Content of the article: "Half Class Concept Pitch"
So the class related threads I see regularly have demonstrated that there are certain concepts where people cannot agree whether they belong as a subclass or a full class. This is my attempt to homebrew a compromise; half classes. I've used the swordmage as an example as it is what I'm most familiar with, and built upon the paladin class chassis. It won't be fine tuned for balance, as it's just a quick demonstration of the half class idea rather than a finished product.
For certain class concepts, the currently available classes and subclasses do not match the theme or mechanics in a satisfying or coherant manner. When forced into a subclass, they remain tied too heavily to the main class, often giving them class features which simply to not make sense for the concept. However these concepts also have considerable role and mechanical overlap with existing classes, meaning that there is not enough of an arguement to be made for their implementation as a full class. Half classes are a proposal to build on the class feature variants mechanics, with the half class providing its own feature variants which replace those in the base class. These half classes would have their own set of subclasses, designed around the new half class mechanics.
Paladin Half Class
- Saving Throws: Wisdom, Intelligence
- Skills: Choose two from Athletics, Arcana, History, Medicine, Nature, and Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armour
- (a) a martial weapon or (b) two simple weapons
- A shortbow and a quiver of 20 arrows
- (a) a scholar’s pack or (b) an explorer’s pack
Replaces Lay on Hands
At 1st level you have significant experience in the study and handling of arcane magic. Over the course of a short rest you are able to attune to a mundane weapon in a similar manner to a magic item, remaining within physical contact over the course of the attunement. Once complete, the attuned weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Only one weapon at a time may be attuned this way, and if another is attuned, the bond with the first weapon is broken.
Additionally, If your attuned weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can't use it to create multiple copies of a broken weapon.)
Replaces Divine Sense
You are able to cast the detect magic spell once without expending a spell slot, and regain the ability to do so when you finish a long rest.
By 2nd level, you have learnt to drawn upon ancient arcane traditions and practices in order to cast spells as a wizard does. Rather than using a spellbook, you are able to commit those spells you know to memory.
Spell Slots The swordmage table shows how many spell slots you have to cast your dawnblade spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the swordmage spell list.
The Spells Known column of the swordmage table shows when you learn more swordmage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the swordmage spells you know and replace it with another spell from the swordmage spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Intelligence is your spellcasting ability for your swordmage spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a swordmage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus You can use your attuned weapon(s) as a spellcasting focus for your swordmage spells.
Replaces Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal your choice of fire, cold, lightning, thunder, or acid damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Improved Arcane Strike
Replaces Improved Divine Smite
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d6 fire, cold, lightning, thunder, or acid damage of your choice.
Replaces Cleansing Touch
Whenever an enemy within 5ft you casts a spell, that enemy immediatly provokes an attack of opportunity before the spell is cast. If the creature is slain from this attack, the spell fails.
- A rework to Dispel Magic and Counterspell to make them feel more satisfying. Spell
- Spell Slots make no freaking sense!
- Creating a class
© Post "Half Class Concept Pitch" for game Dungeons & Dragons Online.
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