where give the answer to three questions, whichever comes first. Divine Guidance is a supernatural ability.
Divine Intervention: At 11th level, your faith in your deity is so powerful you can call upon your god or goddess to intervene on your behalf. Once a year, as a free action you can call out your deity’s name and as for assistance. Your DM or if he/she allow it you must roll a d100 (or percentage dice if your will.) using the chart below to determine the results. You can use two d10, if you don’t have a percentile d10 (the percentile d10 has values written as such: 10, 20, 30, 40, 50, 60, 70, 80, 90, and 00) and a normal d10. A result of 00 on a percentile d10 means that is a zero in the tens place. 00 on the percentile d10 and a 1 on a normal d10 is read as 1, while a 90 on the percentile d10 and a 10 on a d10 is read as 100.
Percentage Result Affect
01-25 None
26-30 The asker receives a +1 bonus on their next attack and damage roll.
31-36 The asker receives a +1 bonus on their next saving throw or skill check.
37-43 The asker is healed as by a cure light wounds spell casted at the lowest level.
44-56 The DM chooses one spell at random form the deity’s granted spells or domain spell, the spell is casted on one target the asker can point out or name.
57-67 Target creature the asker can point at gains a +1 bonus on its next attack or damage rolls.
68-72 Target creature the asker can point at gains a +1 bonus on its next saving throw or skill check.
73- 76 All creatures within 10 feet of the asker receives the effects of the heal spell.
77-80 A dancing lights, light, or faeries fire spell randomly appears within 10 feet of the asker. The dancing lights spell fallows the asker for 5 minutes before ending, all other effect last as if casted by a 10th level character.
81-84 An anti-magic field spell is casted centered on the space the asker stands on, which lasts for one hour.
85-90 The asker and any friendly creature they are touching are teleported to the nearest church or holy place dedicated to the asker’s deity.
91-95 A spell chosen by the DM is randomly casted on one target within 40 feet of the asker.
96-99 The deity asks the asker what assistance they require, the asker can then tell them what they need. The deity can aid any small task, heal up to light wounds, give one sentence worth of information (as long as the deity knows it), and bring back a single deceased character as by the revivify spell.
100 Roll twice, the asker then chooses which result they like.
Domain Spells: At 13th level, you connection with your deity is strong enough that you do not need to prepare your domain spells in order to cast them. Choose one of your domain spells or one of your deity spells. You can cast that spell once at its base level it need not be prepared. You can change your selected domain spell when you pray for your spells. At 18th level, you can use your domain spell one additional time (in other words you can cast it twice per short rest) or you can use it to select to another domain or deity spell each of which can be casted once without using a spell slot. You regain you use of this ability after you take a short rest.
Divine Wrath: At 19th level, you can channel you deity’s wrath against your foes. Once per day, as an action you can call down a blast of divine energy that affect a 15 diameter area within 30 feet of you. All creatures hostile to you must make dexterity save vs your spell save DC. Creature that fail on their saving throw takes 6d8+ ½ your cleric level points of holy damage if your deity is good, unholy damage if your deity is evil, or holy or unholy if they are neutral. On a successful saving throw, all the creatures within the area take half damage.
Specialty Priest
At 2nd level you get to choose one of these clerical paths that reflect your deity or your personal way of worshipping them. Many of these variants are for specific deities. The fallowing seven subvariants are as follows: Sword Dancer, Darkmask, Feywarden, Sonnlinor, Horn Guard, Dweomerkeeper, War Priest, and Shugenja.
Sword Dancer
Patron Deity: Eilistraee.
Eilistraee’s Favored: At 2nd level, you have started your training down the path of eilistraee’s sword dancers, her cleric who dedicated there life to lead drow to the land of light. You gain a bonus spell slot of the highest spell level you can cast, when you gain access to higher level spell then spell slot changes to the new higher level. This spell can be only be used to cast your deity spells. You make choose which deity spell you prepare in this spell slot as long as you are at the level to cast spells of that spell level. You regain this bonus deity spell slot when you would regain your normal spell slots. You also gain proficiency with dancing and singing skills.
Eilistraee’s Moonfire: As a sword dancer eilistraee has granted the gift of summoning her sacred fire, eilistraee’s moon fire. Once per day as an action, you can cast Eilistraee’s Moonfire as a spell-like ability. It is casted as a second level spell and doesn’t require any somatic or verbal components. You gain another use of this spell-like ability at 4th level and every two levels thereafter. At 10th level, you can spend two of your daily uses to cast Eilistraee’s Moonfire as a 5th level spell.
Dark Maidens Grace: As your devotion to eilistraee grows, she grants you even more magic. At 6th level, when you have magic missile prepare, you can once a day cast the spell at its base level without using up a spell slot.
Silvery Blade: You can enchant a bladed weapon with eilistraee’s holy power. At 9th level, three times per day, as an action you can channel eilistraee’s power into a single bladed weapon that you are touching. For one hour, the blade glows with a silvery radiance that makes the weapon resistance against damage, immune to the effects of rust and acid, and give a +2 bonus on attack and damage rolls for the duration of the effect.
Fighter
Creating a fighter, when you create a character whose first level is cleric you gain the fallowing traits.
Starting Ability Adjustment: +1 to strength, dexterity, or constitution.
Starting Hit Points: 10 + constitution modifier.
Starting Armor Proficiencies: Light, medium, and heavy armor with shield.
Starting Weapon Proficiencies: Simple weapons and four weapon proficiencies slots.
Starting Money: 5d4 x 10.
Fighter
Level Class Features
1 Combat Specialization
2 Weapon Specialization
3
4 Martial Professionalization
5 Extra Attack
6 Improve Weapon Specialization
7 Iron Will
8
9 Weapon Specialization, Indomitable Constitution
10 Extra attack
11 Combat Dodge Roll
12 Improved Weapon Specialization
13 Evasive Dodge Roll
14
15 Extra Attack, Greater Weapon Specialization
16 Critical Hit
17
18
19
20 Improve Critical Hit
Class Features
Hit Dice: 1d10
Prime Ability: Strength
Weapon Proficiencies Slots at Higher Levels: One weapon proficiencies slot at 3rd level and every three level afterwards.
Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, Diplomacy, History, Intimidation, Search, Spot, and Survival.
Tools: Gaming Set
Combat Specialization: You have adopted a particular style of fighting that you specialize in. Choose one of the fallowing option.
Combat Archery Focus: You gain a +1 bonus to attack rolls you make with ranged weapons. Also when making and an attack roll at a creature when an ally is in the line of fire, you do not suffer from disadvantage.
Combat Reflexes: When a creature that you can see attacks you or a target within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll as long as you are wielding a melee weapon, a shield, or both.
Defensive Posture: While wearing light or medium armor, you gain a +1 bonus to Armor Class.
Furious Fencing: When fighting with any light or finesse one handed weapon and with one free hand. You gain a +1 bonus on damage roll with that weapon.
Great Weapons Combat Fury: When you attack with a weapon that has the two-handed or versatile property you add double your strength modifier to damage rather than one and a half for using the weapon two-handed.
Two-Weapon Combat Focus: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weapon Specialization: At 2nd level, choose one weapon for this ability that you are proficient with. While attacking with your selected weapon you gain a +1 to attack rolls and a +2 to damage with it. At 9th level, you can choose another weapon in which to specialize in.
Extra Attack: At 5th level, when you use your action to make an attack, you can attack one extra time. If you haven’t used all of your movement for this turn, you may move in-between attack. You can attack two extra times at 10th level and three extra times at 15th level.
Improved Weapon Specialization: At 6th level, choose one weapon that you had chosen with your weapon specialization. While attacking with your selected weapon you gain a +2 to attack rolls, instead of +1, and a +3 to damage, instead of +2 with it. At 12th level, you choose another weapon in which to improve your specialization.
Iron Will: At 7th level, through shear willpower you can pull yourself through the most powerful of magical effects. You have advantage on wisdom and charisma saves.
Indomitable Constitution: At 9th level, your body is strong enough that poisons and toxins are of no use against you. You have advantage on constitution saves.
Combat Dodge Roll: At 11th level, when an enemy that is within 30 feet of you that you can see makes an attack roll that would hit you. You can use your reaction to make dexterity save as you roll 5 feet forward, left, or right stopping in a legal space. If you succeed on this roll, you take no damage. The DC for this is equal to their attack roll.
Evasive Dodge Roll: At 13th level, your reflexes are so good that you can dodge speeding arrows. You have advantage on dexterity saves.
Greater Weapon Specialization: At 15th level, choose one weapon that you had chosen with your improved weapon specialization. While attacking with your selected weapon you have a +3 to attack rolls and +4 to damage rolls with it.
Critical Hit: At 16th level, whenever you roll a natural 20 with a weapon that you have choose for weapon specialization, you do maximum damage.
Improved Critical: At 20th level, when you attack with a weapon that you have specialization in you critical hit on a natural 19 or 20.
Martial Professionalization
At 4th level you get to choose which approach to fighting which will affect how your fighter begins to perfect their fighting prowess. The fallowing three subvariants are as follows: Bladesinger, darksong knight, and samurai.
Bladesinger
Bladesong Style: At 4th level, when wielding a longsword, short sword, katana, or rapier in one hand and nothing in the other, you add your intelligence modifier to your armor class. You must not be wearing armor heavier than light or you lose the benefits of this ability.
Spellcasting: At 4th level, you gain the ability to cast arcane spells. The spells you know are drawn from the wizards spell list and must be from the schools of abjuration or evocation. Your Intelligence is your ability for casting spells, when a spell you cast allows a saving throws the DC for you spell is 10 + ability modifier + proficiency bonus. If a spell requires an attack roll you add your ability modifier to the attack roll. You must prepare these spells before you can cast them, preparing your spells take 15 minutes and require you to have your spellbook on hand.
Spellbook: At 4th level, you know four 1st level spells of your choice, which you must record in a spellbook so you may prepare them. You gain an additional spell of a spell level you can cast at each additional level you gain. You must own a spellbook to add your spells to first.
Bladesinger Spells Per Day
Level 1st 2nd 3rd 4th
4 1 - - -
5 1 - - -
6 1 - - -
7 2 - - -
8 2 1 - -
9 2 1 - -
10 2 1 - -
11 2 1 - -
12 3 2 - -
13 3 2 1 -
14 3 2 1 -
15 3 2 1 -
16 4 3 2 -
17 4 3 2 1
18 4 3 2 1
19 4 3 2 1
20 4 3 2 1
Armored Spellcasting: At 8th level, as long as you are wearing light armor, you can cast your spells that have somatic components as if you did not have armor on.
Bladesong Attack: At 12th level, as long as you are wielding a longsword, short sword, katana, or rapier while wearing light or no armor, you gain a +1 to your attack and damage rolls with that weapon. When you start combat with a longsword, short sword, katana, or rapier in one hand while you have nothing in the other and while wearing light armor you gain a +2 bonus on initiative rolls.
Spell Blade: At 16th level, when you can make an attack of opportunity, you can cast a spell with a casting time of one action, free action, or reaction instead of attack with a weapon. Also, when you cast a spell with a range of touch you may use your weapon as part of your attack roll for the spell. Dealing your weapons damage in addition to any effect of the spell.
Death Spell Strike: At 20th level, once per day as an action you can use a spell slot to make an attack roll with a longsword, short sword, katana, or rapier. If the attack hits the target must make a constitution save vs your spell DC or die instantly. Creatures that succeed on the save take an additional 1d6 per level of the spell slot expended points of damage. Only creature with hit dices less than ½ your fighter levels can be affected by the instant death effect, they are still affected by the additional damage.
Darksong Knight
Dancing Feint: At 4th level, you gain proficiency with the Perform skill. When you use the feint option in combat you add twice your proficiency bonus to your charisma check and you gain a +1 bonus to your armor class until the start of your next turn on a successful check.
Darksong Fighting Dance: At 4th level, as a darksong knight you were training to fight in a form of fluid motions akin to a dance, allowing you to more easily dodge enemy attacks. As long as you are wearing medium, light or no armor you add your charisma modifier in addition to your dexterity modifier to your armor class.
Favored Enemy: At 8th level, when you make an attack against a yochlol or any spider you gain a +2 bonus on damage roll against them. You also gain a +2 bonus when you attempt to spot, listen, hide, or engage in deception with a yochlol or any spider.
Evasive Dancing: At 12th level, your skill in the fighting dance is so great that as reaction you gain a +2 bonus to your armor class against attacks of opportunity until the start of your next turn.
Twirling Strike: At 16th level, you learn how to strike multiple opponents in one move, by spinning around slashing with your blade. As an attack action, you can give up any extra attacks you have (from the extra attack feature and two-weapons fighting) to strike at all creatures within 5 feet of you with a single strike. You roll for your attack roll normally, but you roll once and use that roll to determine if you hit each creature. On a successful hit, your weapon deals there normal damage. Your weapon must deal slashing damage to use this ability.
Smiting Strike: At 20th level, once per day, as an action you can call upon the divine power of eilistraee to empower your weapon to strike against evil creature and spiders. Silvery light covers your weapon, for one minute your weapon gains a +2 on attack rolls, is resistant to damage and breaking, and deal 1d6 points of holy damage against creature of evil alignment and spiders. This ability can only be used on bladed weapons.
Feats
Most of these feats were originally previously version of the race ability of some races, only one of them has really been reworked on, so please excuse any text that seems to be talking about something not mentioned in the other material that I posted.
Ambidextrous
Prerequisite: Dexterity 12
Benefit: When you use two weapons to fight, your attack roll penalty with your off hand decreases by 2. You also don’t have to be proficient with a weapon in order to use it for two-weapons fighting.
Dark Elves Weapon Tradition
Prerequisite: Dark Elf subrace
Benefit: You gain proficiency with bastard swords, rapiers, hand crossbows, and short bows. You can also as gain a +2 bonus on attack rolls with these weapons.
Eilistraee’s Grace
Prerequisite: Eilistraee as your patron deity, Charisma 14.
Benefit: You gain magic missile as a spell-like ability usable once per day. You also gain one 1st level spell from the fallowing of your choice: cure light wounds, detect evil, detect magic, disguise self, faeries fire, and shield of faith. That spell is added to your class spell list. If you don’t have a level in any spellcasting classes you gain one 1st level spell slot which you must prepare the spell ahead of time. You use charisma as your spellcasting ability for this spell.
Dark Maiden’s Favor
Prerequisite: Dark elf subrace, Total level 3.
Benefit: You gain an additional use of your Dark Maiden’s Blessing racial trait. In addition, you can use one use of your Dark Maiden’s Blessing ability to make the moonfire leave your body to form a ball of light that functions like the dancing lights cantrip. This ability functions as a 2nd level light spell and dispels darkness spells of 2nd level or lower that enters the range of this ability (even during its own destruction).
Divine Initiate
Prerequisite: Wisdom 12
Benefit: You know two orisons from the cleric’s spell list of your choice, which you can cast at-will. In addition you know one 1st level spell from that list, which you can cast once per day. If you do not already have spellcasting ability, you use wisdom as your spellcasting ability for these spells. Otherwise, use whatever spellcasting ability you already have.
Improved Shadow Powers
Prerequisite: Shadow elf, Total level 5
Benefit: once per day, you can use an action to create a 30 foot radius of darkness centered on a single spot within line of sight, that function as a 4th level darkness spell as a supernatural ability. This area of shadows negates all normal and magical lights as well as prevents creatures with darkvision from seeing normally.
There that is everything for now, I can't wait to hear your feed back.... I hope the meaning of most of the features effect are clean and easy enough to understand.
This post includes some personal changes to some class and the develope of option for some eilistraee flavored.... varients, honestly I refuse to call them subclasses. I should mention that the sword dancer isn't 100%, as I need to create one or two more class features from them. I should point out that even though I am including the table for the divine intervention feature, because of the... formating it most likely be not displayed properly, So appoligize for that. Please feel free to give me your opinions, advice, ect.
Chapter 4 Classes
Classes
Cleric
Creating a cleric, when you create a character whose first level is cleric you gain the fallowing traits.
Starting Ability Adjustment: +1 to wisdom, strength, or constitution.
Starting Hit Points: 8 + constitution modifier.
Starting Armor Proficiencies: Light and medium armor with shield.
Starting Weapon Proficiencies: Simple weapons and two weapon proficiencies slots.
Starting Money: 4d4 x 10.
Class Features
Hit Dice: 1d8
Prime Ability: Wisdom
Weapon Proficiencies Slots at Higher Levels: One weapon proficiencies slot at 4th level and every four level afterwards.
Skill Proficiencies: Choose one from the fallowing Diplomacy, Medical, Sense Motive, and Religious Knowledge.
Tool Proficiencies: Healer’s Kit.
Cleric
-Spells Per Day-
Level Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 Divine Spellcasting, Turn Undead, Deity 1 - - - - - - - -
2 Channel Divinity 1/day, Specialty Priests 2 - - - - - - - -
3 2 1 - - - - - - -
4 Channel Divinity Option 3 2 - - - - - - -
5 Channel Divinity 2/day 3 3 1 - - - - - -
6 3 3 2 - - - - - -
7 Divine Guidance 1/week 3 3 2 1 - - - - -
8 Channel Divinity Option 4 3 3 2 - - - - -
9 4 4 3 3 1 - - - -
10 Channel Divinity 3/day 4 4 3 3 2 - - - -
11 Divine Intervention 4 4 4 3 2 1 - - -
12 4 4 4 4 3 2 - - -
13 Domain Spells 1/rest 5 4 4 4 3 2 1 - -
14 Divine Guidance 2/week 5 5 4 4 3 2 2 - -
15 Channel Divinity 4/day 5 5 5 4 4 3 2 1 -
16 Channel Divinity Option 5 5 5 5 4 3 3 2 -
17 6 5 5 5 4 4 3 3 1
18 Domain Spell 2/rest 6 6 5 5 5 4 3 3 2
19 Divine Wrath 6 6 6 6 5 5 4 3 2
20 Channel Divinity 5/day 6 6 6 6 6 5 4 4 3
Divine Spellcasting: You have the ability to channel your deities’ power through you in order to cast spells to aid your gods cause. You use wisdom as your spellcasting ability, when a spell you cast allows a saving throws the DC for you spell is 10 + ability modifier + proficiency bonus. If a spell requires an attack roll you add your ability modifier to the attack roll.
Preparing Spells: You have a number of spells each day that you can cast, in order to cast these spell you must prepare a number of spells equal to the number of spell slots you have access to. These spells are drawn from the clerics spell list, which you use to determine what spell of the appropriate spell level you know. When preparing your spells you must prepare a spell for each spell slot of each level you can cast. You can either prepare a spell of that spell slots level or a spell of a lower level in a higher level spell slot, as long as you have prepared a spell for each spell slot you can cast. You cannot prepare a higher level spell in a lower level spell slot. You prepare your spells by praying to your god or goddess. When you pray to your deity they bestow on you the spells you ask for, as a result a cleric can prepare any spell on the clerics spell list. They may change the spell they prepare each time they pray to regain their spells. The process of praying to your deity to prepare your spells take about an hour, it takes five minutes less for each positive wisdom modifier you have. For example, if your cleric has a wisdom score of 16 which has a +3 modifier. Since it takes five minutes less for each positive wisdom modifier, it would take him 45 minutes to prepare his spells. Essentially the time it took him to prepare his spells was reduced by 15 minutes because of his wisdom score.
Orisons: As a gift to help you serve them, your deity has granted you access to simple spells to help you in your travels and daily life. These simple spell called orisons or 0-level spells if you will. These spell must be prepare just like other spells do. You start out knowing the read magic orison and three other orisons of your choice drawn from the clerics spell list. You also have a number of 0-level spell slots equal to 3 + your wisdom modifier.
Turn Undead: You can channel your faith through your holy symbol to cause undead to cower in awe or outright destroy them. As an action, choose a 30 foot area, you can make an turn check which is a d20 + your charisma modifier any undead with an Ac less than your turn check and that has a hit dice equal to or lower than your cleric level can be turn, a turned creature tries to run as far away from the turner as possible, if they cannot run they will cower down. You can only turn a number of undead whose total hit dice does not exceed your cleric level. Also any undead that you would turn that’s hit dice is 7 less than your cleric level is destroyed instead of turned. For example, you are a level 10 cleric with a 16 charisma and there are three 4 hit dice ghouls within a 30 foot area with an Ac of 12. Each ghouls hit dice total individually is lower than your cleric level so you could turn them. You roll your turn check and get a 14 more than enough to turn them; however you can only turn a total of 10 hit dice of undead and since the three ghoul’s total hit dice is 12 you can only turn two of them. Also since each ghoul hit dice isn’t 7 less than your clerics level you only turn them rather than destroying them outright. The effects of a turning last for one hour, unless destroyed. You can use turn undead 1 + charisma modifier times per day. Turn Undead is a supernatural ability.
Deity: You choose a god or goddess to worship as your patron deity, your deity grants you your ability to cast spells, turn undead, and to channel their divine power to create supernatural effects. Anyone can worship a god or goddess, but as a cleric you actually gain power from it. Your deity gives you access to a selection of spells that are added to your spell list that you can prepare, these spell are often unique or normally inaccessible to clerics. You also gain a channel divinity power from your deity and can choose one domain from the list of domains that your deity embodies. The domain you choose adds even more spells you can prepare and another channel divinity power. Optionally you can choose to worship an entire pantheon, which case you do not gain the deity spells or channel divinity powers, but you can choose any domain that one of the deities in the pantheon holds.
Channel Divinity: At 2nd level, you have learned to channel to divine power of your deity into supernatural effects, these effect that you have access to vary from deity to deity. As an action, you use one of your channel divinity powers of your choice, the power takes instantaneous effect and must have a proper target if it requires one. Some channel divinity power allow you to use them as a reaction or free action instead of an action. If a power requires a saving throw, use your spell save DC. You can use a channel divinity power once per day. At 5th level you gain an additional use of your channel ability, and another one at 10th, 15th, and 20th level. Channel divinity is a supernatural ability.
Channel Divinity Option: At 4th level you gain a channel divinity power of your choice from the fallowing.
Divine Flame: As an action, you summon a flame of divine fire in your hand. The flames color can be of any color desired, but is often of a color associated with your deity. You can use an action to throw the divine flame up to 15 feet as a range attack or try to make a touch attack against the target. On a successful attack the flames deal 1d8 points of holy damage if you are good aligned, evil damage if you are evil aligned, or Untyped damage if you are neither good or evil aligned. This power deals an additional 1 point of damage per cleric level and deal double damage against creature that has an alignment opposite of the damage type.
Flash Healing: As a reaction, you create a wave of positive energy emitted from your body in a bright flash of light. friendly creatures within 5 feet of your heal 1d6+ your caster level points of damage, friendly undead creature instead take 1d6 + your caster level points of holy damage. At 8th level and every four levels thereafter this power heals or deals additional d6 points of damage. You are healed 1d8+ your caster level points of damage and it heals you an additional d8 points at 6th level and every two levels thereafter.
Divine Assistance: As an action, you touch one willing creature within 5 feet of you. Channeling into the creature your gods will and power. For up to one minute until used, the target creature gain a bonus on their next attack roll, skill check, or ability check equal to 1/4th your cleric level A creature only get this bonus once per use of this ability and can only be affected by one use of this ability at a time.
Quick speed: As a free action, up to four creatures that you can touch (including yourself) base speed doubles for one minute per every four cleric levels you have. Creatures that are affected by this power cannot move more than 300 feet apart or the power stops working for all affected creature.
Lightning Strike: As an action, you call down lightning on one creature within 30 feet of you. The target must make a dexterity save, on a failed save it takes 1d6 points of electricity damage and must make a constitution save. On a failed constitution save the creatures base speed is reduced by 5 feet and cannot use a reaction for three turns. If the creature succeeds on its dexterity save, it takes no damage. This power deals an additional d6 point of electricity damage at 8th level, 12th level, 16th level, and 20th level.
You can choose another option at 8th and 16th level.
Divine Guidance: At 7th level, once a week as an action you may through a small ritual call upon your deity to answer some questions. The ritual takes one hour to perform and allows you to ask your god or goddess three questions and it cannot take longer than 10 minutes or the ritual ends. The ritual automatically ends the moment the answer to the third question is given. At 14th level you can use this ability one additional time per week and can use it to have an unhindered conversation with you deity until the duration of the ritual or until you where give the answer to three questions, whichever comes first. Divine Guidance is a supernatural ability.
Divine Intervention: At 11th level, your faith in your deity is so powerful you can call upon your god or goddess to intervene on your behalf. Once a year, as a free action you can call out your deity’s name and as for assistance. Your DM or if he/she allow it you must roll a d100 (or percentage dice if your will.) using the chart below to determine the results. You can use two d10, if you don’t have a percentile d10 (the percentile d10 has values written as such: 10, 20, 30, 40, 50, 60, 70, 80, 90, and 00) and a normal d10. A result of 00 on a percentile d10 means that is a zero in the tens place. 00 on the percentile d10 and a 1 on a normal d10 is read as 1, while a 90 on the percentile d10 and a 10 on a d10 is read as 100.
Percentage Result Affect
01-25 None
26-30 The asker receives a +1 bonus on their next attack and damage roll.
31-36 The asker receives a +1 bonus on their next saving throw or skill check.
37-43 The asker is healed as by a cure light wounds spell casted at the lowest level.
44-56 The DM chooses one spell at random form the deity’s granted spells or domain spell, the spell is casted on one target the asker can point out or name.
57-67 Target creature the asker can point at gains a +1 bonus on its next attack or damage rolls.
68-72 Target creature the asker can point at gains a +1 bonus on its next saving throw or skill check.
73- 76 All creatures within 10 feet of the asker receives the effects of the heal spell.
77-80 A dancing lights, light, or faeries fire spell randomly appears within 10 feet of the asker. The dancing lights spell fallows the asker for 5 minutes before ending, all other effect last as if casted by a 10th level character.
81-84 An anti-magic field spell is casted centered on the space the asker stands on, which lasts for one hour.
85-90 The asker and any friendly creature they are touching are teleported to the nearest church or holy place dedicated to the asker’s deity.
91-95 A spell chosen by the DM is randomly casted on one target within 40 feet of the asker.
96-99 The deity asks the asker what assistance they require, the asker can then tell them what they need. The deity can aid any small task, heal up to light wounds, give one sentence worth of information (as long as the deity knows it), and bring back a single deceased character as by the revivify spell.
100 Roll twice, the asker then chooses which result they like.
Domain Spells: At 13th level, you connection with your deity is strong enough that you do not need to prepare your domain spells in order to cast them. Choose one of your domain spells or one of your deity spells. You can cast that spell once at its base level it need not be prepared. You can change your selected domain spell when you pray for your spells. At 18th level, you can use your domain spell one additional time (in other words you can cast it twice per short rest) or you can use it to select to another domain or deity spell each of which can be casted once without using a spell slot. You regain you use of this ability after you take a short rest.
Divine Wrath: At 19th level, you can channel you deity’s wrath against your foes. Once per day, as an action you can call down a blast of divine energy that affect a 15 diameter area within 30 feet of you. All creatures hostile to you must make dexterity save vs your spell save DC. Creature that fail on their saving throw takes 6d8+ ½ your cleric level points of holy damage if your deity is good, unholy damage if your deity is evil, or holy or unholy if they are neutral. On a successful saving throw, all the creatures within the area take half damage.
Specialty Priest
At 2nd level you get to choose one of these clerical paths that reflect your deity or your personal way of worshipping them. Many of these variants are for specific deities. The fallowing seven subvariants are as follows: Sword Dancer, Darkmask, Feywarden, Sonnlinor, Horn Guard, Dweomerkeeper, War Priest, and Shugenja.
Sword Dancer
Patron Deity: Eilistraee.
Eilistraee’s Favored: At 2nd level, you have started your training down the path of eilistraee’s sword dancers, her cleric who dedicated there life to lead drow to the land of light. You gain a bonus spell slot of the highest spell level you can cast, when you gain access to higher level spell then spell slot changes to the new higher level. This spell can be only be used to cast your deity spells. You make choose which deity spell you prepare in this spell slot as long as you are at the level to cast spells of that spell level. You regain this bonus deity spell slot when you would regain your normal spell slots. You also gain proficiency with dancing and singing skills.
Eilistraee’s Moonfire: As a sword dancer eilistraee has granted the gift of summoning her sacred fire, eilistraee’s moon fire. Once per day as an action, you can cast Eilistraee’s Moonfire as a spell-like ability. It is casted as a second level spell and doesn’t require any somatic or verbal components. You gain another use of this spell-like ability at 4th level and every two levels thereafter. At 10th level, you can spend two of your daily uses to cast Eilistraee’s Moonfire as a 5th level spell.
Dark Maidens Grace: As your devotion to eilistraee grows, she grants you even more magic. At 6th level, when you have magic missile prepare, you can once a day cast the spell at its base level without using up a spell slot.
Silvery Blade: You can enchant a bladed weapon with eilistraee’s holy power. At 9th level, three times per day, as an action you can channel eilistraee’s power into a single bladed weapon that you are touching. For one hour, the blade glows with a silvery radiance that makes the weapon resistance against damage, immune to the effects of rust and acid, and give a +2 bonus on attack and damage rolls for the duration of the effect.
Fighter
Creating a fighter, when you create a character whose first level is cleric you gain the fallowing traits.
Starting Ability Adjustment: +1 to strength, dexterity, or constitution.
Starting Hit Points: 10 + constitution modifier.
Starting Armor Proficiencies: Light, medium, and heavy armor with shield.
Starting Weapon Proficiencies: Simple weapons and four weapon proficiencies slots.
Starting Money: 5d4 x 10.
Fighter
Level Class Features
1 Combat Specialization
2 Weapon Specialization
3
4 Martial Professionalization
5 Extra Attack
6 Improve Weapon Specialization
7 Iron Will
8
9 Weapon Specialization, Indomitable Constitution
10 Extra attack
11 Combat Dodge Roll
12 Improved Weapon Specialization
13 Evasive Dodge Roll
14
15 Extra Attack, Greater Weapon Specialization
16 Critical Hit
17
18
19
20 Improve Critical Hit
Class Features
Hit Dice: 1d10
Prime Ability: Strength
Weapon Proficiencies Slots at Higher Levels: One weapon proficiencies slot at 3rd level and every three level afterwards.
Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, Diplomacy, History, Intimidation, Search, Spot, and Survival.
Tools: Gaming Set
Combat Specialization: You have adopted a particular style of fighting that you specialize in. Choose one of the fallowing option.
Combat Archery Focus: You gain a +1 bonus to attack rolls you make with ranged weapons. Also when making and an attack roll at a creature when an ally is in the line of fire, you do not suffer from disadvantage.
Combat Reflexes: When a creature that you can see attacks you or a target within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll as long as you are wielding a melee weapon, a shield, or both.
Defensive Posture: While wearing light or medium armor, you gain a +1 bonus to Armor Class.
Furious Fencing: When fighting with any light or finesse one handed weapon and with one free hand. You gain a +1 bonus on damage roll with that weapon.
Great Weapons Combat Fury: When you attack with a weapon that has the two-handed or versatile property you add double your strength modifier to damage rather than one and a half for using the weapon two-handed.
Two-Weapon Combat Focus: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weapon Specialization: At 2nd level, choose one weapon for this ability that you are proficient with. While attacking with your selected weapon you gain a +1 to attack rolls and a +2 to damage with it. At 9th level, you can choose another weapon in which to specialize in.
Extra Attack: At 5th level, when you use your action to make an attack, you can attack one extra time. If you haven’t used all of your movement for this turn, you may move in-between attack. You can attack two extra times at 10th level and three extra times at 15th level.
Improved Weapon Specialization: At 6th level, choose one weapon that you had chosen with your weapon specialization. While attacking with your selected weapon you gain a +2 to attack rolls, instead of +1, and a +3 to damage, instead of +2 with it. At 12th level, you choose another weapon in which to improve your specialization.
Iron Will: At 7th level, through shear willpower you can pull yourself through the most powerful of magical effects. You have advantage on wisdom and charisma saves.
Indomitable Constitution: At 9th level, your body is strong enough that poisons and toxins are of no use against you. You have advantage on constitution saves.
Combat Dodge Roll: At 11th level, when an enemy that is within 30 feet of you that you can see makes an attack roll that would hit you. You can use your reaction to make dexterity save as you roll 5 feet forward, left, or right stopping in a legal space. If you succeed on this roll, you take no damage. The DC for this is equal to their attack roll.
Evasive Dodge Roll: At 13th level, your reflexes are so good that you can dodge speeding arrows. You have advantage on dexterity saves.
Greater Weapon Specialization: At 15th level, choose one weapon that you had chosen with your improved weapon specialization. While attacking with your selected weapon you have a +3 to attack rolls and +4 to damage rolls with it.
Critical Hit: At 16th level, whenever you roll a natural 20 with a weapon that you have choose for weapon specialization, you do maximum damage.
Improved Critical: At 20th level, when you attack with a weapon that you have specialization in you critical hit on a natural 19 or 20.
Martial Professionalization
At 4th level you get to choose which approach to fighting which will affect how your fighter begins to perfect their fighting prowess. The fallowing three subvariants are as follows: Bladesinger, darksong knight, and samurai.
Bladesinger
Bladesong Style: At 4th level, when wielding a longsword, short sword, katana, or rapier in one hand and nothing in the other, you add your intelligence modifier to your armor class. You must not be wearing armor heavier than light or you lose the benefits of this ability.
Spellcasting: At 4th level, you gain the ability to cast arcane spells. The spells you know are drawn from the wizards spell list and must be from the schools of abjuration or evocation. Your Intelligence is your ability for casting spells, when a spell you cast allows a saving throws the DC for you spell is 10 + ability modifier + proficiency bonus. If a spell requires an attack roll you add your ability modifier to the attack roll. You must prepare these spells before you can cast them, preparing your spells take 15 minutes and require you to have your spellbook on hand.
Spellbook: At 4th level, you know four 1st level spells of your choice, which you must record in a spellbook so you may prepare them. You gain an additional spell of a spell level you can cast at each additional level you gain. You must own a spellbook to add your spells to first.
Bladesinger Spells Per Day
Level 1st 2nd 3rd 4th
4 1 - - -
5 1 - - -
6 1 - - -
7 2 - - -
8 2 1 - -
9 2 1 - -
10 2 1 - -
11 2 1 - -
12 3 2 - -
13 3 2 1 -
14 3 2 1 -
15 3 2 1 -
16 4 3 2 -
17 4 3 2 1
18 4 3 2 1
19 4 3 2 1
20 4 3 2 1
Armored Spellcasting: At 8th level, as long as you are wearing light armor, you can cast your spells that have somatic components as if you did not have armor on.
Bladesong Attack: At 12th level, as long as you are wielding a longsword, short sword, katana, or rapier while wearing light or no armor, you gain a +1 to your attack and damage rolls with that weapon. When you start combat with a longsword, short sword, katana, or rapier in one hand while you have nothing in the other and while wearing light armor you gain a +2 bonus on initiative rolls.
Spell Blade: At 16th level, when you can make an attack of opportunity, you can cast a spell with a casting time of one action, free action, or reaction instead of attack with a weapon. Also, when you cast a spell with a range of touch you may use your weapon as part of your attack roll for the spell. Dealing your weapons damage in addition to any effect of the spell.
Death Spell Strike: At 20th level, once per day as an action you can use a spell slot to make an attack roll with a longsword, short sword, katana, or rapier. If the attack hits the target must make a constitution save vs your spell DC or die instantly. Creatures that succeed on the save take an additional 1d6 per level of the spell slot expended points of damage. Only creature with hit dices less than ½ your fighter levels can be affected by the instant death effect, they are still affected by the additional damage.
Darksong Knight
Dancing Feint: At 4th level, you gain proficiency with the Perform skill. When you use the feint option in combat you add twice your proficiency bonus to your charisma check and you gain a +1 bonus to your armor class until the start of your next turn on a successful check.
Darksong Fighting Dance: At 4th level, as a darksong knight you were training to fight in a form of fluid motions akin to a dance, allowing you to more easily dodge enemy attacks. As long as you are wearing medium, light or no armor you add your charisma modifier in addition to your dexterity modifier to your armor class.
Favored Enemy: At 8th level, when you make an attack against a yochlol or any spider you gain a +2 bonus on damage roll against them. You also gain a +2 bonus when you attempt to spot, listen, hide, or engage in deception with a yochlol or any spider.
Evasive Dancing: At 12th level, your skill in the fighting dance is so great that as reaction you gain a +2 bonus to your armor class against attacks of opportunity until the start of your next turn.
Twirling Strike: At 16th level, you learn how to strike multiple opponents in one move, by spinning around slashing with your blade. As an attack action, you can give up any extra attacks you have (from the extra attack feature and two-weapons fighting) to strike at all creatures within 5 feet of you with a single strike. You roll for your attack roll normally, but you roll once and use that roll to determine if you hit each creature. On a successful hit, your weapon deals there normal damage. Your weapon must deal slashing damage to use this ability.
Smiting Strike: At 20th level, once per day, as an action you can call upon the divine power of eilistraee to empower your weapon to strike against evil creature and spiders. Silvery light covers your weapon, for one minute your weapon gains a +2 on attack rolls, is resistant to damage and breaking, and deal 1d6 points of holy damage against creature of evil alignment and spiders. This ability can only be used on bladed weapons.
Feats
Most of these feats were originally previously version of the race ability of some races, only one of them has really been reworked on, so please excuse any text that seems to be talking about something not mentioned in the other material that I posted.
Ambidextrous
Prerequisite: Dexterity 12
Benefit: When you use two weapons to fight, your attack roll penalty with your off hand decreases by 2. You also don’t have to be proficient with a weapon in order to use it for two-weapons fighting.
Dark Elves Weapon Tradition
Prerequisite: Dark Elf subrace
Benefit: You gain proficiency with bastard swords, rapiers, hand crossbows, and short bows. You can also as gain a +2 bonus on attack rolls with these weapons.
Eilistraee’s Grace
Prerequisite: Eilistraee as your patron deity, Charisma 14.
Benefit: You gain magic missile as a spell-like ability usable once per day. You also gain one 1st level spell from the fallowing of your choice: cure light wounds, detect evil, detect magic, disguise self, faeries fire, and shield of faith. That spell is added to your class spell list. If you don’t have a level in any spellcasting classes you gain one 1st level spell slot which you must prepare the spell ahead of time. You use charisma as your spellcasting ability for this spell.
Dark Maiden’s Favor
Prerequisite: Dark elf subrace, Total level 3.
Benefit: You gain an additional use of your Dark Maiden’s Blessing racial trait. In addition, you can use one use of your Dark Maiden’s Blessing ability to make the moonfire leave your body to form a ball of light that functions like the dancing lights cantrip. This ability functions as a 2nd level light spell and dispels darkness spells of 2nd level or lower that enters the range of this ability (even during its own destruction).
Divine Initiate
Prerequisite: Wisdom 12
Benefit: You know two orisons from the cleric’s spell list of your choice, which you can cast at-will. In addition you know one 1st level spell from that list, which you can cast once per day. If you do not already have spellcasting ability, you use wisdom as your spellcasting ability for these spells. Otherwise, use whatever spellcasting ability you already have.
Improved Shadow Powers
Prerequisite: Shadow elf, Total level 5
Benefit: once per day, you can use an action to create a 30 foot radius of darkness centered on a single spot within line of sight, that function as a 4th level darkness spell as a supernatural ability. This area of shadows negates all normal and magical lights as well as prevents creatures with darkvision from seeing normally.
There that is everything for now, I can't wait to hear your feed back.... I hope the meaning of most of the features effect are clean and easy enough to understand.