Homebrew D&D 4e Classes
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Homebrew D&D 4e Classes
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
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
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-Will ✦ Conjuration, 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
Gloomhound Paragon Paths
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-Will ✦ Conjuration, 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:
Level 1 At-Will Powers- Spoiler:
Looming Threat
At-Will ✦ Shadow, Fear, Psychic, Implement
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier psychic damage. The target remains marked until the end of the encounter or they die. You may end this effect as a Free action.
Special: You may only mark one target this way at a time.
Increase damage to 2[W] + Strength modifier at 21st level.
Corrosive Strike
At-Will ✦ Shadow, Acid, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier acid damage and the target has a penalty to damage equal to your Dexterity modifier until the end of their next turn.
Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.
Increase damage to 2[W] + Strength modifier at 21st level.
Level 1 Encounter Powers- Spoiler:
Shadow Surge
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action Close burst 1
Effect: Teleport up to your speed. After the teleport make the following attack.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 1 Daily Powers- Spoiler:
Eyes Only for Me
Daily ✦ Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage
Effect: As long as the target is marked by you, the mark inflicts a -3 penalty to attack rolls that include any of your allies aside from you or you shadow companion.
Level 2 Utility Powers- Spoiler:
Shadowsight
Passive ✦ Shadow
Effect: You have Darkvision
Grab Counter
Encounter ✦ Shadow
Minor Action Personal
Effect: You make an escape attempt and if it succeeds you restrain an adjacent enemy until the end of your next turn.
Level 3 Encounter Powers- Spoiler:
Lifestealer
Encounter ✦ Healing, Shadow, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage, and you can spend a healing surge.
Level 5 Daily Powers- Spoiler:
Self-Synchronization
Daily ✦ Shadow, Stance, Weapon
Minor Action Personal
Effect: Any enemy that is adjacent to both you and your shadow companion takes an extra 1[W] damage from attacks you make during your turn.
Level 6 Utility Powers- Spoiler:
Gloomstride
Encounter ✦ Shadow, Teleportation
Move Action Personal
Effect: You teleport up to your speed. If you end this move adjacent to an enemy, you gain a +1 power bonus to the attack rolls you make against that enemy until the start of your next turn.
Level 7 Encounter Powers- Spoiler:
Darkflame Slash
Encounter ✦ Shadow, Implement, Fire, Reliable
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier fire damage and each enemy adjacent to the target takes ongoing fire damage equal to your Dexterity modifier (save ends).
Level 9 Daily Powers- Spoiler:
Shatterblade
Daily ✦ Shadow, Force, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier force damage and vulnerability equal to your Dexterity modifier (save ends).
Miss: Half damage and the target is Petrified until the end of their next turn.
Level 10 Utility Powers- Spoiler:
Twilight Zone
Daily ✦ Shadow, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it partial cover and concealment. Additionally, you and allies within the zone do not grant combat advantage or provoke opportunity attacks.
Level 13 Encounter Powers- Spoiler:
Divide and Conquer
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action Close burst 1
Effect: Teleport up to your speed. After the teleport make the following attack.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and you teleport the target to a square adjacent to you or your shadow companion.
Level 15 Daily Powers- Spoiler:
Eyes on Me!
Daily ✦ Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage
Effect: As long as the target is marked by you, the mark inflicts a -5 penalty to attack rolls that include any of your allies aside from you or you shadow companion.
Level 16 Utility Powers- Spoiler:
Opportunity for Cruelty
Encounter ✦ Shadow
Opportunity Action Personal
Trigger: You make an opportunity attack
Effect: You gain a power bonus to the attack roll and damage roll equal to your Dexterity modifier and if the attack hits the target is restrained until the end of your next turn.
Level 17 Encounter Powers- Spoiler:
Souleater
Encounter ✦ Healing, Shadow, Necrotic, Reliable, Implement
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier necrotic damage, and you can spend a healing surge. If the target is immobilized you deal extra damage equal to your Dexterity modifier and heal that many hitpoints.
Level 19 Daily Powers- Spoiler:
Fel Synchronicity
Daily ✦ Shadow, Stance, Weapon
Minor Action Personal
Effect: Any enemy that is adjacent to both you and your shadow companion grants combat advantage to you and all allies and takes an extra 1[W] damage from attacks you make during your turn. Additionally you gain temporary hit points equal to your Dexterity modifier when you hit an enemy adjacent to both you and your shadow companion.
Level 22 Utility Powers- Spoiler:
Blackblooded
Encounter ✦ Shadow
Minor Action Personal
Effect: You gain a +2 power bonus to saving throws until the end of the encounter as long as you are bloodied.
Shadowlance
Encounter ✦ Shadow
No Action Personal
Effect: Your next attack before the end of this turn occurs within 5 squares of you, as if you were in that square, even if the square is not in your line of sight. Additionally the attack suffers no penalties from concealment, total concealment, partial cover, or superior cover.
Level 23 Encounter Powers- Spoiler:
Nightmare Chains
Encounter ✦ Shadow, Implement, Fire
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier fire damage and the target is restrained until the end of your next turn.
Miss: Half damage
Effect: Make a secondary attack.
Secondary Target: One creature within 5 squares of the primary target.
Secondary Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier fire damage and you pull the target a number of squares equal to your Dexterity modifier and the target is restrained until the end of your next turn.
Miss: Half damage
Effect: Make a tertiary attack.
Tertiary Target: One creature within 5 squares of the secondary target.
Secondary Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier fire damage and you either pull the target a number of squares equal to your Dexterity modifier or the target is restrained until the end of your next turn. Repeat this attack against another creature within 5 squares of the target.
Miss: Half damage
Special: You may only target a creature once per turn with this power.
Level 25 Daily Powers- Spoiler:
Concussion Hammer
Daily ✦ Shadow, Force, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier force damage and vulnerability equal to your Dexterity modifier (save ends).
Miss: Half damage and the target is stunned (save ends)
Level 27 Encounter Powers- Spoiler:
Reaper's Dance
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action Close burst 2
Effect: Teleport up to your speed. After the teleport make the following attack.
Primary Target: Each enemy in burst
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and you teleport the target to a square adjacent to you or your shadow companion.
Effect: You or your shadow companion make a secondary attack.
Secondary Target: Each enemy in close burst 1
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you teleport the target to a square adjacent to you or your shadow companion.
Level 29 Daily Powers- Spoiler:
Tunnel Vision
Daily ✦ Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage
Effect: As long as the target is marked by you, the mark inflicts a -5 penalty to attack rolls that include any of your allies aside from you or you shadow companion.
Gloomhound Paragon Paths
- Spoiler:
Gloomwrought- Spoiler:
Gloomwrought Path Features
Inescapable Punishment (11th Level):
When you take an immediate action or an opportunity action to attack a marked enemy you gain a bonus to the attack roll and damage roll equal to your Dexterity modifier.
Rapid Reposition Action (11th Level):
When you spend an action point to take an extra action, you and your shadow companion may also teleport up to your speed. If you choose spaces occupied by allies you may have them swap places with you or your shadow companion.
Darkest Knight (16th Level):
You gain a +2 bonus to saving throws against dazed, stunned, and dominated effects.
Gloomwrought Powers
11th level
Gloomsteel Dance
Encounter ✦ Shadow, Cold, Lightning, Teleportation, Implement
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier cold damage and you may swap places with the target.
Effect: Make a secondary attack against a creature adjacent to you or your shadow companion.
Secondary Target: One creature
Secondary Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier lightning damage and Dexterity modifier lightning damage to one creature adjacent to the target.
12th level
Planetear Slash
Daily ✦ Shadow, Conjuration
Standard Action Area wall 5 within 3
Effect: You conjure a wall that consists of contiguous squares filled with shadow energy bleeding over from the Shadowfel. The wall lasts until the end of combat. It can be up to 5 squares long and is 8 squares high, even if other objects occupy those spaces. All creatures and objects that start their turn inside a square of the wall take your Strength modifier + Dexterity modifier necrotic damage. All spaces in and adjacent to the wall are considered difficult terrain. All attacks that draw line of effect through the wall have their range reduced by 5 squares. At the start of each of your turns you may choose a creature within 4 squares of the wall; that creature is pulled 1d4 squares to a space of the wall.
20th level
Ragna Blade
Fragment of the Lord of Nightmares,
Release thy heavenly retribution
Blade of cold, black nothingness
Become my power, become my body
Together, let us walk the path of destruction
And smash even the souls of the Gods
RAGNA BLADE!
Daily ✦ Shadow, Conjuration
Minor Action Personal
Effect: You conjure or transform the weapon in your main hand into the Ragna Blade which you can wield until the end of the encounter or you choose to dismiss it as a Free action. The Ragna Blade gains any magical weapon enchantments of any melee weapon it replaces.
Ragna Blade: +3 Proficiency, superior melee weapon, 2d8 damage, 0 lb., group: axe, flail, hammer, light blade, heavy blade, mace, pick, polearm, spear, staff, unarmed, properties: 18-20 critical range, versatile, deals full damage to insubstantial creatures.
Power (At-Will ✦ Radiant): Free Action. All damage dealt by this weapon is radiant damage in addition to its other types. Another free action returns the damage to normal.
Special: If you possess the Gloomweapon feat, it's benefits do not apply to the Ragna Blade. Instead the Ragna Blade gains your choice of two of the following properties: brutal 2, high crit, reach, small, light thrown 4/8, heavy thrown 4/8, mounted, stout.
Darkflame Master- Spoiler:
Darkflame Master Path Features
Darkflame Mastery (11th Level):
You may add the Fire or Necrotic damage type when making attacks. When you make an attack with both types, you ignore enemy's resistance and immunity to those types unless they have resistance or immunity to both. If they have resistance to one and immunity to the other you ignore the immunity, but not the resistance.
Eclipse Action (11th Level):
When you spend an action point to take an extra action, each enemy adjacent to you is blinded until the end of its next turn.
Darkflame Rebuke (16th Level):
Once per turn, when an enemy you have marked attacks an ally other than your shadow companion, deal fire & necrotic damage equal your Strength modifier + Dexterity modifier to them after the attack resolves.
Darkflame Slash (23rd Level)
You learn the Darkflame Slash power.
Darkflame Master Powers
11th level
Darkflame Dragon's Roar
Encounter ✦ Shadow, Implement, Fear, Fire
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Strength vs. Reflex
Hit: 2[W] + Dexterity modifier fire damage and the target is deafened (save ends).
12th level
Darkflame Rekindling
Daily ✦ Shadow, Healing
Minor Action Personal
Effect: Spend a healing surge.
If you are not bloodied gain temporary hitpoints equal to your healing surge value instead of gaining hitpoints.
16th level
Darkflame Titan Crusher
Daily ✦ Shadow, Necrotic, Implement
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. Reflex
Hit: 5[W] + Strength modifier necrotic damage.
Miss: Half damage
Effect: If you reduce the target to 0 hit points or fewer, one or two enemies adjacent to the target are knocked prone.
Last edited by Ramsus on Fri Feb 28, 2014 8:17 pm; edited 36 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
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
Darksinger Paragon Paths
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:
Level 1 At-Will Powers- Spoiler:
Cloying Shadows
At-Will ✦ Shadow, Necrotic, Implement
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier necrotic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Increase damage to 2d8 + Charisma modifier at 21st level.
Morale Syphon
At-Will ✦ Shadow, Psychic, Implement
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and one ally you can see gains temporary hit points equal to your Dexterity modifier + one-half your level.
Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.
Increase damage to 2d8 + Charisma modifier at 21st level.
Level 1 Encounter Powers- Spoiler:
Song of the Steel Hide
Encounter ✦ Shadow, Song
Standard Action Personal
Effect: All allies on the battlefield gain a +1 bonus to all defenses until the end of your next turn.
Sustain Minor: All allies on the battlefield gain a +1 bonus to AC until the end of your next turn.
Level 1 Daily Powers- Spoiler:
Devil Music
Daily ✦ Healing, Implement, Poison, Shadow
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier poison damage.
Miss: Half damage.
Effect: The burst creates a zone filled with noise pollution that lasts until the end of the encounter. While within the zone, you and your allies gain regeneration 2.
Level 2 Utility Powers- Spoiler:
Shadowsight
Passive ✦ Shadow
Effect: You have Darkvision
Sliding Scale
Immediate Reaction Close burst 20
Trigger: An ally is subject to forced movement or knocked prone.
Effect: The triggering ally may shift a number of squares equal to your Dexterity modifier or stand up from prone without provoking opportunity attacks.
Level 3 Encounter Powers- Spoiler:
Chant of Leeches
Encounter ✦ Shadow, Song
Standard Action Personal
Effect: All allies on the battlefield may make a saving throw with a bonus equal to your Dexterity modifier against any effect a save can end or any effect that lasts no longer than the end of their or an enemy's next turn.
Sustain Minor: All allies on the battlefield gain a +1 bonus to saving throws until the end of your next turn. This bonus increases to +2 at 11th level and +3 at 21st level.
Level 5 Daily Powers- Spoiler:
Low Note
Daily ✦ Implement, Reliable, Shadow, Thunder
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier thunder damage and the creature cannot refresh powers, use action points, or regain hitpoints during its next turn.
Level 6 Utility Powers- Spoiler:
Quick Tempo
Minor Action Close burst 20
Effect: You or an ally in the burst makes a basic attack as a free action.
Level 7 Encounter Powers- Spoiler:
Disturbing Melody
Encounter ✦ Shadow, Song
Standard Action Personal
Effect: All enemies on the battlefield are dazed until the end of your next turn.
Sustain Minor: Choose between one of the following options:
Option 1: All enemies on the battlefield cannot take Minor actions until the end of your next turn, unless they use a Move action to do so.
Option 2: All enemies on the battlefield cannot take Opportunity actions until the end of your next turn.
Level 9 Daily Powers- Spoiler:
Weeping Ghost
Daily ✦ Conjuration, Implement, Necromancy, Shadow
Standard Action Ranged 10
Effect: You conjure a ghost that occupies 1 square within range. Every round, you can move the ghost 3 squares as a move action. The ghost lasts until the end of the encounter. Any enemy that starts its turn next to the conjured ghost is weakened until the end of their turn.
Level 10 Utility Powers- Spoiler:
Fine Rhyme
Encounter ✦ Shadow
Immediate Reaction Close burst 10
Trigger: An ally in the burst becomes subject to an effect a save can end
Effect: The triggering ally immediately makes a saving throw with a power bonus equal to your Dexterity modifier.
Level 13 Encounter Powers- Spoiler:
The Raven's Theme
Encounter ✦ Shadow, Song
Standard Action Personal
Effect: All allies on the battlefield gain a bonus to their next attack equal to your Dexterity modifier until the end of your next turn.
Sustain Minor: All allies on the battlefield gain a +1 bonus to their next attack until the end of your next turn.
Level 15 Daily Powers- Spoiler:
Nightshade Refrain
Daily ✦ Healing, Implement, Poison, Shadow
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier poison damage and the target takes ongoing poison damage equal to your Dexterity modifier (save ends).
Miss: Half damage.
Effect: The burst creates a zone of song made from the sounds of the growth of poisonous plants that lasts until the end of the encounter. While within the zone, you and your allies gain regeneration equal to your Dexterity modifier.
Level 16 Utility Powers- Spoiler:
Foreshadowing Lyrics
Encounter ✦ Shadow
Immediate Interrupt Close burst 10
Trigger: An ally is hit by an enemy attack
Effect: The attack misses that ally.
Level 17 Encounter Powers- Spoiler:
Gargoyle Symphony
Encounter ✦ Shadow, Song
Standard Action Personal
Effect: All allies on the battlefield gain a bonus to all defenses equal to your Dexterity modifier until the end of your next turn.
Sustain Minor: All allies on the battlefield gain a +1 bonus to one defense of your choice until the end of your next turn.
Level 19 Daily Powers- Spoiler:
Bleak Dirge
Daily ✦ Implement, Reliable, Shadow, Thunder
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 4d12 + Charisma modifier thunder damage and the creature cannot refresh powers, use action points, or regain hitpoints (save ends). The target takes a –3 penalty to saving throws against this effect.
Level 22 Utility Powers- Spoiler:
Pièce de Résistance
Encounter ✦ Shadow
Immediate Reaction Close burst 20
Trigger: An ally in the burst becomes bloodied.
Effect: Until the end of the encounter the triggering ally gains resistance equal to 5 + your Charisma modifier.
Level 23 Encounter Powers- Spoiler:
Ballad of the Merciless Juggernaut
Encounter ✦ Shadow, Song
Standard Action Personal
Effect: All allies on the battlefield gain temporary hitpoints equal to your Charisma modifier + Dexterity modifier.
Sustain Minor: All allies on the battlefield gain temporary hitpoints equal to 4 + your Dexterity modifier.
Level 25 Daily Powers- Spoiler:
Mourning Phantom
Daily ✦ Conjuration, Implement, Necromancy, Shadow
Standard Action Ranged 10
Effect: You conjure a ghost that occupies 1 square within range. Every round, you can move the ghost 3 squares as a move action. The ghost lasts until the end of the encounter. Any enemy that starts its turn within 3 squares of the conjured ghost is weakened until the end of their turn. Additionally, any enemy that ends its turn next to the conjured ghost is subject to a Charisma vs. Will attack. On a hit, the attack deals 2d10 + Charisma modifier necrotic damage.
Level 27 Encounter Powers- Spoiler:
Discordant Chorus
Encounter ✦ Shadow, Song, Implement
Standard Action Personal
Effect: All enemies on the battlefield are dazed until the end of your next turn.
Sustain Minor: Choose between one of the following options:
Option 1: Make the following attack against one enemy you can see.
Attack: Charisma vs. Fortitude
Hit: The target is petrified until the end of your next turn.
Special: You cannot target the same creature with this attack two turns in a row.
Option 2: All enemies on the battlefield grant combat advantage to your allies, cannot flank, and cannot take opportunity actions until the end of your next turn.
Level 29 Daily Powers- Spoiler:
Farsong
Daily ✦ Healing, Implement, Poison, Shadow
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier poison damage and the target takes ongoing poison damage equal to your Charisma modifier (save ends).
Miss: Half damage.
Effect: The burst creates a zone filled with aberrant sounds that lasts until the end of the encounter. While within the zone, you and your allies gain regeneration equal to your Dexterity modifier + 5.
Darksinger Paragon Paths
- Spoiler:
Warsinger- Spoiler:
Warsinger Path Features
Bloodsong (11th Level):
When you score a critical hit, you or and ally within sight regains hitpoints equal to their healing surge value.
Warsong Action (11th Level):
When you spend an action point to take an extra action, you or an ally you can see makes a basic attack as a free action.
Battletide Fading (16th Level):
You may sustain two Songs at a time.
Warsinger Powers
11th level
Song of Ice and Fire
Encounter ✦ Shadow, Song, Implement, Cold, Fire
Standard Action Close blast 3 or Area burst 1 within 5
Target: Each enemy in blast or burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold and fire damage.
Effect: All allies on the battlefield have immunity to cold and fire until the end of your next turn.
Sustain Minor: Choose between one of the following options:
Option 1: Until the end of your next turn when an ally makes an attack and hits an enemy, that enemy is slowed until the end of their next turn.
Option 2: Until the end of your next turn when an ally makes an attack and hits an enemy, that enemy suffers ongoing fire damage equal to your Dexterity modifier (save ends).
12th level
Encore
No Action Personal
Effect: An ally within sight regains the use of an expended Encounter power.
20th level
Boxing Beat
Daily ✦ Implement, Shadow
Standard Action Melee weapon or Ranged 5
Special: Make the following attack three times. You may choose to have the origin square of any of the attacks be from a square occupied by an ally.
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier force damage and you knock the target prone.
Miss: Half damage.
Effect: Until the end of the encounter, your allies may shift 1 square as a Free action during their turn.
Last edited by Ramsus on Sat Feb 22, 2014 9:58 pm; edited 24 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
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
Corrupter Paragon Paths
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:
Level 1 At-Will Powers- Spoiler:
Corrupted Bolt
At-Will ✦ Shadow, Varies, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Roll 1d4.
On a 1: 1d8 + Intelligence modifier necrotic damage, and you slide the target 1 square.
On a 2: 1d6 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
On a 3: 1d6 + Intelligence modifier poison damage, and the target falls prone.
On a 4: 1d8 + Intelligence modifier acid damage, and all squares adjacent to the target become difficult terrain until the end of your next turn.
Increase damage an additional 1d6 at 21st level.
Special: You can use this power as a ranged basic attack.
Corrupted: Power
You gain a level 1 At-Will Power from any other class. Change that power's Power Source to Shadow, it's primary attribute to Intelligence, and it's secondary attribute to Charisma. You may change it's damage to necrotic or poison and it gains/loses keywords appropriately.
Level 1 Encounter Powers- Spoiler:
Void Trawl
Encounter ✦ Shadow, Implement, Zone
Standard Action Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: The target is pulled a number of squares equal to your Charisma modifier to closest unoccupied square to the center of the burst.
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Each creature that ends their turn in the zone is pulled 1 square to closest unoccupied square to the center of the burst.
Level 1 Daily Powers- Spoiler:
Blowback
Daily ✦ Shadow
Immediate Reaction Close Burst 20
Trigger: An enemy attacks two or more members of the party with a single attack
Effect: That enemy repeats the attack with targeting of your choice that targets enemies. Additionally the attack targets the triggering enemy. You may change the damage type of the attack to Acid, Cold, Fire, Lightning, Necrotic, or Poison.
Level 2 Utility Powers- Spoiler:
Shadowsight
Passive ✦ Shadow
Effect: You have Darkvision
Corrupter's Guile
Encounter ✦ Shadow
Minor Action Personal
Effect: You gain a +10 bonus to convince one creature that can understand you to do something that goes against their morals or ethics, even something they would normally never do.
Level 3 Encounter Powers- Spoiler:
Bubbling Blister
Encounter ✦ Shadow, Acid, Poison, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid and poison damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: The target takes ongoing poison damage equal to your Charisma modifier and is blinded (save ends).
Level 5 Daily Powers- Spoiler:
Blightning Storm
Daily ✦ Shadow, Conjuration, Implement, Lightning, Necrotic
Standard Action Ranged 20
Effect: You conjure a Large blightning storm in an unoccupied space of 2x2 squares within range. The blightning storm lasts until the end of the encounter. Any enemy that starts its turn next to the blightning storm takes 1d6 + Intelligence modifier lightning and necrotic damage. As a move action, you can move the blightning storm up to a number of squares equal to your Charisma modifier. At the start of your turn, the blightning storm deals 1d10 + Intelligence modifier lightning and necrotic damage to the closest enemy within 5 squares of it.
Special: The blightning storm destroys all plant-life in squares it passes through and deal an addition 1d8 damage to Plant creatures.
Level 6 Utility Powers- Spoiler:
Corrupting Influence
Encounter ✦ Shadow
Immediate Interrupt Ranged 10
Trigger: An ally makes an attack.
Effect: Add an elemental damage type to the triggering attack or change an elemental damage type of the attack to one of the following: Acid, Cold, Fire, Lightning, Necrotic, or Poison. Additionally if the attack hits an enemy, they are slowed until the end of their next turn. If the attack hits two or fewer enemies, they are immobilized until the end of their next turn.
Level 7 Encounter Powers- Spoiler:
Necrotoxic Ray
Encounter ✦ Shadow, Implement, Necrotic, Poison, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier necrotic and poison damage and the target is immobilized (save ends).
Level 9 Daily Powers- Spoiler:
Unpredictable Hex
Daily ✦ Shadow, Varies, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Roll 1d4.
On a 1: 3d10 + Intelligence modifier poison damage, and the target may only make basic attacks until the end of its next turn.
On a 2: 3d8 + Intelligence modifier fire damage, and the target is immobilized (save ends).
On a 3: 3d8 + Intelligence modifier necrotic damage, and the target is Petrified until the end of its next turn.
On a 4: 4d10 + Intelligence modifier cold damage.
Miss: Half damage
Level 10 Utility Powers- Spoiler:
The Hand that Hungers
Encounter ✦ Shadow, Zone
Minor Action Ranged 10
Effect: Create a zone in the target square that lasts until the end of the encounter. Enemies that start their turn in the zone are restrained (save ends). Enemies that end their turns in a square adjacent to the zone are pulled 1 square into it if any squares of the zone are unoccupied.
Level 13 Encounter Powers- Spoiler:
Yawning Void
Encounter ✦ Shadow, Implement, Force, Necrotic, Zone
Standard Action Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic and force damage and the target is pulled a number of squares equal to your Charisma modifier to closest unoccupied square to the center of the burst.
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Each creature that ends their turn in the zone is pulled 1 square to closest unoccupied square to the center of the burst.
Sustain Minor: The zone persists.
Level 15 Daily Powers- Spoiler:
Summon Skeletal Shrine Guard
Daily ✦ Shadow, Summoning, Necromancy
Minor Action Ranged 5
Effect: You summon a skeletal shrine guard that appears in an unoccupied space within range, and it is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, the two of you share knowledge but not senses. When the creature makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you use a minor action to dismiss it or until you use this power again.
Skeletal Shrine Guard
Medium shadow animate (undead)
HP: your bloodied value
Healing Surges: none, but you can lose a healing surge for the skeleton if an effect allows it to spend one.
Defenses: your defenses, not including any temporary bonuses or penalties
Speed: 6
Immune: disease, poison
Resist: 10 Necrotic
Other: Reach 2, can walk on liquid surfaces but if it ends it's turn in a square without a solid surface it falls, +10 to checks to jump, climb, or balance.
Standard Action ✦ At-Will
Attack: Melee 2 (one creature); your level + 6 vs AC
Hit: 3d8 + your Intelligence modifier damage and the target is knocked prone.
Special: This counts as a melee basic attack.
Free Action ✦ At-Will
Trigger: the first time you or the skeleton makes a standard attack on your turn
Attack: Melee 2 (one creature that is not the same target as that of the triggering attack); your level + 6 vs AC
Hit: 2d8 + your Intelligence modifier damage.
Minor Action ✦ At-Will (1/round)
Effect: The skeleton either crawls, runs, stands up, shifts, squeezes, or walks.
Opportunity Action ✦ At-Will
Trigger: An enemy threatened by the skeleton takes an action that provokes opportunity attacks.
Effect: The skeleton makes its standard action attack against the triggering enemy, with a +4 bonus to the attack roll and the damage roll.
Immediate Interrupt ✦ At-Will
Trigger: An enemy within 4 squares of the skeleton makes a ranged attack against it, you, or an ally.
Effect: The target of the attack gets +4 to their defenses against the triggering attack, and the skeleton shifts up to it's speed to a square within reach of the target and it's makes the following attack against the triggering creature.
Attack: Melee 2 (one creature); your level + 6 vs AC
Hit: 2d8 + your Intelligence modifier damage.
Level 16 Utility Powers- Spoiler:
Steal Magic
Daily ✦ Shadow, Implement
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone
Hit: You gain control of the conjuration or the zone. They now act on your turn, if they have actions. If the conjuration or zone needs to be sustained, you do not need to take actions to sustain it this turn and on following turns may take the appropriate actions to sustain it.
Level 17 Encounter Powers- Spoiler:
Sizzling Spheres
Encounter ✦ Shadow, Acid, Poison, Implement
Standard Action Ranged 10
Primary Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier acid and poison damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier damage and the target takes ongoing poison damage equal to 5 + your Charisma modifier and is blinded (save ends).
Level 19 Daily Powers- Spoiler:
Blightning Beast
Daily ✦ Shadow, Conjuration, Implement, Lightning, Necrotic
Standard Action Ranged 20
Effect: You conjure a Large blightning beast in an unoccupied space of 2x2 squares within range. The blightning beast lasts until the end of the encounter. Any enemy that starts its turn next to the blightning beast takes 2d12 + Intelligence modifier lightning and necrotic damage. As a move action, you can move the blightning beast up to a number of squares equal to your Charisma modifier and any squares it passes through deal 2d10 + Intelligence modifier lightning and necrotic damage to any enemy that enters or starts their turn in them, until the start of your next turn. At the start of your turn, the blightning beast deals 2d8 + Intelligence modifier lightning and necrotic damage to the closest enemy an each enemy adjacent to it within 5 squares of it.
Special: The blightning beast destroys all plant-life in squares it passes through and deal an addition 1d10 damage to Plant creatures.
Level 22 Utility Powers- Spoiler:
Demonflesh Cage
Daily✦ Shadow, Conjuration, Fear, Implement
Standard Action Area burst 2 within 20 squares
Effect: You conjure a solid wall of contiguous squares filled with demonflesh in the 16 outer squares of the burst (forming a square enclosure). The wall is up to 6 squares high. Any creature that starts its turn adjacent to the wall must spend its move action to get as far away from the wall as possible. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. If the wall is not destroyed, it rots away after 1 hour.
Level 23 Encounter Powers- Spoiler:
Neurotoxic Ray
Encounter ✦ Shadow, Implement, Necrotic, Poison, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier necrotic and poison damage and the target is stunned until the end of your next turn.
Level 25 Daily Powers- Spoiler:
Unstable Hex
Daily ✦ Shadow, Varies, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Roll 1d4.
On a 1: 4d12 + Intelligence modifier thunder damage, and the target and each enemy adjacent to it is immobilized and suffers ongoing 10 thunder damage (save ends).
On a 2: 4d10 + Intelligence modifier psychic damage, and the target is Petrified (save ends).
On a 3: 3d12 + Intelligence modifier necrotic damage, and the target is Stunned (save ends).
On a 4: 6d12 + Intelligence modifier poison damage, and the target drops all items they are holding.
Miss: Half damage and that result's effect.
Level 27 Encounter Powers- Spoiler:
Crushing Void
Encounter ✦ Shadow, Implement, Force, Necrotic, Zone
Standard Action Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic and force damage and the target is pulled a number of squares equal to your Charisma modifier to closest unoccupied square to the center of the burst.
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Each creature that ends their turn in the zone is pulled 1 square to closest unoccupied square to the center of the burst.
Sustain Minor: The zone persists and each enemy in the zone takes 1d8 + Intelligence modifier necrotic and force damage.
Level 29 Daily Powers- Spoiler:
Create Angel of Corruption
Daily ✦ Shadow, Summoning
Minor Action Ranged 5
Effect: You summon an angel of corruption that appears in an unoccupied space within range, and it is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, the two of you share knowledge but not senses. When the creature makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you use a minor action to dismiss it or until you use this power again.
Angel of Corruption
Medium immortal shadow humanoid (angel)
HP: your bloodied value
Healing Surges: none, but you can lose a healing surge for the skeleton if an effect allows it to spend one.
Defenses: your defenses, not including any temporary bonuses or penalties
Speed: 8, fly 12 (hover)
Immune: disease, poison, fear
Resist: 10 Radiant, 5 Necrotic
Other: Reach 3, Whenever the Angel of Corruption makes an attack, choose one of the following damage types for that attack: Necrotic, Poison, Psychic, or Radiant.
Angelic Presence
Attacks against the angel of corruption take a –2 penalty until the angel is bloodied.
Standard Action ✦ At-Will
Attack: Close blast 5 (all enemies in the blast); your level + 4 vs Will
Hit: 3d10 + your Intelligence modifier damage and the target is blinded until the start of your next turn.
Basic Attack ✦ At-Will
Attack: Melee 3 (one creature); your level + 6 vs AC
Hit: 3d8 + your Intelligence modifier damage.
Minor Action ✦ At-Will (1/round)
Effect: The angel either crawls, runs, stands up, shifts, squeezes, walks, or flies and makes a basic attack against one creature during any point during that movement. The angel doesn’t provoke opportunity attacks when moving away from the target of its attack.
Opportunity Action ✦ At-Will
Trigger: An enemy threatened by the angel takes an action that provokes opportunity attacks.
Effect: The angel makes two basic attacks against the triggering enemy, with a +4 bonus to the attack roll and the damage roll.
Immediate Interrupt ✦ At-Will
Trigger: When the angel drops to 0 hit points
Attack: Close burst 4 (all enemies in the burst); your level + 4 vs Fortitude
Hit: The target is immobilized and deafened (save ends)
Miss: the target is slowed (save ends)
Corrupter Paragon Paths
- Spoiler:
The Tyrant's Eye- Spoiler:
The Tyrant's Eye Path Features
Changing Truth (11th Level):
Once per turn when you make an attack with more than one elemental damage type and a target of the attack resists or is immune to one of them, you may roll a d10 and the resisted damage type changes to the corresponding type.
1: Acid
2: Cold
3: Fire
4: Force
5: Lightning
6: Necrotic
7: Poison
8: Psychic
9: Radiant
10: Thunder
Tyrant's Influence Action (11th Level):
When you spend an action point to take an extra action, you gain an additional use of both of the benefits of your Corruptive Influence class feature for the rest of the encounter.
Vicinity of Wroth (16th Level):
When you successfully save against a charm or fear effect, you may apply that effect to the creature who placed it on you or one creature within 4 squares of you.
The Tyrant's Eye Powers
11th level
Tyrant's Command
Encounter ✦ Shadow, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated until the end of your next turn.
12th level
Eye for an Eye
Encounter ✦ Shadow, Implement
Immediate Interrupt Ranged 10
Trigger: You become subject to a condition a save can end.
Effect: Target creature is subject to that condition as well.
20th level
Eye of Dominance
Daily ✦ Shadow, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated (save ends)
Aftereffect: The target takes 2d8 + your Intelligence modifier psychic damage.
Miss: The target is dominated until the end of your next turn.
Last edited by Ramsus on Sun Feb 23, 2014 5:29 am; edited 26 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
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
Longshadow Paragon Paths
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:
Level 1 At-Will Powers- Spoiler:
Snipe
At-Will ✦ Shadow, Illusion, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Special: This attack does not receive a penalty for long range.
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Trip Shot
At-Will ✦ Shadow, Illusion, Implement, Poison, Psychic
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] poison damage and Ongoing Charisma modifier psychic damage (save ends)
Increase damage to 2[W] at 21st level.
Level 1 Encounter Powers- Spoiler:
Blackfire Hawk
Encounter ✦ Shadow, Illusion, Fire, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity +1 vs. AC
Hit: 2[W] + Dexterity modifier fire damage
Special: This attack does not receive a penalty for long range.
Level 1 Daily Powers- Spoiler:
Poison Gas Arrow
Daily ✦ Shadow, Illusion, Implement, Poison
Standard Action Area burst 1 within ranged weapon
Target: Each creature in burst
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier poison damage and ongoing poison damage equal to your charisma modifier (save ends).
Miss: Half damage
Level 2 Utility Powers- Spoiler:
Shadowsight
Passive ✦ Shadow
Effect: You have Darkvision
Minor Shadow Conjuration
Encounter ✦ Conjuration, Shadow
Minor Action Ranged 5
Effect: You conjure a nonliving, nonmagical semi-illusionary object that appears within range, either in an unoccupied square, in your hand, or in an ally’s hand. The object lasts until the end of the encounter or until you dismiss it as a free action. The object you conjure is a single weapon or an item listed under “Adventuring Gear,” page 222 of the Player’s Handbook. At the Dungeon Master’s discretion, you can create some other nonmagical object no larger than one that a Medium creature can carry. Creatures that are not you or your allies find the conjured object to be immaterial and cannot interact with it.
Level 3 Encounter Powers- Spoiler:
Shark Missile
Encounter ✦ Shadow, Fear, Illusion, Implement
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage and on its next turn the target must immediately move as far away as it can from you and the square it was in during the attack.
Level 5 Daily Powers- Spoiler:
Dark Spiral Shot
Daily ✦ Shadow, Illusion, Implement
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC, Fortitude, Reflex, Will
Special: Make a separate roll against each of the target's defenses.
Hit Any: 2[W] + Dexterity modifier damage
Hit AC: +1[W] + Charisma modifier damage
Hit Fortitude: and the target takes ongoing damage equal to 2 + your Charisma modifier (save ends).
Hit Reflex: and the target takes a penalty to all defenses equal to your Charisma modifier (save ends).
Hit Will: and the target takes a penalty to attack rolls equal to your Charisma modifier (save ends).
Level 6 Utility Powers- Spoiler:
Illusory Terrain
Daily ✦ Illusion, Shadow, Zone
Minor Action Area burst 4 within 10
Effect: The burst creates a zone that lasts until the end of your next turn. You change the terrain in the zone to a type of your liking, including difficult terrain, challenging terrain, hindering terrain, obscured terrain, and cover. This terrain cannot cause damage or change the elevation of the squares of the zone, but whenever any creature aside from you or your allies that enters or ends their turn in a terrain made by this power that would appear to cause damage, you may make a Dexterity vs Will attack against that creature. This attack can only be made against each creature once per their turn. If the attack hits, the creature believes the terrain can harm them and must behave accordingly. If the attack misses, they are not subject to this attack from the same type of terrain for the rest of the encounter.
Sustain Minor: The zone persists and you may change the terrain type.
Level 7 Encounter Powers- Spoiler:
Fickle Bolt
Encounter ✦ Shadow, Illusion, Lightning
Immediate Reaction Ranged weapon
Trigger: An ally makes an attack against an enemy
Effect: Make a basic attack that deals lightning damage instead of its normal damage type against the enemy. If you miss the target, you may make a basic attack that deals lightning damage instead of its normal damage type against a creature within 5 squares of the initial target.
Level 9 Daily Powers- Spoiler:
Trick Arrow
Daily ✦ Shadow, Illusion, Weapon, Acid
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier acid damage and the target takes a -2 penalty to all defenses for the rest of the encounter, and is either immobilized or blinded (save ends).
Miss: Half damage and the target takes a -1 penalty to all defenses for the rest of the encounter, is slowed (save ends), and takes a -2 penalty to attacks until the end of its next turn.
Level 10 Utility Powers- Spoiler:
Shadow Conjured Wall
Daily ✦ Conjuration, Illusion, Shadow, Psychic
Standard Action Area wall 5 within 10 squares
Effect: You create the illusion of a contiguous wall of any material. The wall can be up to 4 squares high. The wall blocks line of sight for all enemies (but not your allies). The wall can share squares with other creatures. Whenever an enemy attempts to move through the wall, the wall moves through an enemy, or an enemy starts its turn inside of the wall, you can make a Dexterity vs. Will attack against that enemy. If the attack hits, the enemy takes psychic damage equal to your Charisma modifier and cannot move through the wall until the start of its next turn.
Sustain Minor: The wall persists and flies up to 3 squares.
Level 13 Encounter Powers- Spoiler:
Underfoot Icespear Growth
Encounter ✦ Shadow, Illusion, Cold, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity +1 vs. AC
Hit: 3[W] + Dexterity modifier cold damage
Special: This attack does not receive a penalty for long range and the target does not benefit from cover.
Level 15 Daily Powers- Spoiler:
Poison Explosion Arrow
Daily ✦ Shadow, Illusion, Implement, Poison
Standard Action Area burst 3 within ranged weapon
Target: Each creature in burst
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier poison damage, and weakened and ongoing poison damage equal to your charisma modifier (save ends).
Miss: Half damage and ongoing poison damage equal to your charisma modifier (save ends).
Level 16 Utility Powers
Level 17 Encounter Powers- Spoiler:
Hunting Beast Missile
Encounter ✦ Shadow, Fear, Illusion, Implement
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage and on its next turn the target must immediately move as far away as it can from you and the square it was in during the attack (save ends). If the target does not move during it's turn while subject to the save ends effect, they take damage equal to your Charisma modifier.
Level 19 Daily Powers- Spoiler:
Rainbow Spiral Shot
Daily ✦ Shadow, Illusion, Implement
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC, Fortitude, Reflex, Will
Special: Make a separate roll against each of the target's defenses.
Hit Any: 3[W] + Dexterity modifier damage
Hit AC: +1[W] + Charisma modifier damage
Hit Fortitude: and the target is weakened (save ends).
Hit Reflex: +1[W] + Charisma modifier damage
Hit Will: and the target is stunned until the end of your next turn.
Level 22 Utility Powers
Level 23 Encounter Powers- Spoiler:
Bouncing Bolt
Encounter ✦ Shadow, Illusion, Lightning
Immediate Reaction Ranged weapon
Trigger: An ally makes an attack against an enemy
Effect: Make a basic attack that deals lightning damage instead of its normal damage type against the enemy creature. Repeat this attack against an enemy creature within 5 squares of the last target creature until you hit or miss 3 enemy creatures.
Special: You cannot target a creature more than once with this attack.
Level 25 Daily Powers- Spoiler:
Specialty Arrow
Daily ✦ Shadow, Illusion, Weapon, Acid
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier acid damage and the target takes a -2 penalty to all defenses for the rest of the encounter, and is immobilized (save ends), blinded (save ends), and weakened (save ends).
Miss: Half damage and the target takes a -1 penalty to all defenses for the rest of the encounter, is slowed (save ends), and takes a -3 penalty to attack and damage (save ends).
Level 27 Encounter Powers- Spoiler:
Sniping Shadow
You speed your shadow ahead and you make a quick, unexpected, and lethal shot through it.
Encounter ✦ Shadow, Illusion, Necrotic, Teleportation, Weapon
Standard Action Ranged weapon
Effect: Before you select the target of the attack you may teleport up to your weapon's longest range.
Target: One creature
Attack: Dexterity +1 vs. AC
Hit: 5[W] + Dexterity modifier necrotic damage
Effect: After you make the attack you teleport back to the square you started this attack from.
Special: While making this attack you count as being in both the square you started the attack in and the square you teleported to.
Level 29 Daily Powers- Spoiler:
Broken Arrow
Daily ✦ Shadow, Illusion, Implement, Poison, Radiant
Standard Action Area burst 5 within ranged weapon
Target: Each creature in burst
Attack: Dexterity vs. Fortitude
Hit: 4[W] + Dexterity modifier radiant damage, and the target is blinded, deafened, and has ongoing poison damage equal to double your charisma modifier and have a -3 penalty to save against this effect (save ends).
Miss: Half damage, and the target is blinded, deafened, and has ongoing poison damage equal to double your charisma modifier and have a -2 penalty to save against this effect (save ends).
Effect: All creatures other than you within sight of the origin square of the burst are blinded until the end of their next turn, all creatures on the battlefield suffer ongoing poison damage equal to your charisma modifier, and for the next 24 hours any creature that enters the squares of the burst suffers ongoing damage equal to your charisma modifier (save ends).
Special: Your weapon's range is doubled for this attack does not receive a penalty for long range.
Longshadow Paragon Paths
- Spoiler:
Name- Spoiler:
Name Path Features
Name (11th Level):
Once per day you may switch between your choices for your Fetching Fletching class feature as a minor action.
Name Action (11th Level):
Name (16th Level):
Whenever you make an encounter or daily attack power you may shift up to 2 squares before or after the attack.
11th level
12th level
Liquid Shield
Encounter ✦ Conjuration, Force, Shadow, Illusion
Immediate Interrupt Personal
Trigger: An enemy makes an attack against you
Effect: You conjure a Medium shield of liquid into a square adjacent to you. The shield lasts until the end of the encounter. You or an ally adjacent to the shield has a +2 shield bonus to their AC and Reflex defenses and when enemy creatures make an attack against them, those enemies are dealt force damage equal to your Charisma modifier. If there are multiple allies adjacent to the shield, it confers its boon to the ally that has been adjacent to it the longest. You may change which creature receives this boon during your turn as a free action.
20th level
Last edited by Ramsus on Sun Feb 23, 2014 7:23 pm; edited 15 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
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
Paragon path
11th feature
fly (hover) speed
12th power
at-will minor attack to reduce resistance to lightning/thunder?
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:
Level 1 At-Will Powers- Spoiler:
Knockdown Strike
At-Will ✦ Primal, Full Discipline, Thunder, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier thunder damage and you knock the target prone.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Movement Technique
Move Action Personal
Effect: You are no longer marked. You move your speed + 2.
Storm Strike
At-Will ✦ Primal, Full Discipline, Lightning, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier lightning damage.
Effect: The next enemy that hits you with a melee attack before the end of your next turn takes lightning damage equal to your Wisdom modifier.
Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Movement Technique
Move Action Personal
Effect: You shift 2 squares.
Level 1 Encounter Powers- Spoiler:
Whirlwind Leap
Encounter ✦ Primal, Full Discipline, Thunder, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier thunder damage and you slide the target 1 square.
Movement Technique
Move Action Personal
Effect: You jump a number of squares equal to your speed. This movement does not provoke opportunity attacks.
Level 1 Daily Powers- Spoiler:
Power Strike
Daily ✦ Primal, Lightning, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier lightning damage and you push the target a number of squares equal to 2 + your Wisdom modifier and knock it prone. If during this movement, the movement would push the target into a creature the target's size or smaller or a solid object the creature or object is pushed 1 square away from the target, if the solid object cannot be pushed or the creature is larger than the target's size, the target takes damage equal to your Wisdom modifier for each square of forced movement remaining.
Miss: Half damage and you push the target 1 square.
Effect: You become invisible until the end of your next turn.
Level 2 Utility Powers- Spoiler:
Aiding Spirits
Encounter ✦ Primal
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a Wisdom based skill check.
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier.
Level 3 Encounter Powers- Spoiler:
Sweeping Storm
Encounter ✦ Primal, Full Discipline, Lightning, Weapon
Standard Action Close blast 3 or area burst 1 within thrown weapon
Target: Each enemy in blast/burst
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier lightning damage and you slide the knock the target prone.
Movement Technique
Move Action Personal
Effect: You gain a +1 power bonus to all defenses until the end of your next turn. In addition, you shift up to 2 squares.
Level 5 Daily Powers- Spoiler:
Windrace
Daily ✦ Primal, Thunder, Weapon
Standard Action Melee 1
Effect: You fly your speed and can make the following attack once against each enemy that you move adjacent to during the shift. This movement does not provoke opportunity attacks. If you already possess a flight speed, you may fly that speed +1.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier thunder damage.
Miss: Half damage
Level 6 Utility Powers- Spoiler:
Swirling Winds
Encounter ✦ Primal, Zone
No Action Personal
Trigger: You score a critical hit with an attack
Effect: You create a zone in the square of and adjacent to the target of the triggering attack. Any enemy that enters, starts or ends their turn in the outermost squares of the zone is pushed 1 square into another of the outermost squares of the zone in either a clockwise or counter-clockwise direction of your choice when the zone is created. At the start of each of your turns the zone expands into the squares adjacent to it. If at the start of your turn the zone is 12 squares on a side or larger, the zone ends.
Level 7 Encounter Powers- Spoiler:
Tumblewind Toss
Encounter ✦ Primal, Full Discipline, Thunder, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier thunder damage, and the target is restrained and you slide them a number of squares equal to your Wisdom modifier at the start of your turn (save ends).
Movement Technique
Move Action Personal
Effect: You swap places with one creature within 2 squares of you.
Level 9 Daily Powers- Spoiler:
Raging Storm
Daily ✦ Primal, Lightning, Thunder, Stance, Weapon
Minor Action Personal
Effect: You can enter the raging storm stance. Until the stance ends, you may make the following attack. In addition each enemy that is adjacent to you at the start of your turn takes lightning and thunder damage equal to 5+ your Wisdom modifier.
Immediate Reaction Melee weapon or thrown weapon
Trigger: A creature deals damage to you.
Target: The triggering creature
Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier lightning damage.
Effect: The fourth time you use this attack in an encounter, the stance ends.
Level 10 Utility Powers
Level 13 Encounter Powers- Spoiler:
Wind Stomps
Encounter ✦ Primal, Full Discipline, Thunder, Weapon
Standard Action Close burst 1
Primary Target: Each enemy in burst
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier thunder damage and you slide the target 1 square.
Effect: You jump a number of squares equal to your speed and make the following attack. This movement does not provoke opportunity attacks.
Secondary Target: Each enemy in close burst 1
Secondary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier thunder damage and you slide the target 1 square.
Movement Technique
Move Action Personal
Effect: You jump a number of squares equal to your speed. This movement does not provoke opportunity attacks.
Level 15 Daily Powers- Spoiler:
Energetic Strike
Daily ✦ Primal, Lightning, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier lightning damage and you push the target a number of squares equal to 4 + your Wisdom modifier and knock it prone. If during this movement, the movement would push the target into a creature the target's size or smaller or a solid object the creature or object is pushed 2 squares away from the target. If the solid object cannot be pushed and is made from a magical material or the creature is larger than the target's size, the target takes damage equal to 4 + your Wisdom modifier for each square of forced movement remaining. If the solid object cannot be pushed and is made from a mundane material, that object, or 1 square of the object if it is larger than 1 square, is destroyed and the target takes damage equal to 4 + your Wisdom modifier and you push the target 1 less square.
Miss: Half damage and you push the target 1 square and knock it prone.
Effect: You become invisible until the end of your next turn and the next Windracer at-will power you use before the end of your next turn may target an additional creature.
Level 16 Utility Powers
Level 17 Encounter Powers- Spoiler:
Stormblast Sweep
Encounter ✦ Primal, Full Discipline, Lightning, Weapon
Standard Action Close blast 3 or area burst 1 within thrown weapon
Target: Each enemy in blast/burst
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier lightning damage, and you slide the knock the target prone and is dazed until the end of your next turn.
Movement Technique
Move Action Personal
Effect: You gain a +2 power bonus to all defenses until the end of your next turn. In addition, you shift a number of squares equal to your Wisdom modifier.
Level 19 Daily Powers- Spoiler:
Zephyrtide
Daily ✦ Primal, Thunder, Weapon
Standard Action Melee 1
Effect: You fly your speed and can make the following attack once against each enemy that you move adjacent to during the shift. This movement does not provoke opportunity attacks. If you already possess a flight speed, you may fly that speed +1.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier thunder damage.
Miss: Half damage
Effect: Each square you passed through and the adjacent squares cost an extra square of movement for enemies to pass through until the end of the encounter.
Level 22 Utility Powers
Level 23 Encounter Powers- Spoiler:
Tumbling Twister
Encounter ✦ Primal, Full Discipline, Thunder, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier thunder damage, and the target is stunned and you slide them a number of squares equal to your Wisdom modifier at the start of your turn (save ends).
Movement Technique
Move Action Personal
Effect: You swap places with one creature within a number of squares of you equal to your Wisdom modifier.
Level 25 Daily Powers- Spoiler:
Sky's Fury
Daily ✦ Primal, Lightning, Thunder, Stance, Weapon
Minor Action Personal
Effect: You can enter the sky's fury stance. Until the stance ends, you may make the following attack. In addition each enemy that is within two squares of you at the start of your turn takes lightning and thunder damage equal to 10+ your Wisdom modifier.
Immediate Reaction Melee weapon or thrown weapon
Trigger: A creature deals damage to you.
Target: The triggering creature and one creature adjacent to them
Attack: Dexterity vs. AC
Hit: 2[W] + Wisdom modifier lightning damage.
Miss: Half damage
Effect: The fourth time you use this attack in an encounter, the stance ends.
Level 27 Encounter Powers- Spoiler:
Airburst Leaps
Encounter ✦ Primal, Full Discipline, Thunder, Weapon
Standard Action Close burst 1
Effect: You jump a number of squares equal to your speed. This movement does not provoke opportunity attacks.
Primary Target: Each enemy in burst
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier thunder damage and you slide the target a number of squares equal to your Wisdom modifier.
Effect: You jump a number of squares equal to your speed and make the following attack. This movement does not provoke opportunity attacks.
Secondary Target: Each enemy in close burst 1
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier thunder damage and you slide the target a number of squares equal to your Wisdom modifier.
Movement Technique
Move Action Personal
Effect: You jump a number of squares equal to your speed. This movement does not provoke opportunity attacks.
Level 29 Daily Powers- Spoiler:
Stormfury Strike
Daily ✦ Primal, Lightning, Weapon
Standard Action Melee weapon or thrown weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier lightning damage and you push the target a number of squares equal to 6 + your Wisdom modifier and knock it prone. If during this movement, the movement would push the target into a creature the target's size or smaller or a solid object the creature or object is pushed 3 squares away from the target and is knocked prone. If the solid object cannot be pushed and is made from an unbreakable or the creature is larger than the target's size, the target takes damage equal to 10 + your Wisdom modifier for each square of forced movement remaining. If the solid object cannot be pushed and is made from any breakable material, that object, or 1 square of the object if it is larger than 1 square, is destroyed and the target takes damage equal to 10 + your Wisdom modifier and you push the target 1 less square.
Miss: Half damage and you push the target 1 square and knock it prone.
Effect: You become invisible until the end of your next turn and the next Windracer at-will power you use before the end of your next turn may target an additional creature or each creature adjacent to the primary target.
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
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
Weapons
Armors
Magical Items
Mounts
Feats
Backgrounds
- Spoiler:
- Boomerang
Simple Melee. Prof: +3. Damage: 1d4. Range: 6/12. Price: 1 GP. Weight: 1 lb. Group: Mace. Properties: Off hand, light thrown
Metal Boomerang
Military Melee. Prof: +3. Damage: 1d6. Range: 6/12. Price: 5 GP. Weight: 3 lb. Group: Mace. Properties: Off hand, light thrown
Oversized Boomerang
Superior Melee. Prof: +3. Damage: 1d8. Range: 6/12. Price: 20 GP. Weight: 5 lb. Group: Mace. Properties: Two-handed, light thrown, double weapon
Note: This weapon's off-hand end counts as a light shield and gives a +1 shield bonus to AC and Reflex.
Armors
- Spoiler:
Armor Armor Bonus Check Speed Price (gp) Weight Properties Base Type
Quilled Hide (light) +3 - - 35 28 lb. Tough, Barbed Hide
Magical Items
- Spoiler:
Flyswatter Ammunition
lvl 1 +1 20gp
lvl 6 +2 75gp
lvl 11 +3 350gp
lvl 16 + 4 1,800 gp
lvl 21 + 5 9,000 gp
lvl 26 + 6 45,000 gp
Ammunition
Enhancement: Attack rolls and damage rolls
Property: When you hit an swarm with an attack using this ammunition, you deal full damage.
Wolfsbane Ammunition
lvl 1 +1 20gp
lvl 6 +2 75gp
lvl 11 +3 350gp
lvl 16 + 4 1,800 gp
lvl 21 + 5 9,000 gp
lvl 26 + 6 45,000 gp
Ammunition
Enhancement: Attack rolls and damage rolls
Property: Silvered (see Player's Handbook page 220).
Mounts
- Spoiler:
Gloomcreep Spider
Cost: 1800 gp
Large natural beast (mount, spider)
Level 4 Skirmisher XP 175
Initiative +10
Senses Perception +10; tremorsense 4
Speed 6, climb 6 (spider climb)
HP 56; Bloodied 28
AC 18; Fortitude 17, Reflex 18, Will 15
Bite (standard, at-will) Poison
+9 vs AC; 1d8+5 poison damage, and the target takes ongoing 5 poison damage (save ends).
Skitter (while mounted by a friendly rider of 4th level or higher; at-will) Mount
The giant ant shifts 2 squares instead of 1 square when it shifts.
Soft Fall
The gloomcreep spider ignores the first 30 feet when determining damage from a fall.
Alignment Unaligned
Languages -
Stealth +13
Str 20 (+7) Dex 23 (+8 ) Wis 17 (+5)
Con 16 (+5) Int 5 (-1) Cha 8 (+1)
Feats
- Spoiler:
Heroic- Spoiler:
Corrupted Encounter
Prerequisite: Corrupter
You gain a level 1 Encounter Power from any other class that you may use once per day. Change that power's Power Source to Shadow, it's primary attribute to Intelligence, and it's secondary attribute to Charisma. You may change it's damage to necrotic or poison and it gains/loses keywords appropriately. At level 13 you may exchange the power granted by this feat for a level 13 encounter power and at level 23 you may exchange the power granted by this fear for a level 23 encounter power.
Curving Throw
Prerequisite: Windracer
Attacks you make with thrown weapons ignore cover and superior cover if there are any unoccupied squares within that weapon's range that the target does not have cover from.
Gloomweapon
Prerequisite: Gloomhound
One weapon you wield gains two of the following properties or weapon groups: +3 proficiency bonus, heavy thrown 3/6, light thrown 3/6, high crit, off-hand, small, brutal 1, defensive, mounted, stout, axe, flail, hammer, heavy blade, light blade, mace, pick, polearm, spear, staff, unarmed. Choose which two when you select this feat.
Shadow Expertise
Prerequisite: Shadow Power Source
You gain a +1 feat bonus to attack rolls of implement powers and weapon powers. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, you ignore partial cover and concealment.
Shadow Mount
Prerequisite: Gloomhound, Shadow Companion class feature
You can use a creature's mount powers as if you had the Mounted Combat feat.
While you are mounted, the mount gains a +1 feat bonus to all defenses and a +1 bonus to speed.
You may mount your shadow companion, even if your size would normally not allow you to. If you are a larger size than your shadow companion, while mounted it increases to your size.
You can master and perform the Spirit Fetch (Dragon Magazine 380, page 90) and Steed Summons (Eberron Player's Guide, page 119) rituals as if you had the Ritual Caster feat. Once per day you gain a +5 + level bonus to the Arcana or Religion check for Spirit Fetch.
Paragon- Spoiler:
Speed of Shadow
Prerequisite: Gloomhound, Swift Reflexes class feature
Enemies provoke opportunity attacks when they take an action to teleport away from you.
Nightmarish Companion
Prerequisite: Gloomhound, Shadow Companion class feature
Your shadow companion gains fly (hover) speed equal to your speed.
Spirit-guided Curve
Prerequisite: Windracer
Attacks you make with thrown weapons may draw line of effect from any unoccupied square within that weapon's range. Attacks still originate in their normal origin square.
Backgrounds
- Spoiler:
So Cute!
You gain the Arcane Familiar feat and may take other feats that list it as a prerequisite even if you do not meet other prerequisites.
Pet Rock
You gain the Elemental Companion feat and may take other feats that list it as a prerequisite even if you do not meet other prerequisites.
Last edited by Ramsus on Thu Mar 06, 2014 11:53 pm; edited 19 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
Reserved in case I need it.
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Homebrew D&D 4e Classes
Reserved in case I need it.
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
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