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Homebrew D&D 4e Classes

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Homebrew D&D 4e Classes Empty Homebrew D&D 4e Classes

Post  Ramsus Tue Feb 04, 2014 1:38 am

I'm going to use this thread to work on some homebrew D&D 4e classes and related stuff. Doing this here because it's the easiest place for me to work on such things a bit at a time. And so people can comment and stuff if they like. Though telling me stuff on skype is probably preferable. For example, better names for these classes.


Last edited by Ramsus on Tue Feb 04, 2014 1:42 am; edited 1 time in total
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Post  Ramsus Tue Feb 04, 2014 1:38 am

Gloomhound

CLASS TRAITS
Role: Defender
Power Source: Shadow
Key Abilities: Strength, Dexterity

Armor Proficiencies: Cloth, leather, hide, light shield
Weapon Proficiencies: Simple melee, military melee
Implements: Any melee weapon in which you are trained. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement. You must use a weapon for Gloomhound implement powers. Additionally you apply Expertise feat bonuses to your implement attacks for the appropriate weapon type.
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 17 + Constitution score
Hit Points per Level Gained: 7
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: From the class skills list below, choose five trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Chr), Diplomacy (Chr), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Chr), Perception (Wis), Stealth (Dex), Streetwise (Chr), Thievery (Dex)

Class Features: Racial Equality, Shadow Companion, Shadow Challenge, Swift Reflexes

Gloomhound Class Features

Racial Equality
If you belong to a race that grants a +2 bonus to two specific attributes, you lose that bonus and instead gain +2 to Strength & Dexterity.

Shadow Companion
You gain the call shadow companion power, which allows you to call your shadow companion to your side.
Your shadow companion may use all of your powers and shares with you the advantages of all of your race, class, paragon, & epic destiny features, as well as all your feats, equipment (including item powers), and other advantages such as as Backgrounds or Themes. The exception to this is that your shadow companion cannot gain the advantage of reach. Your shadow companion has climb (spider climb) and swim speeds equal to your speed. You cannot flank with your shadow companion, though you and your shadow companion can both flank with the same ally.

Call Shadow Companion
At-WillConjuration, Shadow
Minor Action Close burst 20
Effect: You conjure your shadow companion in an unoccupied square in the burst. The shadow companion lasts until you fall unconscious or until you dismiss it as a minor action. The shadow companion occupies 1 square. Enemies cannot move through its space, but allies can. You may take any action type to have your shadow companion take that action type instead. When you or your shadow companion take a move action, the other can also move a number of squares equal to your speed.
The shadow companion can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the shadow companion equal to 10 + one-half your level or higher, the shadow companion disappears, and you take damage equal to 5 + one-half your level. Otherwise, the shadow companion is unaffected by the attack.

Shadow Challenge
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. You gain an additional immediate action to use this way per turn.

Swift Reflexes
Whenever an enemy that is within a square you threaten shifts, they provoke an opportunity attack.
In addition, you gain two extra opportunity actions per turn.

Sidebar: You or your Shadow Companion
When a power, feat, or feature specifies you or your shadow companion, the effect may come from either you or your shadow companion, even if your shadow companion was the one that initiated the cause of that effect.


Gloomhound Powers

Spoiler:

Gloomhound Paragon Paths
Spoiler:


Last edited by Ramsus on Fri Feb 28, 2014 8:17 pm; edited 36 times in total
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Post  Ramsus Tue Feb 04, 2014 1:38 am

Darksinger

CLASS TRAITS
Role: Leader
Power Source: Shadow
Key Abilities: Charisma, Dexterity

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Quarterstaff
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: From the class skills list below, choose five trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Chr), Diplomacy (Chr), Endurance (Con), Intimidate (Chr), Stealth (Dex), Streetwise (Chr), Thievery (Dex)

Class Features: Racial Equality, Rejuvenating Shade, What Shadows Hide, Drums of War, Dark Words

Darksinger Class Features

Racial Equality
If you belong to a race that grants a +2 bonus to two specific attributes, you lose that bonus and instead gain +2 to Charisma & Dexterity.

Rejuvenating Shade
You gain the rejuvenating shade power.

Rejuvenating Shade
Encounter (Special) ✦ Shadow, Healing
Minor Action Close burst 10
(15 at 11th level, 20 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.

What Shadows Hide
You and each ally within 10 squares gain a +2 bonus to Stealth checks and Perception checks.

Drums of War
Once per round, when any ally reduces an enemy to 0 hit points or bloodies an enemy, you can grant that ally a bonus to damage against one enemy they roll damage against before the end of their next turn. This bonus equals your Dexterity modifier at 1st level, 2 + your Dexterity modifier at 11th level, and 4 + your Dexterity modifier at 21st level.

Dark Words
You gain the dark words power.

Dark Words
Encounter ✦ Shadow
Free Action ranged 20
Effect: Target Ally gains a +5 power bonus to the next Intimidation check they make before the end of their next turn.

Sidebar: Songs
Songs effect the entire battlefield rather than specifically targeting individuals. You may only sustain one Song at a time.


Darksinger Powers

Spoiler:

Darksinger Paragon Paths
Spoiler:


Last edited by Ramsus on Sat Feb 22, 2014 9:58 pm; edited 24 times in total
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Post  Ramsus Tue Feb 04, 2014 1:39 am

Corrupter

CLASS TRAITS
Role: Controller
Power Source: Shadow
Key Abilities: Intelligence, Charisma

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Holy symbols, orbs, totems
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose five trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Chr), Diplomacy (Chr), History (Int), Intimidate (Chr), Religion (Int), Stealth (Dex), Streetwise (Chr), Thievery (Dex)

Class Features: Racial Equality, Clever Sneak, Ur-Priest Studies, Corruptive Influence, Ritual Casting

Corrupter Class Features

Racial Equality
If you belong to a race that grants a +2 bonus to two specific attributes, you lose that bonus and instead gain +2 to Intelligence & Charisma.

Clever Sneak
You may use your Intelligence modifier to determine your bonus to Stealth & Thievery.

Ur-Priest Studies
You may ignore worship choice prerequisites and you gain training in one implement or martial weapon of your choice.

Corruptive Influence
Once per encounter as a free action you may make target creature re-roll a saving throw and use the later result.
You gain the Touch of Corruption power.

Touch of Corruption
Encounter ✦ Shadow
Minor Action Ranged 10
Target: One mundane object of up to 30 cubic feet or 6 squares of mundane material that isn't carried by another creature
Effect: You damage, destroy, or change the object or material. If you choose damage, you determine the extent and manner of the damage. If you choose change, you change the object or material into a mundane object of up to 30 cubic feet or 6 squares of a different kind of mundane material; you determine the extent and manner of this change. You may not change air into objects or materials, but you may change objects or materials into air.
If this power would result in creatures immediately taking damage, those creature may shift up to their speed to the nearest unoccupied safe square.


Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book. Choose either Speak with Dead (Player's Handbook page 312) or Undead Servitor (Open Grave page 50). Your book contains that ritual, which you can use without expending components once per day. It also contains another 1st level ritual of your choice.


Corrupter Powers

Spoiler:

Corrupter Paragon Paths
Spoiler:


Last edited by Ramsus on Sun Feb 23, 2014 5:29 am; edited 26 times in total
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Post  Ramsus Tue Feb 04, 2014 1:39 am

Longshadow

CLASS TRAITS
Role: Striker
Power Source: Shadow
Key Abilities: Dexterity, Charisma

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged, military ranged
Implements: Any ranged weapon in which you are trained. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement. You must use a weapon for Longshadow implement powers. Additionally you apply Expertise feat bonuses to your implement attacks for the appropriate weapon type.
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose six trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Chr), Diplomacy (Chr), Endurance (Con), Insight (Wis), Intimidate (Chr), Perception (Wis), Stealth (Dex), Streetwise (Chr), Thievery (Dex)

Class Features: Racial Equality, Takes One to Know One, Fetching Fletching, Shadow Conjuration Specialist, Statuesque

Longshadow Class Features

Racial Equality
If you belong to a race that grants a +2 bonus to two specific attributes, you lose that bonus and instead gain +2 to Dexterity & Charisma.

Takes One to Know One
You may use your Charisma modifier to determine your bonus to Insight & Perception.

Fetching Fletching
After each extended rest you choose two types of magical ammunition equal to or lower than your level. You then pick one and summon a bottomless quiver of that type of ammunition that only you can use. You can have only one such quiver at a time and it may only contain one type of magical ammunition granted by this feature. During a short rest you may switch between the two chosen types of magical ammunition. You may only use up to two pieces of magical ammunition granted by this feature in any single attack. This increases to three pieces at 21st level.
When determining your enhancement bonus, use the higher of your weapon and any magical ammunition you are using for that attack.

Shadow Conjuration Specialist
Your Illusion attacks deal half damage + Charisma modifier to targets they hit, though all other effects still do not apply.

Statuesque
You gain the Statuesque power.

Statuesque
At-Will ✦ Shadow
Move Action
Effect: You move up to 2 squares and gain concealment until the end of your next turn.


Longshadow Powers

Spoiler:

Longshadow Paragon Paths
Spoiler:


Last edited by Ramsus on Sun Feb 23, 2014 7:23 pm; edited 15 times in total
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Post  Ramsus Tue Feb 04, 2014 1:40 am

Windracer

CLASS TRAITS
Role: Striker
Power Source: Primal
Key Abilities: Dexterity, Wisdom

Armor Proficiencies: Cloth, leather, light shield
Weapon Proficiencies: all simple & military thrown
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose six trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)

Class Features: Racial Equality, Wind Spirit's Boon, One With the Wind

Windracer Class Features

Racial Equality
If you belong to a race that grants a +2 bonus to two specific attributes, you lose that bonus and instead gain +2 to Dexterity & Wisdom.

Wind Spirit's Boon
You gain the wind spirit's boon power.

Wind Spirit's Boon
At-Will ✦ Primal, Weapon
Free Action (Special)
Trigger: You hit with an attack during your turn
Target: One creature within 5 squares of a creature targeted by the triggering attack
Level 11: One or two creatures
Level 21: Increase damage to 2[W] + Wisdom modifier
Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier damage and you slide the target Wisdom modifier squares if the target was not targeted by the triggering attack.
Special: You can use this power only once per round.


One With the Wind
You take no damage from falling.
You do not need to make checks to jump up to your speed.
You gain a +1 bonus to Reflex. This bonus increases to +2 at 11th level and +3 at 21st level.


Windracer Powers

Spoiler:


Paragon path
11th feature
fly (hover) speed

12th power
at-will minor attack to reduce resistance to lightning/thunder?


Last edited by Ramsus on Thu Mar 13, 2014 8:40 pm; edited 11 times in total
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Post  Ramsus Tue Feb 04, 2014 1:40 am

Weapons
Spoiler:

Armors
Spoiler:

Magical Items
Spoiler:

Mounts
Spoiler:

Feats
Spoiler:

Backgrounds
Spoiler:


Last edited by Ramsus on Thu Mar 06, 2014 11:53 pm; edited 19 times in total
Ramsus
Ramsus
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Post  Ramsus Tue Feb 04, 2014 1:41 am

Reserved in case I need it.
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Post  Ramsus Tue Feb 04, 2014 1:41 am

Reserved in case I need it.
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