D&D Wiki will be upgraded soon. Please be patient. — Blue Dragon

User:WeirdoWhoever/Sandbox

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Since this is a sandbox, I can pretty much say that this page is permanently incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Sandbox

Everything that is work in progress or incomplete, goes here.

Fighter Martial Archetype: Commando

Concept: Fighters who specialize in combat mobility and throwing weeapons. More of a skirmisher.

(Feature)

3rd level

(Feature)

7th level

(Feature)

10th level

(Feature)

15th level

(Feature)

18th level

Paladin Sacred Oath: Oath of (Whatever)

Concept: Paladin meets monk. Imagined how a paladin without an armor or a shield would look like, and thought of a way to actually make it happen.

Tenets of (Whatever)

(Descriptions).

(Tenet). Description of the tenet.
Oath Spell

Skipped for now.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • (Channel Divinity Option). Description of the Channel Divinity option.
(Feature)

Also starting at 3rd level, while you are wearing no armor and not wielding a shield, you gain the following benefits:

  • You can use your Divine Smite class feature when you hit a creature with an unarmed strike.
(Feature)

7th level

(Feature)

15th level

(Capstone)

20th level

Class: Plaguebearer

Idea: Implementing so-called "damage over time (DoT)" concept in D&D. I've seen many (unfortunately poor) attempts, and thought hey, maybe I can do it perhaps? Besides, not many classes specialize in poison damage, the poor damage type is rather neglected.

Class Features

As a plaguebearer you gain the following class features.

Hit Points

Hit Dice: 1d8 per plaguebearer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per plaguebearer level after 1st

Proficiencies

Armor: Light armors
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) two simple weapons

Table: The plaguebearer

Level Proficiency
Bonus
Plague
Dice
Features
1st +2 d4 (Feature)
2nd +2 d4 (Feature)
3rd +2 d4 Plaguebearer Archetype
4th +2 d4 Ability Score Improvement
5th +3 d4 Plaguebearer Archetype feature
6th +3 d4 (Aura Feature)
7th +3 d4 (Feature)
8th +3 d4 Ability Score Improvement
9th +4 d6
10th +4 d6 Plaguebearer Archetype feature
11th +4 d6 (Feature)
12th +4 d6 Ability Score Improvement
13th +5 d8
14th +5 d8 Plaguebearer Archetype feature
15th +5 d8 (Feature)
16th +5 d8 Ability Score Improvement
17th +6 d10
18th +6 d10 (Aura Feature) improvement
19th +6 d10 Ability Score Improvement
20th +6 d10 (Capstone)

Plaguebearer Archetypes

Plague Knight

Idea: Close combatant with plagues to aid the infighting.

Extra Attack

When you reach 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Pathomancer

Idea: Ritual-only caster, but can spread plagues farther, and utilizes more features using plagues.

Epic-6 (E6) Campaigns for 5th Edition

Just had this idea flashing through my brain. Kinda self-explanatory, really.

For detailed explanation on "Epic 6" for 3rd edition, see 1d4chan article on the subject matter.

The idea is simple: The level maximum for characters are capped at 6th, instead of 20th. This gives us some many, many changes.

  • Campaign Environment. Since characters are capped at 6th level, there are some changes in campaign environment. Understanding these changes are essential when playing a D&D game on E6-style campaigns:
  • All 6th-level features are now capstone features. Good thing 5th edition made a wonderful job at eliminating dead levels.
  • The greatest spells a character can gain access to are 3rd level, including counterspell. This means only the strongest characters in the setting is allowed to interfere with other's spellcasting, which results in rather safe spellcasting environment. (Wonder how they'll all react when they encounter an incantatrix.)
  • Magic items are already scarce enough in 5th edition, but in E6-style campaigns, it would be almost extinct. According to Dungeon Master's Guide, the highest value a magic item could be for 6th level is rare. This means only the greatest kingdom may possess the prized, exalted heirloom... of a +2 shortsword.
  • Monsters would be even more hardcore than ever. Chimerae and wyverns (CR 6) would be endgame monsters that terrorize the kingdom, and may the Force be with you to face any of the legendary, terrifying monstrosity of young dragons (CR 9).
  • Epic Boons. Newly introduced to 5th edtion, epic boons can be implemented in E6-style campaigns. In this case, for every 1500 XP a character earns above 14,000, a character earns one epic boon. The epic boon must be formatted to better fit the E6-style campaigns as well. (Examples: The mighty wizard gains access to one of the most powerful spell the world has ever witnessed... dimension door! *epic, ominous pipe organ sounds*)
  • Variant Rules: Creating Intentionally Weaker Characters. In E6 styles, characters are not exactly supposed to be very strong, and who knows, maybe some hardcore players would find that even 6th-level cap is too strong. For those diehard players, here are some variant rules that makes intentionally weaker characters.
You may be implementing the "Level Zero" variant rule for this purpose.
The following options are for making even weaker player characters:
  • When you roll Hit Dice to determine your hit point maximum, roll twice for each Hit Die, and choose the lower result of the two. This applies to all additional Hit Dice you gain from gaining a level.
  • Each of your ability score cannot be higher than 18 (+4) or 16 (+3), depending on DM's discretion.
  • You start with one or two less proficiencies less at character creation.
Home of user-generated,
homebrew pages!


Advertisements: