Fan-made stuff

I here serve some selfmade stuff for lunch. Feel free to add your own ideas.


What I have so far;


classes;


all classes

Aristocrat - +1 to con int or cha, starting HP 8 + con mod, all armor and shields, all simple and martial wpn. The repeating crossbow is a martial weapon for you.
 - - suggestions; noble background, leader speciality (diplomat)
- - - combat leader, intimidate enemy
          Hit  Weapon  Expertise
Level  Dice  Attack    Dice        Class Features
1       1d8    +2        1d4         Crossbow Superiority, Fighting Style, take any trait as bonus
2       2d8    +2        1d4 
3       3d8    +3        1d6        noble bonus (+1 to damage per bolt with a repeating crossbow)
4       4d8    +3        1d6 
5       5d8    +4        2d4        Fighting Style  


fighter - +1 to str dex or con, starting HP 10 + con mod, all armor and shields, all weapons
 - - suggestions; soldier background - survivor speciality
- - - choose a fighting style, combat superiority
THE FIGHTER
          Hit  Weapon  Expertise
Level  Dice  Attack    Dice        Class Features
1       1d10  +3        1d6       Combat Superiority, Fighting Style
2       2d10  +3        1d6       knock down (knock an enemy down for a round)
3       3d10  +3        1d8       Fighting Style
4       4d10  +4        1d8       Never Give Up (once per battle the fighter can reroll a miss)
5       5d10  +4        2d6       Fighting Style


cleric - +1 to wis str or con, starting HP 8 + con mod, armor & shield none (see domain), basic wpn and simple missile,
 - - suggestion; priest background - healer speciality
- - - You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Planar Lore, or Religious Lore. You must choose a skill in which you lack training
- - - channel divinity, divine magic, domain, orisons, religion
THE CLERIC
        Weapon  Magic                         Hit   Channel
Level  Attack  Attack  Spell DC           Dice  Divinity  Class Features
1        +2      +2       10 + Wis. mod.  1d8    1         Channel Divinity (1d8), Orisons
2        +2      +2       10 + Wis. mod.  2d8    1         Domain benefit
3        +2      +2       10 + Wis. mod.  3d8    1  
4        +2      +3       11 + Wis. mod.  4d8    2  
5        +2      +3       11 + Wis. mod.  5d8    2          Channel Divinity (2d8), Orison
CLERIC SPELLS PER DAY
Level  1 2  3  4
1       2 — — —
2       3 — — —
3       3 1  — —
4       4 2  — —
5       4 2  1  —


wizard - +1 to int or con, starting HP 4 + con mod, no armor or shield, dagger sling quarterstaff lightcrossbow
 - - suggestion; sage background, magic-user speciality
- - - You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Natural Lore, or Planar Lore. You must choose a skill in which you lack training.
- - - arcane magic, arcane knowledge, cantrips, spellbook
THE WIZARD  
         Hit     Magic  Weapon
Level  Dice  Attack  Attack  Spell DC          Class Features
1        1d4    +3      +2      11 + Int. mod.  Arcane Magic, Arcane Knowledge, Cantrips, Spellbook
2        2d4    +3      +2      11 + Int. mod.
3        3d4    +3      +2      11 + Int. mod.
4        4d4    +4      +2      12 + Int. mod.  Manipulate Magic (change an existing spelleffect and turn it into something else of the same level as the orginal spell or lower. Once per encounter)
5        5d4    +4      +2      12 + Int. mod.
6        6d4    +4      +2      12 + Int. mod. Magic Hat (your wizard's hat can hold 1 level 1 spell. This is a bonus spell.)
WIZARD SPELLS PER DAY
Level  1  2  3  4
1        3  — — 
2        4  — — 
3        4  2  — 
4        5  3  — —
5        5  3  2  —
6        5  4  3  -


rogue - +1 to str dex or int, starting HP 6 + con mod, light armor, basic wpn, finess wpn, pistol.
 - - suggestion; catburglar background, climber speciality
- - - rogue scheme, skill mastery, picklock bonus
THE ROGUE  
          Hit    Skill     Weapon
Level  Dice  Mastery Attack    Class Features
1        1d6   10        +2         Rogue Scheme, Skill Mastery, climb buildings
2        2d6   10        +2         Knack (2/day)
3        3d6   10        +2         scheme benefit
4        4d6   10        +2         acrobat trick
5        5d6   11        +3         scheme benefit
6        6d6   11        +3         escape fast (+10 feet movement for 1d20 rounds)


artificer - +1 to int or wis, starting HP 4 + con mod, no armor or shield, dagger rapier handcrossbow lightcrossbow
 - - suggestion; mechanical background, repair speciality
- - - construct maker, technological knowledge, make traps
          Hit   Mech    Weapon
Level  Dice  Attack  Attack       Class Features
1       1d4   +2       +2        tinkering (making and repair), mechanic Knowledge, lesser construct companion
2       2d4   +3       +2  
3       3d4   +3       +2  
4       4d4   +4       +2        the lesser construct companion developes into a construct companion
5       5d4   +4       +2  
6       6d4   +5       +2        your construct companion gain tinkering 1/day and each 2 level after this level another +1/day  
          tinkering per day
Level  1  2  3  4
1       2  — — 
2       3  — — 
3       3  1  — 
4       3  2  — —
5       4  2  1  —
6       4  2  2  -


psion - +1 to dex or int, starting  HP 4 + con mod, no armor or shield, dagger, shortsword, smallbow
 - - suggestion; seer background, telepathy speciality
- - - psionic powers, psionic knowledge, psicrystal ('cantrip' for the psion)
          Hit   Psion    Weapon
Level  Dice  Attack  Attack     Mental DC       Class Features
1        1d4   +2       +2        11 + Int. mod.  psicrystal, powers
2        2d4   +3       +2        11 + Int. mod.
3        3d4   +3       +2        11 + Int. mod.  crystal vibration (the psicrystal vibrates, doing a ranged attack (max 20 feet) that stuns 1d4 targets for 1 round
4        4d4   +4       +2        12 + Int. mod.
5        5d4   +4       +2        12 + Int. mod.  Crystal Power (the psicrystal can hold one extra level 1 power as a bonus for you to cast)
POWERS PER DAY
Level  1  2  3  4
1       3  — — 
2       4  — — 
3       4  2  —  
4       4  3  — —
5       4  3  2  —


spellthief - +1 to dex int or wis, Starting HP 6 + con mod, light armor, basic weapon and simple missile weapons
 - - suggestion; sage background, magic-user speciality
- - - I'm thinking of this as a rogue without backstab or thieves chant, instead he is a rogue who bluff/pose as a wizard/sorcerer. He cast spells from scrolls and wands + cantrips he have learned (as for wizards).
         Hit    Magic   Weapon
Level  Dice  Attack  Attack    Spell DC                   Class Features
1       1d6    +2       +2        10 + Int or Wis mod.  Copy Magic (cast arcane or divine spell already cast by allied casters), Cantrips or orison depending on your version of this class.
2       2d6    +3       +2        10 + Int or Wis mod.
3       3d6    +3       +2        10 + Int or Wis mod.   +1 lore skill
4       4d6    +4       +3        11 + Int or Wis mod.   Steal Magic (steal a spell from enemy arcane or divine caster they have not used yet)
5       5d6    +4       +3        11 + Int or Wis mod.
SPELLTHIEF SPELLS PER DAY
       copied spells - stolen spells
Level  1  2  3  4     1  2  3  4
1       1  —  —  -     -  -  -   -
2       2  —  —  -     -  -  -   -
3       2  1   —  -     -  -  -   -
4       2  2  —  —    1  -  -  -
5       3  2  1   —    2  -  -  -
6       3  2  2   -     2  1  -  -


Sorcerer - +1 to cha or con, starting HP ,no armor or shield, basic weapon, simple missile, daggers, quarterstaff
 - - suggestion; artisan background, jack of all trades speciality 
THE SORCERER                                                       Max
        Magic  Weapon                          Will-    Spells   Spell
Level Attack  Attack   Spell DC            power  Known  Level  Class Features
1       +2       +2       10 + Cha. mod.   3          2         1      Cantrips, Sorcery, Sorcerous Origin
2       +2       +2       10 + Cha. mod.   4          3         1
3       +2       +2       11 + Cha. mod.   8          4         1
4       +3       +2       11 + Cha. mod. 10          5         2       Sorcerous power
5       +3       +2       12 + Cha. mod. 16          6         2


witch - +1 to dex or cha, starting HP 4 + con mod, same armor and weapon as wizard
 - - suggestion; fortune-teller background, jack-of-all-magic speciality (choose any arcane and divine spells that you think fit with your witch)
- - - gain training in a skill; survival, intimidate, natural lore, insight, animal handling
- - - natural magic, dark knowledge, make potions
          Hit   Magic   Weapon
Level  Dice  Attack  Attack   Spell DC            Class Features
1       1d4    +3       +2       10 + Cha. mod.  Witch Magic, animal companion
2       2d4     +3      +2       10 + Cha. mod.
3       3d4     +3      +2       11 + Cha. mod.  witches dance (a ritual lasting 10 minutes that heal and buff the party, the buff last for 10 minutes after the ritual ends)
4       4d4     +4      +2       11 + Cha. mod.  
5       5d4     +4      +2       12 + Cha. mod.  evil eye (curse 1d6 number of enemies, the animal companion can deliver the curse for the witch)
WITCH SPELLS PER DAY     spells known
Level  1  2  3  4                 1  2  3  4
1       2  —  —  -                4  -   -   -
2       3  —  —  -                5  -   -   -
3       3  2   —  -                5  3   -   -
4       3  3   —  —               5  4  -   -
5       4  3   2   —               6  4  3   -
6       4  3   3   -                 6  4  4  -



 


races

human - common, 30 feet, one +2 to a starting ability, all other abilities +1


elf - - elven, 30 feet, low light vision, immune to charm, longsword shortbow longbow increase weapon die, bonus to listen search notice something, 4 hours sleep


dwarf - dwarven, 25 feet, low light vision, immune to poison, axe hammer increases weapon die, stonecunning


halfling - halfling, 25 feet, dagger shortsword sling increase weapon die, lucky reroll, move through enemy space


gnome - - gnomish, 25 feet, low light vision, immune to illusion spells, increase weapon die against goblinoids


changeling - common, 30 feet, minor change shape at will, bonus to bluff


warforged - common, 30 feet, immune to poison and backstab, +2 natural armor, heal; cleric heal spells heal half HP rounded down, artificers and wizards can heal warforged by the mend and repair type spells.


loxo - - - loxo, 35 feet, large size, slam attack 1d6, any weapon die increases one step


aasimar - common, 30 feet, darkvision, weapon die increase against evil, diplomacy bonus


tiefling - common, 30 feet, darkvision, weapon die increase against lawful, forbidden lore bonus


nixie - - common, 20 feet, swim speed 30 feet, breath water and air, low light vision, bonus to insight


half- elf, - as elf but no weapon die increase, sleep like human, +1 to one starter ability


half- giant, - 35 feet, large size, kick attack 1d6, frost giant ray (as the spell ray of frost)


half- dragon, - draconic, 20 feet, fly 30 feet,


half- orc, - orcish, 30 feet, darkvision, +1 to str and con, bonuses to setting traps (expect lots of traps around orcs )



backgrounds

mechanical background
You always had a talent for clockwork and mechanical items in all forms. You found nothing that facinated you more than taking clockworks apart or constructing mechanical toys. Your parents saw your talent and they sent you to a famous inventor who could teach you more about your hobby/interest.
Skills; clockwork lore, construct handling, spot (clockwork, mechanical traps, constructs and so on)
Trait- know time; can always, even underground, tell what the time is and what direction North is.


seer background
You have the power of the will and the word. You want something to happen and your word releases the energy to make it happen. In your case you are a seer, wich means you can see what is supposed to happen and has the ability to make sure it happens or prevent it from happening.
skills; insight, diplomacy, magical lore (this also work on psionic items, lore, symbols, traditions)
Trait- know alignment; can usually determine wheter someone is a possible friend or foe.


fortune-teller background
You grew up as a witch' daughter and her traditional position in town has become yours.
skills; bluff, insight, forbidden lore
Trait- Black cat attraction; any random black cat near you is as a familiar is to wizards. However if it drops below 1 hp it die like a normal cat (does not disapear) and can be healed if only wounded.



specialities

leader prerequisite; knight or noble background
benefit; The rest of the party within 20 feet of you get a +1 to attack roll


repair prerequisite; artificer or wizard
benefit; repairs or heals mechanical devices, constructs and warforged. Tools needed.


telepathy prerequisite; psion
benefit; Déjà Vu; Your target repeats his last action. Only works on enemies.


natural-magic prerequisite; druid or witch
benefit; spells having to do with nature in any form. Drawn from its own spell-list, see below.


natural magic spells;
minor spells; create water, know direction, detect animal, animal sound, rat infestation = all rats in the dungeon or a huge area find the targeted spot unresistible and run there. May be used to distract guards and the like.


level 1; endure the elements, entangle, goodberry, animal speech, animal messenger, lesser barkskin, heal animal/plant,
dark cloud = summons a dark cloud that cannot be penetrated by normal and low light vision. Will be blown away by wind.
hide me = the caster is hidden in a small cloud that the caster can see out from but wich noone can see into. Practically hides the caster. Moves with the caster.
tree transport = teleports from one tree to another, nearby tree. Usable in combat.




Norwegian fan page at facebook; DndRogaland
So does this silence mean noone is interested? Surprised Fan-made stuff is the best, right? Wink
Norwegian fan page at facebook; DndRogaland
So does this silence mean noone is interested? Surprised Fan-made stuff is the best, right? Wink

It *is* good stuff and it *will* be valuable in the future.  I think the problem right now is that we can't really create anything too detailed because, well, every new packet is probably going to change so much that what we have before won't be as relevant.

Once we see a true, final draft, then we can all revel in homemade rules, options, and additions.
Aha.But I can't wait until the finished version! Smile 
 
Well, I also wish as many classes and races in the Next PHB/DMG so I will probably update the first message when or if they release drastic changes in the hope that the developers will add some, or even just one, of the classes/races. Tongue Out
 
Norwegian fan page at facebook; DndRogaland
I might allow one of my PCs to play a Warforged in our next campaign... thanks for posting!
This seems like a good idea to me too.  It would be interesting to have guidance for DMs on what types of new background and specialty to allow.  For example, if my son were allowed to do this, then all the characteristics would be superhuman.  I think one important rule I'd require is that any specialities and backgrounds should therefore have a balacing element of some sort (I note the playtest materials don't follow this rule, so I'm not expecting it to be generally taken up).  For example, the Mechanical background sounds good, but I might require that this person needs to sleep more often, or gets -1 Charisma (on the grounds that they relate better to non-living animate objects than to living things), or can only get proficiency on mechanical weapons (like the composite bow), since they'd probably find normal weapons too boring to really invest sufficient practice time.
Ooo... imagine playing a Shardmind in the Reclaiming Blingdenstone adventure! [:D]
I have players insistant on playing dragonborn and drow.

I have write ups for that and an assassin background (that can be used as a rogue scheme).

I'll post later, as my game is starting in under an hour. 
For example, the Mechanical background .... or can only get proficiency on mechanical weapons (like the composite bow), since they'd probably find normal weapons too boring to really invest sufficient practice time.



Good idea. And add those I always loved; the repeating crossbow, pistol and musket... in a middle-earth type worl like faerun and eberron. Tongue Out
Norwegian fan page at facebook; DndRogaland
I have players insistant on playing dragonborn and drow.
I have write ups for that and an assassin background (that can be used as a rogue scheme).
I'll post later, as my game is starting in under an hour. 


So... No assassin background/scheme for us? Tongue Out

I'll contribute something to the fan-made mix!

Show
Young Adult Black Dragon
Large Dragon

Armor Class: 15
Hit Points: 73 (7d10+35)
Speed: 25 ft.; Fly 25 ft.
Senses: Blindsight 60 ft


Str: 18(+4) Dex: 11(+0) Con: 20 (+5)
Int: 14(+2) Wis: 12(+1) Cha: 13 (+1)

Alignment: Chaotic Evil
Languages: Common, Draconic



Traits _________________________
Armor Piercing: If the Black Dragon misses with its bite, but rolls at least 5, the target of the attack takes four acid damage.    
Stealthy: The Black Dragon gains a +5 bonus to all checks to avoid detection.  


Actions________________________
Melee Attack- Bite: +4 to hit [Reach 10ft.; one creature]. Hit: 2d6+4 Piercing and 1d6 Acid
Melee Attack- Claw: +4 to hit [Reach 10ft.; one creature]. Hit: 2d6+4 Slashing
Multiattack : Make two Claw attacks or one Claw and one Bite Attack.
Acid Breath: 1/Day- Line 60ft long and 10ft wide. Each creature in the line makes a Dexterity saving throw. A creature takes 6d6 acid damage on a failed save and half as much on a successful one.


Encounter Building_______________
Level 5 Solo     XP 810

Most of us love the background thingy Sooo...
Why don't we fans make more classes and backgrounds? I here serve some selfmade, but I don't have a group to playtest them with. So I need your help with playtesting these with your group, I need help with more/better text/fluff bescriptions and suggestions to those sections I left blank like the spellthief and the half-dragon.


What I have so far;


classes;


Aristocrat - +1 to con int or cha, starting HP 8 + con mod, all armor and shields, all simple and martial wpn
 - - suggestions; noble background, leader speciality (diplomat)
- - - combat leader, intimidate enemy


artificer - +1 to int or wis, starting HP 4 + con mod, no armor or shield, dagger rapier handcrossbow lightcrossbow
 - - suggestion; mechanical background, repair speciality
- - - construct maker, technological knowledge, make traps


psion - +1 to dex or int, starting HP 4 + con mod, no armor or shield, dagger, shortsword, smallbow
 - - suggestion; seer background, telepathy speciality
- - - psionic powers, psionic knowledge, psicrystal ('cantrip' for the psion)


spellthief - +1 to str dex or int, Starting HP 6 + con mod, light armor, basic weapon and simple missile weapons
 - - suggestion; sage background, magic-user speciality
- - - I'm thinking of this as a rogue without backstab or thieves chant, instead he is a rogue who bluff/pose as a wizard/sorcerer. He cast spells from scrolls and wands only + maybe cantrips (he have perhaps been around wizards and sorcerers so often he have learned cantrips). at later levels he may steal other spells from encounters and allies...


witch - +1 to dex or cha, starting HP 4 + con mod, same armor and weapon as wizard
 - - suggestion; fortune-teller background, natural-magic speciality
- - - gain training in a skill; survival, intimidate, natural lore, insight, animal handling, natural magic, dark knowledge, make potions


Backgrounds;


mechanical background- You always had a talent for clockwork and mechanical items in all forms. You found nothing that facinated you more than taking clockworks apart or constructing mechanical toys. Your parents saw your talent and they sent you to a famous inventor who could teach you more about your hobby/interest. 
Skills; clockwork lore, construct handling, spot (clockwork, mechanical traps, constructs and so on)
Trait- know time; can always, even underground, tell what the time is and what direction North is.


seer background- You have the power of the will and the word. You want something to happen and your word releases the energy to make it happen (can be silenced). In your case you are a seer, wich means you can see what is supposed to happen and has the ability to make sure it happens or prevent it from happening.
skills; insight, diplomacy, magical lore (this also work on psionic items, lore, symbols, traditions)
Trait- know alignment; can usually determine wheter someone is a possible friend or foe.


fortune-teller background- You grew up as a witch' daughter and her traditional position in town has become yours.
skills; bluff, insight, forbidden lore
Trait- Black cat attraction; any random black cat near you is as a familiar is to wizards. However if it drops below 1 hp it die like a normal cat (does not disapear) and can be healed if only wounded.


Skills
clockwork lore; this skill is any inventor's best friend...
construct handling; as 'animal handling' but for constructs; can interact with constructs and warforged in ways noone else can.


specialities;


leader
prerequisite; knight or noble background
benefit; The rest of the party within 20 feet of you get a +1 to attack roll


repair
prerequisite; artificer or wizard
benefit; repairs or heals mechanical devices, constructs and warforged. Tools needed.


telepathy
prerequisite; psion
benefit; Déjà Vu; Your target repeats his last action. Only works on enemies. If the enemy critically miss this round and you use Déjà Vu on him he will miss again


natural-magic
prerequisite; druid or witch
benefit; spells having to do with nature in any form. Drawn from its own spell-list, see below.


natural-magic spells;
minor spells; create water, know direction, detect animal, animal sound, rat infestation = all rats in the dungeon or a huge area find the targeted spot unresistible and run there. May be used to distract guards and the like.


level 1; endure the elements, entangle, goodberry, animal speech, animal messenger, lesser barkskin, heal animal/plant,
dark cloud = summons a dark cloud that cannot be penetrated by normal and low light vision. Will be blown away by wind.
hide me = the caster is hidden in a small cloud that the caster can see out from but wich noone can see into. Practically hides the caster. Moves with the caster.
tree transport = teleports from one tree to another, nearby tree. Usable in combat.


races;


gnome - - gnomish, 25 feet, low light vision, immune to illusion spells, increase weapon die against goblinoids


changeling - common, 30 feet, minor change shape at will, bonus to bluff


warforged - common, 30 feet, immune to poison and backstab, +2 natural armor, heal; cleric heal spells heal half HP rounded down, artificers and wizards can heal warforged by the mend and repair type spells.


loxo - - - loxo, 35 feet, large size, slam attack 1d6, any weapon die increases one step


aasimar - common, 30 feet, darkvision, weapon die increase against evil, diplomacy bonus


tiefling - common, 30 feet, darkvision, weapon die increase against lawful, forbidden lore bonus


nixie - - common, 20 feet, swim speed 30 feet, breath water and air, low light vision, bonus to insight


half- elf, - as elf but no weapon die increase, sleep like human, +1 to one starter ability


half- giant, - 35 feet, large size, kick attack 1d6, frost giant ray (as the spell ray of frost)


half- dragon, - draconic, 20 feet, fly 30 feet, suggestions anyone?


half- orc, - orcish, 30 feet, darkvision, +1 to str and con, bonuses to setting traps (expect lots of traps around orcs )


I've already been converting my world stuff to use this new system :D People will always house-rule their own stuff tho ;)
Epic fantasy action adventure! - free ebook

I've edited the first post, adding classes and changing the standard classes slightly.


Skills 

(Added skills. I've changed some of the ability bonuses below because sometimes the other ability score I added make sense. You take either the standard or my new one.)

Animal Handling (Cha) 
Appraise (int)
Balance (dex) 
Bluff (Cha or int) - don't have to be charmy to bluff someone. You might be an ugly fighter yet you know how to bluff people.
Climb (str)
Diplomacy (Cha or wis)
Disguise (wis)
Escape artist (dex or str) (someone strong might also escape)
Find and Remove Traps (Int)
Forbidden Lore (Int)
Geographical Lore (Int)
Heraldic Lore (Int)
Historical Lore (Int)
Insight (Wis)
Intimidate (str)
Jump (str or dex) 
Local Lore (Int)
Magical Lore (Int)
Natural Lore (Int)
Open Locks (Dex)
Perform (act) (cha)
Perform (dance) (dex) (dex because many dances requires quick movements)
Perform (oratory) (cha)
Perform (wind/string/percussion instruments) (dex) (as for dance)
Perform (sing) (cha or str) (ekspesially opera reqire strenght. Ever seen the big chests opera singers has? Strenght)
Planar Lore (Int)
Professional Lore (Int)
Religious Lore (Int)
Sleight of Hand (Dex)
Societal Lore (Int)
Spot (Wis)
Stealth (Dex)
Streetwise (Cha)
Survival (Wis)
Swim (str)
Underdark Lore (Int)
Undead Lore (Int)
Use rope (dex)
Norwegian fan page at facebook; DndRogaland

These classes is an upgrade of your existing class.


Requirement; minimum 7 levels in a normal class. your PC continues to advance in his hit dice, weapon attack, expertise dice, backstab, whatever, as if he had continued in his orginal class.


- Soldier
optional; if your character is interested in such things then why not pin a silver medal to your soldier?
level 1; Expert weapon; +1 to damage with weapon attacks, main weapon (so no bonus to any dual weapon). If the class you upgrade from don't have it already you gain profiency with all armor, shields and weapons.
level 2; learn +1 skill
level 3; Expert armor; gain +1 ac to your body armor, a soldier has learned more about armor than a fighter (or whatever class the PC came from)
level 4; Provokative attack; move up to 10 feet as part of a melee attack (this movement is not part of a PC's normal movement. So the PC can first move 30 feet or whatever movement he has and then attack with Provokative attack). The target is restrained (as the condition).
level 5; Expert weapon; another +1 to main weapon damage
level 6; Expert Soldier; if your PC use a shield he gains +1 ac with it, or if he use dual weapon he gain +1 to attack with the dual weapon.
level 7; Proff soldier; the PC has become immune to the deafened condition due to your sergeant's constant screaming his orders into your ears... heh


Sergeant
extra requirement; minimun another 7 levels (total class level 14 minimum before taking this upgrade)
optional; attach a gold medal to the sergeant. If you upgrade from soldier put it beside the silver medal gain; if the class you upgrade from don't have it already you gain profiency with all armor, shields and weapons
lvl 1; Blinding strike; use one weapon dice to blind the enemy for a number of rounds equal to the weapon dice (if the weapon dice is 1d6 the enemy is blinded for 1d6 rounds)
lvl 2; Bark orders; all your allies gain advantage against whomever you fight at the moment for a number of rounds equal to one weapon dice.
lvl 3; Me immortal, you're not; if an enemy's attack on you would send your hitpoints to less than 1 then roll 1d20 against DC 12. If you succeed the damage is ignored and you gain advantage against the enemy who would have killed you.
MMY (Make More Yourself!)


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Spell-hunter
optional; if you don't have it already this class upgrade lets you use any scrolls and potions your class normally can't.
lvl 1; Ruins here; you can detect the presence of Narfelli and Imaskari ruins. If you are a spellcaster you may want this to be a spell-like ability. If you are a non-caster this may be a natural instinct or you have learned by experience to recognice the presence of hidden ruins in the landscape. Anyway you do it it find ruins of Narfelli or Imaskari origins within 500 feets from you.
lvl 2; Ancient attack; your understanding of Narfelli and Imaskari way of using magic let you gain a magic bonus of 1d8 damage to a successful attacks 1/encounter. A wizard would add this to a direct damage spell while a non-caster would add it to his weapon damage.
lvl 3; Get Lost; cast this on an enemy and he will be teleported up to 50 feet away from you. You choose in what direction the enemy is being teleported. It must be to a spot where a creature of its size can stand.
MMY


Secret mage
optional; your magic hat can prepare and cast an extra spell of any level you have.
extra requirement; minimum 14 class levels.
lvl 1; Mobilitie; animate complex things. You could cast it on a skeleton lying on the floor and make it attack enemies, or use it on a mechanical trapdoor so it open, or use it on a wagon to move it. Last for 10 minutes.
lvl 2; Mystra's revenge; This spell let you use the link between living beings so that until the end of your next round any magical protection spell on an enemy is ignored (any protection spell, be it against spells, melee weapons or ranged attacks). The protection spell on the enemy is still there, just ignored. So if the magical protection last longer than this spell thenthe creatures is protected again when this spell ends. This is an area effect spell affecting all enemies within 15 feet from the spot you cast it at.
lvl 3; Revelity; reveals all spells enemies have aviable to cast, including spell-like abilities and spells already in effect. This you may use to cast spells tactically giving yourself the upper hand in a fight. There's no secrets for you.
MMY


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Mercenary
optional; can replace backstab with poison attack
lvl 1; Capture Alive; once/encounter you can choose one enemy you fight and this creature will be rendered unconscious in stead of dying when he drops below 1 hp, no matter whom drops him.
lvl 2; Not Now; for a minute/day if an enemy critically hit you you take only half damage. Also works on backstab.
lvl 3; Proff Merc; you instantly recognizes if any enemy has a prize on his head. Also gain bonuses at any attempts to capture these enemies alive.
MMY


Deadly sting
optional; gain profiency with all missile weapons if not already have this.
extra requirement; minimum 14 class levels.
lvl 1; Missile Trick; for a minute/day if you miss with your ranged attack you get to reroll the attack.
lvl 2; Infuse Missile; you infuse a condition from the condition list on 20 missiles. You must use up all those missiles before you can infuse another 20.
lvl 3; Proff Ranger; Until the end of the next turn you gain double the number of attack you normally have. This does not stack with any haste effect.
MMY


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Ranch-druid
optional; get an animal companion that is typically found in ranches/farms. Some druids think of farms and ranches as unnatural or at least not entirely natural. But you see life everywhere; to you a farm is as natural as a druid coven.
lvl 1; lvl 2; lvl 3; MMY


City-druid
optional; get an animal companion that is typically found in cities. Many druids think of cities as unnatural and maybe even lifeless. You know better. You see life everywhere in your city. And it's not just tamed animals and plants but cities also have small wildlife unseen by most. And you may even see a creature as part of nature no other druid consider as part of nature, namely human(oid)s. The human(oid) nature is underestimated by all but you.
extra requirement; minimum 14 class levels.
lvl 1; Always Be Calm; this will calm humanoids, like people in a bar-brawl, guild-war you are not part of, riots in the streets and so on. This is an area spell.
lvl 2; Pack-leader; sometimes a city's animals may become homeless. They will be attracted to you; gain 1d20 animals for 1d20 days.
lvl 3; Create coven; Your home becomes the center of this town's druid coven for 1d20 days. During this period a large part of the city's living creatures becomes resistant against diseases and poisons and wounded people and animals regenerate faster while they are close to your home.
MMY


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Misionary
optional;
lvl 1; Hear Me; 1d20 people stop at their tasks and move over to listen to your sermon. Lasts 3d20 minutes (max one hour).
lvl 2; God's Mirackel; gather the sic and dying around you and 1d20 of them is cured of diseases and any effect from the 'condition' list.
lvl 3; Magic symbol; your holy symbol can hold an extra spell of any level up to what you can cast.
MMY


Holy man
optional; a humanoid companion, a loyal follower of your words and god.
extra requirement; minimum 14 class levels.
lvl 1; Holy Words; one targeted humanoid becomes a fanatic beliver of your god for 1d20 days.
lvl 2; Holy Precense; you radiate holiness, regenerating health to people around you. 1hp/hour.
lvl 3; Follow Me; 1d20 humanoids becomes your disciples for 1d20 days.
MMY


====================================================


Lich
extra requirements;
- arcane or divine spellcaster
- undead lore
- perform the lich ritual to become a lich (gain the class). This might happen against your wish.


class description;  
  gain spells from the forbidden spellist below  
  spells per day and known as your orginal class (i. e. you continue to gain spellevel from your caster class)  
  cannot choose any other class again, except for the Lichlord upgrade.  
  your heart is put in an urn, wich you or the one turning you into a lich preferably keep in a secret location.  
  Unless enemies find your hidden heart, they cannot truly destroy you. You rise again in 1d20 days if they destroy you.


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Lichlord (or lady)
extra requirements;
- minimum 7 levels of the lich class
- turn at least one other caster into a lich under your command (i. e. become recognized as a lichlord). Max 1d4 liches under your control.


class description;
 raise undead army (max 1d20 undead can be under your control for 1d20 days).
 you can make 1d6 copies of your hearth, wich must be hidden within 100 miles from your base. Upon being destroyed you return to the closest heart.


---------


Forbidden Spells


---


the forbidden spells in this list comes in addition to the spells from the spellist you used before becoming a lich or advancing into a lichlord.


lich level 1; 'Dead wall' ; a force of death protects you from the living. This spell might be of Narfelli origin.


lich level 3; 'Tarti Imaskari' ; this manipulates the magic vave so that enemy magic is supressed, for a time. This spell is of Imaskari origin.


lich level 5; 'Talona's cry' ; The victims of this spell will be overcome by grief and cry; they are paralyzed. The origin of this spell is not hard to guess.


lich level 7; 'Xvimist death' ; forces the target to kill himself.


lichlord level 1; 'Never' ; If someone wants to attack you this command comes in handy; it forces them to break off their attack. It is belived to be of Imaskari origin.


lichlord level 3; 'Unravel lich' ; destroys a lich without needing to kill the heart; this spell attacks the bound between the lich and it's heart, unraveling that magic link. Both the heart and lich dies. This spell is belived to be alot older than that of the Imaskari because it attacks the vave itself; its belived to be from beyond time and memory.


lichlord level 5; 'Kargmelchina's wet dream' is a spell ritual turning a dragon into a draco lich... uh-oh!

Norwegian fan page at facebook; DndRogaland
All the above needs an adventure or two... Tongue Out


This is a Next adventure that will take the characters from level 1 to 7 or more
It is inspired by the public adventures "a Dark and stormy Knight","Wreck Ashore", "Manifesting; a tale", "One last riddle", "The treasure of the black veils", "Tiger's Palace" and "A harvest of evil". The village Seawell from "Wreck Ashore" is renamed Fallcrest in this version as all these adventures happen near this area sout of Waterdeep.


You might want to let at least one of your players include the pirate Erqua Ashilim, a female human, into the background story of the players character. Maybe the player character(s) had an encounter with this pirate that went badly for the PC. I'm thinking that you as DM gives the party a horse and a wagon with a barrel of beer, they are on their way from Daggerford to Fallcrest to sell it and return to Daggerford with the money... if they ever return


History relevant to the adventure that you may wish to tell the players to push them in the right direction;
In 1358 DR Year of Shadows also known as the 'time of troubles';
Kargmelchina (Sammaster's wife) finds the sleeping body of Grafvitnir in the East Galenas of Vaasa and reincarnates Sammaster in the great wyrm's body as a vampire dragon lich. Sammaster and Kargmelchina begin attempting to learn the secrets of the dwarven runestones in Grafvitnir's cave. (Grafvitnir's spirit is captured in the stone of the Galenas)


Several decades later...
Three months ago in this year, 1370 DR;
It is known that powerful wizards and clerics can watch events happening far away. Elminster is one well known such powerful being... but not all that watch are good people.
In a dark room somewhere rests a big creature watching into a sphere. If you had walked into this room with some more light you'd see the big creature was Sammaster the vampire dragon lich - and most likely died a second later for disturbing him. The only light in the room comes from the sphere and if you watched closer you'd notice some figures moving into a room somewhere far far away. You'd see...
A room with one wooden door, an old wooden kitchen table and four chairs and wery little else. The door would open and in walks four figures. The first figure walking in is a female rakshasa (Bhishana Bhaga), followed by a naga (Puhrjan), a kobold (Oppol the Sorcerer) and finally the pirate Erqua Ashilim. They all takes a seat and then Erqua fold out a map on the table, nearly covering it. The rakshasa seems to be continuing a conversation;
"... and it's best you don't know whom. Anyway, he's in a position to create wars involving nations. I know we all can benefit from this. We can help Master out by distracting enemy spies and ordinary people by causing local trouble here and there. That will leave Master free to move into position undisturbed and unopposed." Then the four figures bent over the map and discussed what each of them could do. It took them a couple of hours but then they finally agreed and three of them left the building with new goals.
The rakshasa did not leave as this was her place. Bhishana was happy with the outcome... "even the human... I hear they call her 'the failed pirate'... can be of some use, altough in a small way. Still, any trouble she stir up will amount to something."
... the light in the sphere fades as the vampire dragon lich let the spell fade. But the room was not left in total darkness as the door opened behind Sammaster. "The game is afoot" he said.


One month ago...
Erqua Ashilim, 'the failed pirate', watched at her men finishing the construction of their new base and the false lighthouse. There's too many warships and patrol ships these days and this would be her solution to that problem. Then she turned away and walked back to her ship, leaving behind some of her most trustworty men to start their new operations. Just a few more weeks of piracy and she'll be a landlubber again...


- Wheter you tell the above or not, the below starts the adventure so this must be told;


"Today
This was its big chance. The storm was really giving everything it had. It had spent months hanging around the lands putting in some useful work as a squall, building up experience, making contacts, occasionally leaping out on unsuspecting farmers or blasting quite small oak trees. Now an opening in the weather had given it an opportunity to strut its hour and was building up its role in the hope of being spotted by one of the big climates. The woods roared their applause and were full of mists and flying sheeps. ;)
It noticed adventurers walking into its realm. The storm could almost feel them, excpesially those with all the iron (That's your players characters). It struck a lightning almost hitting them... How they jumped! "This is fun" the storm tought as it hurled everything it got against the adventurers."


- This is the storm that surprises the PC's wich is on their way to Fallcrest. They are at the Tor. Read the "a Dark and stormy Knight" story wich is a free, downloadable story in the pdf format. You might want to add a letter from Erqua Ashilim somewhere in the Tor if it helps your party to go to Fallcrest. The Tor's boss might be one of Erqua Ashilims contacts.
Now after completing the "a Dark and stormy Knight" story it's time to move on to "Wreck Ashore". Remember to replace 'Seawell' from that adventure pack with 'Fallcrest'. When that story is completed the PC's may learn the pirate work for someone but whom is left as a mystery for now.
Now while the party rest or whatever in Fallcrest they remember...


Many years ago, when you were but children growing up in the peaceful countryside east of Waterdeep, you would spend your long summer days playing near the warm banks of the River Dessarin, laughing and enjoying the company of your friends as you pretended you were powerful adventurers exploring all the hidden nooks and crannies along the riverside.   During many of those early summers, one child from the noble family from the torp Prisius (at the edge of Ardeep Forest) found her way into your group of make-believe adventurers, a young girl named Melina who had a long golden hair and a kind heart that matched her smile.  Melina became a good friend to all of you during those childhood years and it was indeed a pity when all of you became older and she had too many responsibilities in Prisius to join you anymore.  Soon her letter ceased to come and it seemed as if she had drifted out of all your lives, much like many old friends do.  You happened to hear about a year ago, from her aunt whom which she stayed with as a child, that Melina was about to marry a nobleman from Waterdeep. This being the only news of your friend in the last years, all of you were more than surprised to receive a letter from your friend this day. The letter is addressed to all of you and is stamped with her family wax seal;

"Dear friends,


 I know it has been much too long since I have last written you, but my memories of all of you remain strong and vivid in my heart.  In the past weeks, I have thought of you often, and have regretted how we have drifted away from each other over the years. As you have undoubtedly heard from my aunt, I'm going to marry a nobleman here in Prisius. Things are not as wonderful here as they may seem though, and it would make me very happy if all of you could come and visit so that we may catch up on the old days. If you accept my invitation, you can call on me at 'Melinas Dream', the castle here in Prisius. I hope to see you soon, my love as always...


Melina Prisius"


So starts the next adventure, "Manifesting; a tale". This is not part of 'the plot' but a sidequest giving the players a chance to roleplay more without disturbing battles

Norwegian fan page at facebook; DndRogaland
Hey folks,

This isn't a sessions feedback, so I'm going to move it to D&D Next General Discussion.

Have a good one


Monica
...leader prerequisite; knight or noble background...

...repair prerequisite; artificer or wizard...


...telepathy prerequisite; psion...


...natural-magic prerequisite; druid or witch...


No. I haven't dug into the other stuff too much, but right up front I want to say no to this. Prerequisites in general are totally contradictory to what specialties should be about. Making specific classes pre-reqs? Please no. Why can't I have a telepathic Rogue? Why can't I have a rebel background and be a leader? What are you gaining with these pre-reqs that makes it worth shutting down character ideas?


But back on topic, glad to see Spellthief here. I think would rather see the actual stealing of spells be the focus of the class, as opposed to it just being a rogue with spell casting + stealing, but the fact it got some love makes me happy. :3
No. I haven't dug into the other stuff too much, but right up front I want to say no to this. Prerequisites in general are totally contradictory to what specialties should be about. Making specific classes pre-reqs? Please no. Why can't I have a telepathic Rogue? Why can't I have a rebel background and be a leader? What are you gaining with these pre-reqs that makes it worth shutting down character ideas?



But back on topic, glad to see Spellthief here. I think would rather see the actual stealing of spells be the focus of the class, as opposed to it just being a rogue with spell casting + stealing, but the fact it got some love makes me happy. :3


Ignore what you don't like. I happen to like prereq's as they tell what it is ment for. Generally. Anyway, for me a leader is a good guy while a 'leader' for rebels and other scum are called boss. So make a Boss speciality and you have it.

Spellthief (and other classes); I wanted to make balanced classes so I made them a bit conservatively. I don't want the spellthief to compete or replace the wizard. Also I wanted the spelltief to develope in a way making sense to me. That means he first have to carefully learn spellcasting from friends, copying (aping after) spells he hear/see that allies cast. Stealing comes later as it's more complicated (or should be) than aping after others. I know the old spellthief from 3.5ed and he, without any arcane or divine knowledge at all, just moved in and somehow stole spells. It diddn't make any sense. My version learn from friendly spellcasters first.
Norwegian fan page at facebook; DndRogaland
I have updated the 'Class Upgrade' section above (message 14). The class upgrades is so flexible that no matter how they change the basic classes the class upgrades would still work the same. I think of the class upgrades as a paralell system to the coming PrC of Mike Mearls. They can also be mixed as you wish, for example start with the cleric class, then take the soldier upgrade, then the city-druid epic upgrade.
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