How To Create A Subclass Dnd Dmg

From D&D Wiki

For a contrasting example, Clerics' subclasses are called Domains, and are related to the deity they serve. In the Player's Handbook, there are 7 Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, and War. They choose their Domain at 1st level and gain Domain-specific features at levels 1, 2, 6, 8, and 17. The Dungeon Master’s Guide provides the inspiration and guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building advice, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and many other tools to help you be a great Dungeon Master.

Jump to: navigation, search

Ooze Domain[edit]

Gods who reside in the Paraelemental Plane of Ooze, or have their origins there, govern slimy creatures, swampy and muddy lands, semi-solids, and all that is amorphous. As many slimes and jellies are corrosive, clerics of this domain also have some power over acids.

In the Forgotten Realms setting, Ghaunadaur is the chaotic evil god of abominations, whose symbol is a glowering eye in a purple disc. Before the War of the Spider Queen he resided in the Cauldron of Slime in the Plane of Ooze. During this time, his Domains included Ooze.

Ooze Domain Spells
Cleric LevelSpells
1stgrease, ensnaring strike
3rdacid arrow, web
5thmeld into stone, sleet storm
7thVitriolic sphere1, polymorph
9thcontagion (slimy doom only) Transmute rock1

1 Elemental Evil Player's Companion

CreateDmg
Alternate Domain Spells

The above table includes only spells published officially. You can substitute any of them for the homebrew spells in the following table.

Cleric LevelSpells
1stfind familiar (slimeball only)
3rdquicksand
5thslimebolt
7thrusting grasp
9thconjure elemental (ooze paramental only), flesh to jelly


Bonus Cantrip

When you choose this domain at 1st level, you gain the acid splash cantrip, which counts as a cleric cantrip for you.

Mirewalk

Also at 1st level, moving through nonmagical difficult terrain costs you no extra movement if it is caused by mud, marsh, or other semi-solid ground. You have advantage on Strength checks made to escape deep mud, quicksand or from being engulfed by an ooze.

Channel Divinity: Turn Ooze
Starting at 2nd level, you can use your Channel Divinity to turn an ooze as though you were using Turn Undead. From 8th level onwards, you can destroy an ooze that fails its saving throw against your Turn Ooze feature, with the same challenge rating thresholds as your Destroy Undead feature.

Create Green Slime

At 6th level, you can use your action to create green slime (DMG p. 105). It covers a 5-foot square patch on an unoccupied floor, wall or ceiling you can see within 30 feet of you. You can create a number of patches equal to your Constitution modifier (minimum 1). You regain your uses of this feature when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Ooze Form
Starting at 17th level, you can use your Channel Divinity to become an ooze.

As an action, you become semi-solid and amorphous. While so transformed, you have the following benefits:

  • You have blindsight to 60 feet, although you are blind beyond this range.
  • You can move through a space as as narrow as 1 inch wide without squeezing.
  • You have immunity to acid damage.
  • You have immunity to the following conditions: blinded, deafened, exhaustion, prone.
  • You cannot cast spells or speak or take any action that requires hands. Transforming doesn't break your concentration for spells you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the ooze for is physically able to do so. However, you can't use any of your special senses.
  • You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the new form has no effect until you leave the form.
  • You can make an attack with a pseudopod. This is a melee weapon attack that deals 2d6 + your Strength modifier bludgeoning damage and 1d6 acid damage.

How To Create A Subclass Dnd Dmg List

The ooze form lasts for 1 hour or until you end the effect with a bonus action on your turn. You then revert to your normal form.

Back to Main Page → 5e Homebrew → Character Options → Subclasses

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Ooze_Domain_(5e_Subclass)&oldid=979462'

From D&D Wiki

Jump to: navigation, search

Cardslinger[edit]

Roguish Subclass


You utilize arcane runes on cards to destroy your enemies. The best Cardslingers can use nature, divine or bardic magic as well as arcane magic.


Cardslinging

Starting at 3rd level, you can use Cards to duplicate the effects of spells. You can prepare Cards equal to your Intelligence modifier during a short rest, and you can prepare up to 10 cards during a long rest. You can have up to 6 Cards prepared at a time. Each Card contains a spell of 1st level, and they can only be used once. You do not gain the ability to use cantrips until 17th level, and you can only cast spells at their minimum level. You can only prepare Wizard spells in this way.


Superior Cardslinging

Starting at 7th level, you can prepare 2nd level or lower wizard spells, as well as 2nd level or lower spells from 1 other spell list of your choice. They count as 2 cards for the purposes of maximum cards prepared. Also, your Card Maximum increases by 2.


How To Create A Subclass Dnd Dmg
Cardslinging Expertise

Starting at 13th level, you can prepare 3rd level or lower spells from your current lists. They count as 4 cards for the purposes of maximum cards prepared. Also, your card maximum increases by 4. You may also cast a spell at a higher level if you invest extra cards appropriate to the desired level while preparing your cards.


Cardslinging Master

At 17th level, you can choose 1 other spell list to be able to prepare cards from. Also, your Card prepared maximum increases by 4. Also, you can prepare a number of Cantrip Cards equal to half your Intelligence modifier. They let you cast a cantrip you chose at will, 1 cantrip per card. You can spend a long rest changing one Cantrip Card's corresponding cantrip. Finally, you learn 1 Cardburst. It is a 9th level spell from either of your known spell lists and consumes 10 levels of cards. You may spend 7 days as a downtime activity to change your Cardburst by rewriting the base runes on your cards.



Back to Main Page → 5e Homebrew → Character Options → Subclasses

Dnd Dmg 5e

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Cardslinger_(5e_Subclass)&oldid=978587'

Comments are closed.