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 Post subject: 5e Prestige "Classes"
PostPosted: Sat Jun 04, 2016 11:21 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
ELITE MEMBERSHIP

Similar to Blessings and Training, an Elite Membership makes the character a part of prestigious, secretive, or otherwise rarefied organization, which in turn grants them the right to acquire special training from this organization, obtaining unique abilities known only to them (as well as more mundane training if desired). Equally useful is the camaraderie and backing of this organization, which can give the character access to people and places often beyond their reach.

Training Time

Generally, acquiring the unique abilities of the organization takes as long as training to learn a new language or tool proficiency (see the Player's Handbook).

Below are two example organizations. Using them as guidelines you can craft your own.

DWARVEN DEFENDERS
Champions of the dwarven kingdoms and among the most celebrated of their race, the Dwarven Defenders have a legacy spanning back to the most ancient memories of the dwarves. While not every hall boasts a dwarven defender, those who do sleep soundly knowing no orc or hobgoblin will get past them.

Membership. To become a dwarven defender requires a demonstration of steadfastness in the face of the enemy while defending dwarven lands or homes. In rare instances a non-dwarf is recognized as such a hero and is permitted to become a member. However, the leaders and trainers are exclusively dwarves. Fighters and paladins are most frequently admitted to the ranks of the Dwarven Defenders, though clerics, rangers, and even bards are not unheard of: those untrained in the use of armor are not permitted, however.

Unique Abilities. Having been sworn to the fellowship, a Dwarven Defender can be trained in the following abilities.

Durable. You gain 2d12 hit dice, adding them and your Constitution modifier x2 to your total hit points as normal. This does not affect your level in any way, but in all other respects it behaves as normal hit dice. You must be at least 10th level to successfully receive this training.

Defensive Stance The Dwarven Defender plants themselves in place, becoming like an impenetrable fortress. On your turn, you can enter a defensive stance as a bonus action. While in the defensive stance you gain the following benefits if you are wearing armor or using a shield:
*You have advantage on Strength and Constitution checks and Strength and Constitution saving throws.
*When you make a melee weapon attack using Strength, you gain +2 bonus damage.
*You have resistance to bludgeoning, piercing, and slashing damage.
*Attack rolls made against you have disadvantage.

The defensive stance requires utmost concentration: while spells can be cast while in a defensive stance, they cannot be concentrated on.

Your defensive stance lasts 1 minute. It ends early if you are knocked unconscious or you move, on your own or by another creature's actions, more than five feet in a round (if he is in a moving vehicle treat the space within the vehicle as unmoving to determine if the stance ends). You cannot enter a defensive stance while using rage or a similar ability.

After entering a defensive stance, you must complete a long rest to use it again. At 10th level or higher, you can receive additional training, allowing you to enter the stance up to three times before needing a long rest.

ARCANE ARCHERS
Once exclusively high elves, the Arcane Archers combine their magical affinity with the extensive training every elf receives with both the longbow and shortbow. In time it eventually spread to the other subraces, half-elves, and in this day other races too may learn the secrets if they prove themselves worthy.

Membership. In addition to the absolute prerequisites of proficiency with the longbow and/or shortbow and the ability to cast at least one arcane cantrip and one arcane spell of 1st level, the prospective member must also have made an exceptional impression upon the elf who will become their sponsor. While other races are now permitted to learn these secrets, only high elves may take on students and pass these secrets on.

Unique Abilities. Having been accepted by a teacher, an Arcane Archer can be trained in the following abilities.

Magic Arrows As a bonus action, before making any attacks, you can imbue your longbow or shortbow with a spark of arcane energy. Until the beginning of your next turn, any arrow fired from this bow is a magic weapon attack and has a +1 bonus to attack and damage rolls. This bonus stacks with other enhancements, should the bow or arrows already be enchanted.

Distant Cast As an action, you can imbue one of your arrows with a cantrip, and can then fire this arrow as a bonus action. You can then immediately cast this cantrip from the arrow, treating where the arrow landed as your location to determine range and line of effect and the like. If the arrow hit a creature, you can use it to deliver a cantrip with a range of touch.


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 Post subject: Re: 5e Prestige "Classes"
PostPosted: Sun Jun 05, 2016 1:31 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
The original 3.0 PrCs were arcane archer, assassin, blackguard, dwarven defender, loremaster, shadow dancer. The assassin and shadowdancer became paths for rogue and monk. The blackguard is basically the oathbreaker paladin. Leaving only loremaster.

LOREMASTERS
To those who value knowledge over gold and understanding over power, there is a society that welcomes them with open arms. This secluded cabal uncovers secrets of the universe that they then use to better themselves mentally, physically and spiritually.

Membership. In addition to the absolute prerequisites of proficiency with the longbow and/or shortbow and the ability to cast at least one arcane cantrip and one arcane spell of 1st level, the prospective member must also have made an exceptional impression upon the elf who will become their sponsor. While other races are now permitted to learn these secrets, only high elves may take on students and pass these secrets on.

To become a dwarven defender requires a demonstration of steadfastness in the face of the enemy while defending dwarven lands or homes. In rare instances a non-dwarf is recognized as such a hero and is permitted to become a member. However, the leaders and trainers are exclusively dwarves. Fighters and paladins are most frequently admitted to the ranks of the Dwarven Defenders, though clerics, rangers, and even bards are not unheard of: those untrained in the use of armor are not permitted, however.

The loremasters do not share their secrets with those who hold but a passing interest in their lore gained over the ages. Becoming a loremaster requires that a character has at least one proficiency with one Intelligence based skill. In addition, loremasters are expected to share their findings with the cabal. This may be done in person at a symposium, or by sending regular journals of lore to the high loremasters.

Unique Abilities. Having been accepted by a teacher, a loremaster can be trained in the following abilities.

Lore A loremaster gains advantage on all Intelligence checks. At 11th level, a loremaster may select a specific Intelligence based skill and apply double his proficiency bonus to those checks. At 17th level, a loremaster may select a second Intelligence based skill.

Dodge Trick A loremaster may add his Intelligence modifier to his Armor Class instead of his Dexterity bonus. Any effect that limits his Dexterity bonus likewise limits his Intelligence bonus.

Lore of True Stamina A loremaster gains proficiency in Constitution saves. If he already has proficiency, he gains advantage on Constitution saves.

Newfound Arcana A loremaster learns a cantrip. This is a wizard cantrip unless the loremaster already belongs to a different class with cantrips.

Newfound Arcana II A loremaster gains a bonus 1st level spell slot.

Secret Health A loremaster uses his Intelligence modifier in place of his Constitution modifier for determining hit points.

Secret Knowledge of Avoidance A loremaster gains proficiency in Dexterity saves. If he already has proficiency, he gains advantage on Dexterity saves.

Secrets of Inner Strength A loremaster gains proficiency in Wisdom saves. If he already has proficiency, he gains advantage on Wisdom saves.

Weapon Trick A loremaster may use his Intelligence modifier in place of Strength or Dexterity for weapon attacks.


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 Post subject: Re: 5e Prestige "Classes"
PostPosted: Sun Jun 05, 2016 2:11 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
LOREMASTERS REDUX
To those who value knowledge over gold and understanding over power, there is a society that welcomes them with open arms. This secluded cabal uncovers secrets of the universe that they then use to better themselves mentally, physically and spiritually.

Membership. In addition to the absolute prerequisites of proficiency with the longbow and/or shortbow and the ability to cast at least one arcane cantrip and one arcane spell of 1st level, the prospective member must also have made an exceptional impression upon the elf who will become their sponsor. While other races are now permitted to learn these secrets, only high elves may take on students and pass these secrets on.

To become a dwarven defender requires a demonstration of steadfastness in the face of the enemy while defending dwarven lands or homes. In rare instances a non-dwarf is recognized as such a hero and is permitted to become a member. However, the leaders and trainers are exclusively dwarves. Fighters and paladins are most frequently admitted to the ranks of the Dwarven Defenders, though clerics, rangers, and even bards are not unheard of: those untrained in the use of armor are not permitted, however.

The loremasters do not share their secrets with those who hold but a passing interest in their lore gained over the ages. Becoming a loremaster requires that a character has at least one proficiency with one Intelligence based skill. In addition, loremasters are expected to share their findings with the cabal. This may be done in person at a symposium, or by sending regular journals of lore to the high loremasters.

Unique Abilities. Having been accepted by a teacher, a loremaster can be trained in the following abilities.

Lore A loremaster gains advantage on all Intelligence checks. At 11th level, a loremaster may select a specific Intelligence based skill and apply double his proficiency bonus to those checks. At 17th level, a loremaster may select a second Intelligence based skill.

Dodge Trick A loremaster may make an appropriate Intelligence skill check to identify a monster. The DC is 5 + the creature's challenge rating. (Use 1 for challenges under 1). If successful, any attacks made by the monster against the loremaster suffer disadvantage. A loremaster can only employ its dodge trick against a single creature at a time.

A loremaster must take a short rest before using his dodge trick against another creature of that type.

Newfound Arcana A loremaster learns a cantrip. This is a wizard cantrip unless the loremaster already belongs to a different class with cantrips.

Newfound Arcana II A loremaster gains a bonus 1st level spell slot.

Secret Health When spending hit dice to recover hit points, a loremaster can reroll the die and take the better result.

Secret Lore of True Stamina A loremaster can gain advantage on one Constitution save he makes against an attack originating from a monster he has identified. Once he has used this ability he cannot use it again until he has taken a short rest.

Secret Knowledge of Avoidance A loremaster can gain advantage on one Dexterity save he makes against an attack originating from a monster he has identified. Once he has used this ability he cannot use it again until he has taken a short rest.

Secrets of Inner Strength A loremaster can gain advantage on one Wisdom save he makes against an attack originating from a monster he has identified. Once he has used this ability he cannot use it again until he has taken a short rest.

Weapon Trick A loremaster may make an appropriate Intelligence skill check to identify a monster. The DC is 5 + the creature's challenge rating. (Use 1 for challenges under 1). If successful, any attacks made by the loremaster against the monster gain advantage. A loremaster can only employ its weapon trick against a single creature at a time.


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