#Traveler class

1 messages · Page 1 of 1 (latest)

whole brook
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How would you improve this class overall?

<@&634107343180660739>

https://www.gmbinder.com/share/-NTO_LatQ5Z7kl2bLR6B

https://youtu.be/H198JaIrHiI

Does that look better with the improvements you all suggested?

Also what would be some evolutions you think I should add to this class?

Is the intention of the class clearer now if not why?

Thank you for your time and help with this project

thumbnail not my art

https://www.gmbinder.com/share/-NTO_LatQ5Z7kl2bLR6B

This is the improved version of my Drone General

What do you think of this and whould you like to playtest in a 5e play by post campaign in a discord server?

Start at level 3 34 point buy wotc official content and some homebrew

Thank you for your time and help wit...

▶ Play video
whole brook
whole brook
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<@&634107343180660739> do those evolutions look balanced?

Thank you for your time and help with this project

whole brook
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Active

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How would you improve the wording on drone summoning

whole brook
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Higher level of evolution one as block of text choose ability at higher levels

whole brook
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@fast wren

What do you think is the main thing to be rewritten in the drone summoning and evolutions?

whole brook
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If all evolutions lasted the same amount of time would that be better?

Thinking an amount of turns or minutes equal to intelligence modifier

whole brook
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Word evolution points like ki points

Would that make more sense and be better?

whole brook
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Drones live in the magnificent mansion pocket dimension

whole brook
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Changed evolutions to an action

whole brook
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Refined formatting

Added perfect speed feature

Removed advantage on saves vs conditions

whole brook
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Surge 1: an amount of allies equal to your intelligence modifier within 30 feet can use a single extra action, bonus action, or reaction this turn. You can only have one surge evolution active at a time

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Surge 2: an amount of allies equal to your intelligence modifier within 30 feet can use a combination of 2 of an extra action, bonus action, or reaction this turn. You can only have one surge evolution active at a time

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Surge 3: an amount of allies equal to your intelligence modifier within 30 feet can use an extra action, bonus action, and reaction this turn. You can only have one surge evolution active at a time

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Surge 1 four evolution points
Surge 2 five evolution points
Surge 3 six evolution points

whole brook
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Updated formatting and drones

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Test

whole brook
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Turn drones into rage like modes get rid of drones

Evolution points to activate modes

whole brook
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Drone more prominent in themes

whole brook
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Activate evolutions equal to proficiency modifier

whole brook
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Adhesive Vines. The monster can use its action to extend a sticky vines up to 60 feet, and the vines adheres to anything of large size or smaller that touches it. A creature adhered to the vines is grappled by the monster (escape is equal to your DC), and ability checks made to escape this grapple have disadvantage. The vines can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful Strength check vs your DC to pull free. Destroying the vines causes no damage to the monster, which can extrude a replacement vines on its next turn.

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Resonant Connection. If the monster has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 10 miles of the monster.

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Gibbering. The monster babbles incoherently while it can see a hostile creature and isn’t incapacitated. Each hostile creature that starts its turn up to your intelligence modifier within 20 feet of the monster can hear the gibbering must succeed on against your DC Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d12 to determine what it does during its turn. On a 1 to 3 the creature does nothing. On a 4 to 6, the creature takes no action or bonus action. On a 7 to 9 it uses all its movement to move in a randomly determined direction but has its action and bonus action. On a 10 to 12, it makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. When a creature succeeds their save versus gibbering they are immune for to the effect for an hour.

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Shapechanger The drone fey can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies

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Shapechange The drone construct can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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Antennae. The drone corrodes a nonmagical metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw vs your DC to avoid the drones touch. If the object touched is either metal armor or a metal shield or weapon being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers in the case of non magical weapons it is a cumulative -1 to damage rolls and to hit if the item reaches -5 penalty it is destroyed. metal ammunition is automatically destroyed after doing damage

whole brook
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Drone single stat block

8 creature types

Drone mimicry and shape change in sharing is caring

Abilities above evolutions

narrow siren
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Drone summoning:

You can communicate with this drone using telepathy out to a range of 10 feet per intelligence modifier plus proficiency modifier, is confusingly worded upon first read. Additionally, can I send my drone away from me to perform actions outside my telepathic range? and what happens when it dies?

Find Familiar spell text for reference: 'When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically'

Your drone gains the benefits of the feats you take. The drone has the same strength, dexterity, constitution, intelligence, wisdom, charisma score as the drone commando.- Is this to say that they also get the feat? Or they just benefit from it like other PCs would? Drone and Drone Commando with inspiring leader on both sounds like a fun time xD

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Bodyguard Subclass

  • Emergency Aid seems a little broken as a 2D6 Healing twice per short rest on a bonus action, but I suppose if Rangers get Goodberry, a commando can help allies xD

Swarm Pheromones: From 15th level, As a bonus action to activate for the duration you can deactivate this ability as a free action., confusingly worded, perhaps move deactivation to the end? Also as a note, the duration is in minutes with multiple minutes, but the maximum amount of allies you can heal is 5-6, making it a 2-3 turn duration anyway, unless I'm misreading.

Drone Expert

Drone Possession - At level 10, your drone can temporarily take over a creature by casting the dominate beast or dominate person spell your vs DC. it can be cast an amount of times equal to proficiency modifier per short rest. Grammar, should be 'using your' or 'with your' or some shit idk.

Drone Regeneration - At level 15, if you or an ally in 30ft range rolls at advantage on an attack with a weapon or spell with an attack roll over 1st level they are proficient with you or the ally gain half the hit of the damage done by the attack or spell as a bonus to hit and damage to the next attack or spell, very nice idea. Could do with some punctuation to help get the message across.

narrow siren
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Sibling

Sibling Communication: You can each see through each others senses without loosing any of your senses- should be losing.

Sibling Interception: Could do with cleaning up a little bit syntax wise, but frankly I have no idea how you'd do that.

Explosive

(Note, this subclass unironically looks nuts, I can feel my fellow PCs raging as they get hit with a 3d8 30ft explosition)

Improved Explosive: At level 5 the explosive you make now can now be activate an amount of explosives equal to your intelligence modifier. - Should be activated?

  • It might be worth adding a save for players within a range of the drone?

Explosive Elemental
At level 10 the explosive is now able to move on its own up to the duration until the explosive explodes. It moves 30 feet per turn in a straight line., If you're delaying the explosion for a few turns, this has a fair chance to just whiz past any enemies encountered, it's likely easier from a player standpoint to just strap a bomb to your drone and send THAT into the fray, since you get the same amount of Bombs and Drones past level 5 (INT mod)

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Evolutions

I think the best way to approach these is treating them like spells, and then formatting them with, for example

Observation

You or an ally you choose has 30ft darkvision for the duration. you can change the target as a bonus action once per turn. Any observation evolution can only be used once per duration
When activated with 3 evolution points: You or an ally have tremorsense within 60 feet for each drone or allies within 30 ft of the drone for a turn. (NOTE: Tremorsense doesn't have any PC Raw as it was never intended for PCs)
When activated with 6 evolution points: You or an ally have true sight 60ft. You can choose a new target once per turn as a bonus action. Any observation evolution can only be used once per turn.

Something like this? I get your issues with it, but I also feel turning it into just 'hrr here's some spells' takes away from the hard work you've put into making and balancing this

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I'm gonna prep myself an explosive commander for a dungeon run, Any questions ping me or DM me 🙂

whole brook
narrow siren
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Ya I saw, It might be worth adjusting some to be "when cast with more evolution points it'll do X" like spells do with spell slots, and then keeping the rest in your column structure

whole brook
narrow siren
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I can't stress enough how cool and imaginative this is tho

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massive props congrats

whole brook
whole brook
narrow siren
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You could have it travel until it hits something, enough time passes, or you remotely detonate it with a spoken word.

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saying 'Boom' to make your explosives blow everything skyhigh sounds pretty lit

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RP wise, that is

whole brook
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Indeed and it could be something else just as catchy like gotcha

narrow siren
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exactly

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"DIE INSECT"

whole brook
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Instead of tremorsense I could put the devil sight in instead

narrow siren
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perfect

whole brook
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Would the tier 6 evolutions really be that game breaking at level 6

narrow siren
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wdym?

whole brook
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Do you think true sight or extra allies at level 5 would be game breaking?

narrow siren
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No, I think Surge 3 might be a little broken for action economy, especially with the Extra attack you already gain at level 5

whole brook
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Yeah that is what I was thinking so definitely need to level limit higher tier evolutions

narrow siren
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quick note At 13th level, You are now are able to add force damage to their damage on a hit with a weapon they are proficient with equal of d6s equal to their proficiency modifier when they have advantage against the target once per turn. you switch person halfway through

whole brook
whole brook
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Traveler class

whole brook
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At 11th level you can take 10 minutes once per long rest to channel planar energy into a cube 10 feet cube per proficiency modifier of immobile dome of force springs into existence around and above you and remains stationary for the duration. The ability ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The ability fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you this ability can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the ability ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

This ability takes a surge point per hour of use

runic crestBOT
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Reboomus

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Reboomus

7th-level conjuration. (Bard, Wizard)

Meta

Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours

Description

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

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You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.

whole brook
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10 foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

whole brook
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Planar Sight. The traveler and soul bound can see 60 ft into an adjacent Plane when it is on the Material Plane and vice versa.

solid scaffold
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Especially due to later stages of it scaling way too much.

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I hope this part isn't finalized yet, as it's what I saw first and was spooked by the extent of its impact on affecting action economy.

Especially giving a net gain of possibly 4 actions among others with even more possible than that if used right.

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Even it it costed your action usage it'd be vastly too strong economy wise still.

whole brook
robust scarab
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reopening this forum

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also has the double function of adding myself

whole brook
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Awesome glad you are here

robust scarab
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whats the latest version's lin k

whole brook
robust scarab
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got it

robust scarab
tropic badger
whole brook
# robust scarab Does this class count as a gish?

Which definition do you mean exactly?

There are multiple matches for Gish, including:
Imperturbable self-possession: A state of poise, assurance, or imperturbability
Nearness of relation: A state of kinship
A word in Githyanki: A word that means "skilled" and is often used to describe githyanki warriors who have both magical abilities and martial prowess
A rhetorical technique: A debating technique where a person tries to overwhelm their opponent by providing an excessive number of arguments that are difficult to address in the time allotted. This technique prioritizes quantity over quality.

robust scarab
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arcane-paladin esque

whole brook
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soulbound can take the Replicate, help, hide, dash, use skill or tool disengage, dodge, going fast, use surges, use mimicry, use malleous, use Surge efficiency, use Energy sensitivity actions

You can forgo your action, bonus action or reaction to allow the soulbound to do one of the following actions.

Trait

Amorphous Can move through holes as small as 1 inch hole

Amphibious. The soulbound can breathe air and water

Axiomatic Mind. The soulbound can’t be compelled to act in a manner contrary to its nature or its instructions.

Well traveled Soulbound has an excellent memory for maps and geography, and it can always recall the general layout of terrain, settlements, and other features around itself. In addition, it can find food and fresh water for itself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Mimicry The soulbound can mimic sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by the soulbound Charisma (Deception) check.

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Actions

Energy Sensitivity The soulbound sense the presence of magic within 30 feet of the soulbound. If you sense magic in this way, the soulbound can use its action to see a faint aura around any visible creature or object in the area that bears magic, and the soulbound learns its school of magic, if any. The ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Malleous The soulbound can use its bonus action to morph into a Tiny, Small, or Medium humanoid, object, or creature it has seen or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Effective Ally the soulbound can use the help ability as a bonus action

Rebuke the soulbound can use the dodge ability as a bonus action and while it uses the dodge ability if hit the attacker takes an amount of d4 of force damage equal to half your proficiency modifier rounded down to the target that hit them within 30ft once per turn

Going Fast the soulbound can use the dash or disengage action as a bonus action and double their movement speed for the turn when they use this ability

Surge efficiency As a bonus action the traveler or soulbound can activate or enhance an amount of surges up to the travelers proficiency modifier spending the appropriate amount of surge points as needed

Replicate When you take the Attack action on your turn, any attack you make with that action can originate from your space or the soulbound's space. You make this choice for each attack

whole brook
robust scarab
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ok

tropic badger
whole brook
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You split your action, bonus action with soul bound

tropic badger
whole brook
tropic badger
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Same for the first part of "energy conversion" as it stands, it is two features

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Why is the second ability of the "planar sight" feature a reaction ? What is it in reaction too. Also, those two parts should be 2 separate feature as they don't have much in common with each other
And I believe casting an equivalent to the "banishment" spell at 3rd level is way too strong

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For the planar weapon feature (also at other times in the class) what do you mean by "adjacent plane" what does it means ?

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"Soulbound focus" that's a potentially campaign ending feature. Also you should precise if you know the type of things you detect, their numbers, creature type or identity

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"Sleeper" so, for 10 min you're basically untouchable by anything ? That's bit powerful, at least put a DC (especially if it moves with you)

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"Planar adaptability" Beware of the Fly speed. It's dangerous, especially unlimited

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For the "Emergency aid" of the medic subclass you mention a number of surge equal to your intelligence modifier but just above you say "they regain a number of hit points equal to 1d4 + intelligence modifier)
Also, without limit this is a LOT of healing

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'battlefield support" No limit on the number of allies healed ? Compare to other spells, this is a LOT of healing

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"Swarm pheromone" I'd advise against creating a feature that completely overshadow another one (Emergency Aid)

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"Parasitic Drain" I don't understand it, do each ally can only get healed once per turn by the ability ? Also the condition of its activation should be put at the start of the feature for readability

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(Going to sleep, I quite like the class but it is on the stronger side of things. )

whole brook
whole brook
tropic badger
whole brook
whole brook
whole brook
whole brook
whole brook
whole brook
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Put elemental expert into main class

Put a few most useful surges as soul bound abilities and remove surges

Get rid of planar sight replacement element expert

whole brook
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Oddsbreaker Spend a surge point and bonus action to increase the range of critical failure and success by 1 for a single d20 roll for a creature within 10 ft per proficiency modifier plus intelligence modifier

robust scarab
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As a bonus action, you can expend one Surge Point and choose one creature within a number of feet of you equal to 10 times your proficiency bonus plus your Intelligence modifier. That creature's attacks score a critical hit on a roll of 19 or 20 on the d20, and automatically miss on a roll of 1 or 2 on the d20.
took the challenge, reworded it into 3 sentences, should be much clearer.

whole brook
robust scarab
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that's what I pulled the woreding from

whole brook
robust scarab
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no extending crit range is quite weak

whole brook
# robust scarab no extending crit range is quite weak

Odds breaker As a bonus action, you can expend one Surge Point and choose one creature within a number of feet of you equal to 10 times your Intelligence modifier. That creature's attacks score a critical hit on a roll of 20 minus proficiency modifier on the d20, and automatically miss on a roll of 1 plus proficiency modifier on the d20. This lasts an amount of turns equal to your proficiency modifier plus intelligence modifier

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Does that make sense?

robust scarab
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in this case I wouldn't add Prof bonus to range as that'd be double-dipping
rest of it should be fine as long as you include a duration limit

whole brook
robust scarab
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ah I meant the range at which you can target someone with the feature

whole brook
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Appreciate the help everyone

whole brook
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Here are 10 new abilities designed for a level 17 Traveler class, ensuring a mix of utility, combat prowess, and thematic resonance with the class and its subclasses:

General Traveler Abilities

  1. Momentum Surge
    As a bonus action, you can double your movement speed until the end of your next turn. Additionally, your attacks during this time deal an extra 2d6 force damage.

  2. Unstoppable Will
    Once per long rest, you can reroll a failed saving throw, adding your proficiency bonus and Intelligence modifier to the new roll.

  3. Dimensional Vanguard
    As an action, you can teleport to an unoccupied space you can see within 120 feet and make a melee attack against a creature in range. On a hit, the target takes an additional 4d8 force damage, and you push them 10 feet.

  4. Surge Mastery
    You regain 1 surge point whenever you roll initiative. Additionally, your surge point maximum increases by 2.

  5. Temporal Dash
    As a reaction when an ally within 30 feet is attacked, you can swap places with them, causing the attack to target you instead. This movement does not provoke opportunity attacks.

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Subclass-Specific Abilities

  1. Medic: Revival Surge
    When an ally within 30 feet drops to 0 hit points, you can spend 3 surge points as a reaction to stabilize them and heal them for 5d8 hit points.

  2. Phantom: Ethereal Dance
    You and your Soulbound can both phase into the Ethereal Plane at will for up to 1 minute by spending 2 surge points. While in the Ethereal Plane, you gain resistance to all damage except force and psychic.

  3. Reality Bender: Chaos Rip
    Spend 3 surge points to create a 30-foot sphere of warped reality centered on a point within 120 feet. Creatures in the area must succeed on a Wisdom saving throw or be restrained for 1 minute. Restrained creatures can make another save at the end of each of their turns.

  4. Siblings Duo: Twin Strike
    When both you and your Soulbound attack the same creature on your turn, you can spend 2 surge points to have both attacks deal an additional 3d10 damage of the same type.

  5. Summoner: Call the Horde
    As an action, spend 5 surge points to summon three additional creatures from the Prime Material Plane (CR 3 or lower). These creatures follow your commands and last for 1 hour or until dismissed.


These abilities expand the Traveler class's versatility and power while maintaining its theme of mobility, resourcefulness, and adaptability. Adjust costs or damage values to suit your balance preferences.

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Energetic movement

Starting at level 17 you gain the following abilities

Momentum Surge
As a bonus action, you can double your movement speed until the end of your next turn. Additionally, your attacks during this time deal an extra 2d6 force damage.

Dimensional Vanguard
As an action, you can teleport to an unoccupied space you can see within 120 feet and make a melee attack against a creature in range. On a hit, the target takes an additional 4d8 force damage, and you push them 10 feet.

Temporal Dash
As a reaction when an ally within 30 feet is attacked, you can swap places with them, causing the attack to target you instead. This movement does not provoke opportunity attacks.

whole brook
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Soulbound Expert (Plane of the Shadowfell)

Beastmaster (Prime Material Plane)

Generate images for the subclasses

shy pelican
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Awesome

whole brook
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Totally

whole brook
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Slightly tweaked the elemental boom movement

shy pelican
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Howdy

whole brook
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Howdy

whole brook
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Tweaked the aura's for hell subclass

whole brook
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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object -- such as a chair, muddy footprints, or a small chest -- it must be no larger than a 5 foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Fetid aura

whole brook
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You create a sound or an image of an object within range that lasts for the duration or they save vs the fetid aura.The illusion also ends if you dismiss it as a bonus action.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object -- such as a chair, muddy footprints, or a small chest -- it must be no larger than a 5 foot cube. The image can't create sound, light, smell, or any other sensory effect that only those that fail vs the fetid aura can detect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your traveler save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

whole brook
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Planar Disruption

Using a bonus action spend 3 surge points to choose one creature, object, or magical effect within range of 30 ft
make an ability check using your intelligence modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.

whole brook
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Planar nullification Starting at level 19 target creatures in a 30 ft range of you or your soul bound make a save of either strength, dexterity, constitution, intelligence, wisdom, or charisma your choice vs your traveler DC if they fail the save they have the chosen stat reduced by 1d12+intelligence modifier until they save vs your DC.

Creatures can attempt to as an action save vs this ability at the end of each of their turns

whole brook
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Adding a Mechanic to Drain Charges from Magic Items for Surge Points

If you want Travelers to drain charges from magic items to restore Surge Points, here’s how it could work:


📌 New Feature: Arcane Syphon

At 5th level, a Traveler can absorb the magical energy from a charged magic item, converting it into Surge Points.

Mechanics:

As an action, the Traveler touches a magic item with charges and drains 1 or more charges from it.

For every 2 charges drained, the Traveler gains 1 Surge Point (rounded down).

Items with limited daily charges (like Wand of Fireballs) lose those charges until their normal recharge.

Items that do not recharge naturally (like a Luck Blade) lose the charges permanently.


📌 Balancing Factors

To prevent abuse, consider these restrictions:

  1. Travelers Can’t Drain an Item Below 1 Charge – Prevents draining an item to destruction.

  2. Daily Limit – Can only drain Traveler Level ÷ 2 charges per long rest.

  3. Item Resistance – Sentient magic items may resist the drain (Wisdom saving throw vs. Traveler's ability DC).


📌 Example Conversions


📌 Subclass Interactions

Reality Bender – Can siphon energy from active spells, not just items.

Keeper – Can redistribute drained charges to other magic items.

Soulbound Expert – Soulbound can drain items as well, sharing Surge Points.


🔥 Want More?

Rules for draining artifacts & legendary items?

A homebrew magic item that passively restores Surge Points?

Mechanics for draining energy from living creatures?

Ai created adapt to fit

whole brook
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Order Bringer
Starting at 2nd level, as an action, you can use an action to create a magical zone that guards against deception in a 30-foot-radius sphere centered on you, or your soulbound. Until the ability ends, any creatures you choose that enters the ability's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the ability and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Starting at level 5, any creature you choose to ward in range of order bringer. Until the ability ends, any creature who tries to come within the area of this ability or targets the warded creatures with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn't protect the warded creature from area effects, such as the explosion of a fireball.

Any warded creature adds your 1d4+intelligence modifier to damage for attacks and spells

When any hostile creature is in the area of order bringer must make a save vs traveler DC or is dealt an amount of 1d4 + intelligence modifier of either force, thunder, acid, cold, fire, lightning, poison or psychic damage each turn till they save vs the effect of order bringer or you end the effect

Upon reaching 5th level the range of this ability becomes 60ft and the damage increases to 1d6

Upon reaching 10th level the range of this ability increases to 120ft and the damage increases 1d8

Upon reaching 15th level this ability increases to 240 ft and the damage increases to 1d10

Upon reaching 20th level this ability increase to 480 ft and the damage increases to 1d12

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False Appearance. When the monster remains motionless, it is indistinguishable from a piece of its local landscape.

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Repulsion Breath (Recharge 5-6). The monster exhales repulsion energy in a 30·foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the monster.

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Energy Drain Each creature you choose within 30 feet of you or your soul bound must make a Constitution saving throw vs your traveler DC . On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.

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Hallucination Spores. You or your soul bound ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw vs your traveler DC or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Animating Spores You or your soul bound targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 hours or until destroyed, and it can't be animated again in this way.

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Planar servant

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Death Burst. When the monster dies, it explodes. Each creature within 10 ft of it must make a Dexterity saving throw, taking 7 (2d6) of either damage on a failed save, or half as much damage on a successful one.

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Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

wraith ginkgo
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Oh this class sounds interesting, how's progress on it?

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Very good just minor tweaks

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Planar Form. The planar servant can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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Death Burst. When the planar servant dies, it explodes. Each hostile creature within 10 ft of it must make a Dexterity saving throw vs traveler DC or are taking 7 (2d6) of either force, thunder, acid, cold, fire, lightning, poison or psychic damage on a failed save, or half as much damage on a successful one.

wraith ginkgo
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Updated subclasses for damage boost

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Starting at level 20 you can spend a surge point to take an action or bonus action on another creatures turn from the below list of abilities

You can take the help, hide, dash, use skill or tool disengage, dodge, going fast, use transportation, use rebuke, use mimicry, use malleous, Planar disruption, use Energy sensitivity actions

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long pike
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Is there a specific reason the familiar should be appearing within 120 feet, instead of just - appearing? Regarding templates, just use examples. Beast ranger in '24 has them in your PHB or there are some in SnowWolf's witch. It also allows you to eliminate the CR equal to one third your level blah blah blah and just have it scale in a controlled way

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Also it's unclear to me what a surge point is for, or if they have a use at level 1

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if they don't have a use at level 1, a base case if you like, they should have one, even if they get more uses later

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also there's heaps of grammatical errors, i'd recommend going through and using line breaks and checking spelling

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Also, regarding layout, try looking at your PHB and other classes around the internet. Having multiclassing below the 1st level features but before the 2nd level ones and after the class table for example feels very odd

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Yeah the multi class was probably a case of me moving things around and got it oddly placed

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long pike
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what CURRENTLY costs a surge point?

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i cant really pin down what they do

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Class and subclass abilities surge points function like ki points to allow you to do more powerful things with the class

long pike
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They're the first thing you get in the class so i'd expect them to have a pretty immediate effect, like I said

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maybe try tying the sword to one, just as a sort of 'example' of how they get used. because it's super unclear to me how they work honestly

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is the first core ability that used them Planar Functionality?

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Planar weapon
Starting at 1st level you or your soulbound can use a bonus action and a surge point to replace your weapon or unarmed damage die from original type for the following damage types force, thunder, acid, cold, fire, lightning, poison or psychic when you make the attack action for 1 minute.

The weapon being magical doesn't effect this ability

long pike
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Seems good but also I'd question why they're getting a sword

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is the class for '14 or '24?

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14

long pike
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Okay, so, is it martial or a caster? it doesn't have spellcasting so i'd assume martial

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Martial

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Okay, so then you need the first 3 levels of features to be based around how they impact things around them without magic

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surge points and the sword are a good start, but need to be more thematic to whatever the theme is meant to be, and also paint a more clear picture of the essence of the class

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Extra planar traveler with power from the planes themselves

long pike
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so by level 3 the feeling of playing that type of character should be evoked

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the pet is a good start - a kind of planar creature they travel with

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Planar Movement
Starting at 3rd level, permanently increase your movement speed by 5 feet per proficiency modifier.

long pike
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is being fast their primary thing? because that's not really a defining feature, in my opinion

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monks are getting basically the same bonus for basically free, for example.

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because right now the class is more or less fast guy with a dog and a sword. which isn't exactly what it feels like you're going for

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if you had to give them one defining characteristic, what would it be, and how might that fit at level one?

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maybe have a look at the types of characters you're trying to have people build, and what they do, to find abilities that might be appropriate

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Adapt to the environment and ensure that they have the tools and abilities for the encounter

long pike
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in that case maybe trying looking at Fighter, as they're quite adaptable while being martials

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Planar toolkit

Using planar energy you can form a non magical version of any tool or kit to fit your needs that lasts 1 minute per traveler level

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long pike
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so the core of the class needs work

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additionally if they're meant to be versatile, the weapon may be a good way to help with that. the different damage types could be handy to handle different enemy types, maybe try adding more ways to change the way their weapon acts.

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Like adding targets hit must save vs traveler DC or get status effect starting with something like this

When you hit a target they must make a Str or Dex save your choice vs your Traveler DC on a failure the target is grappled by planar energy untll the start of your next turn

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Planar weapon
Starting at 1st level you or your soulbound can use a bonus action and a surge point to replace your weapon or unarmed damage die from original type for the following damage types force, thunder, acid, cold, fire, lightning, poison or psychic when you make the attack action for 1 minute.

The weapon being magical doesn't effect this ability

When you hit a target with the attack action while using Planar Weapon they must make a Str or Dex save your choice vs your Traveler DC on a failure the target is grappled by planar energy until the start of your next turn

Starting at level 12

When a target who fails vs your Traveler DC when hit are now stunned instead

Starting at level 18

When target who fails vs your Traveler DC when hit are now paralyzed instead

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soul bound blank

Medium

Ac 8

Hp 4+con mod per level

Speed 5 times proficiency modifier

STR 8 DEX 8 CON 8 INT 8 WIS 8 CHA 8

Traits

Abilities

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You can choose up to your proficiency modifier of the following abilities and traits for your soul bound each time you summon it

Strength boost

Increase the Strength stat of the soul bound by your proficiency modifier

Dexterity Boost

Increase the Dexterity stat of the soul bound by your proficiency modifier

Constitution boost

Increase the Constitution stat of the soul bound by your proficiency modifier

Intelligence boost

Increase the Intelligence stat of the soul bound by your proficiency modifier

Wisdom boost

Increase the Wisdom stat of the soul bound by your proficiency modifier

Charisma boost

Increase the Charisma stat of the soul bound by your proficiency modifier

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Amorphous.

The soul bound can move through a space as narrow as 1 inch wide without squeezing.

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Aggressive

As a bonus action, the soul bound can move up to its speed toward a hostile creature that it can see.

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Brute

A melee weapon deals one extra die of its damage when the soul bound hits with it (included in the attack).

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Corrode Metal

Any nonmagical weapon made of metal that hits the soul bound corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the monster is destroyed after dealing damage. The soul bound can eat through 2-inch-thick, nonmagical metal in 1 round.

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AC boost

Increase the AC of the soul bound by your proficiency modifier

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False Appearance.

When the monster remains motionless, it is indistinguishable from a piece of its local landscape

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Freedom of Movement.

The soul bound ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

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Incorporeal Movement.

The soul bound can move through creatures and objects as if they were difficult terrain. The monster takes 5 (1d10) force damage if the soul bound ends their turn inside an object

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Mimicry.

The soul bound can mimic sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

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Nimble Escape.

The soul bound can take the Disengage or Hide action as a bonus action on each of its turns.

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Pack Tactics.

The soul bound has advantage on an attack roll against a creature if at least one of the soul bound’s allies is within 5 ft of the creature and the ally isn't incapacitated.

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Blurred Movement.

Attack rolls against the soul bound have disadvantage unless the soul bound is incapacitated or restrained.

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Evasion.

If the soul bound is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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Ambusher.

In the first round of combat, the monster has advantage on attack rolls against any creature it has surprised.

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Alert.

The monster has advantage on Dexterity checks for initiative. Additionally, the monster can’t be surprised, and any creatures don’t gain advantage on attack rolls against it as a result of being hidden from it.

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Parry.

The creature may use a reaction to add 2 to its AC against a melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon.

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Tail Swipe.

The soul bound makes one tail attack.

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Unarmed Strike.

The soul bound makes one unarmed strike.

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Axiomatic Mind.

The soul bound can’t be compelled to act in a manner contrary to its nature or its instructions.

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Create Soul blade

As a bonus action, the soul bound
can create a simple or martial, weapon of visible planar energy
using standard stats of the weapon. That weapon can be
use as part of the attack action by the soulbound.
The weapon appears in the soul bound's hand
and vanishes if it leaves the soul bound's grip
or if the soul bound dies or is incapacitated

The soul blade uses planar engergy for any ammunition

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Amphibious

The soul bound can breathe air and water

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Forum for my extra planar traveler class

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Planar dart

You hurl a mote of planar energy at a creature or object within 120 ft range. Make a ranged attack roll using the soul bounds intelligence against the target. On a hit, the target takes 1d10 of either force, thunder, acid, cold, fire, lightning
poison or psychic damage

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Magic Weapons. The soul bound's weapon and unarmed strike attacks are magical in regards to resistances and immunities

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Extraordinary Leap The distance of the soul bound’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.

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Avoidance The soul bound will take no damage from succeeding on spell save DC rolls and half damage on failures

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Compare vs official 5e content rules as written

1 subclass per character

Where is it unclear or overly complicated in the document?

How many features or abilities interact with other features in the class or subclass?

Which features or abilities have the most or least impact on the class or subclass?

What took the longest to analyze and why?

How does it do on the pillars of social, exploration and combat?

https://www.gmbinder.com/share/-OZlgEGhrW5Rrl8IdpWS

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Convert 10th level abilities to soul bound metas as relevant

Take soul bound traits and abilities and turn into soul bound metas

storm matrix
# whole brook Compare vs official 5e content rules as written 1 subclass per character Wh...

coming here from #quick_questions and giving some brief overview

  • I don't understand the questions you've listed. What do you mean by "1 subclass per character"? With questions like "how many features interact with other features" or "which features have the most impact", I would hope you would know that yourself having designed the class.

  • the Surge Points feature is written poorly. For other features of this kind which provide a point pool, the feature provides the list of things you can use those points towards at the level that you receive the feature. Look at Focus/Ki points, Bardic Inspiration, Sorcery Points, Channel Divinity. This details literally anything besides that. The entire time I read through the Surge Points, Surge Siphon, and Concentration sections my main and only question was "okay, but what do these points do?"
    -- And yes, Planar Weapon which uses the points is right afterwards but if I'm looking at the class rules and trying to remember what I use surge points for, it's natural to look at the titles first to find rules relating to them

  • Surge Siphon is missing from the feature list of the level up table.

  • I also don't think this should be a 1st level ability, even just on the level of complexity much less regarding balance. You only have one surge point, you regain it via a long rest. The player is still learning the class, don't make them get their long rest and short rest recovery stuff mixed up so early on. You could just have them start with 2 surge points and it's effectively the same, heck it's stronger because they don't need to force a short rest at level 1.
    -- And also, why does it recover Bond Dice + Int mod? Between the limited amount of points you have and the player having probably at least a +3 to +5 mod, this has a pretty good chance to just give you back all your points in sub-level 10 play where the majority of use is going to be. I honestly wouldn't bother with a die, it seems preferable to instead just have it give back half your points rounded up.

  • there's a lot of broken and inconsistent formatting throughout the doc.
    -- Spacing and capitalization issues on the level table and elsewhere across the doc
    -- There appears to be entire options broken off the page for Soulbound Traits. -- The way your archetypes are listed is not consistent; compare Keeper to Auramancer to Elemental Medic/Soulbound Expert/Sibling Duo/Bondforged

This is all from a brief scroll over the doc and then reading up to page 5; when I hit page 5 and realized the complexity of the soulbound's statblock I had to stop

storm matrix
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Fair enough indeed

That is design notes to myself to try to limit how many abilities they can access at a time for better balance and simplicity

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The notes help and I will continue to work on writing the document clearer as I improve the document

storm matrix
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the soulbound statblock has far too many options. Planar Dart shouldn't be an option between every single damage type. Giving it a full customizable standard array which gets ASIs is both overkill and also going to scale poorly.

When it says the soulbound "gains permanent traits and abilities from your class and subclass", does this include multiclassing? There's a lot of questions about having this feature I could ask but the main one is, do you really want to be the GM having to handle the amount of bullshit this will lead to?

When it says "the soulbound and traveler share a combined pool of action, bonus action, and reaction each turn", what does this mean? Because if it means that a PC can use this to effectively have two actions, two BAs, and two reactions per round then I'd recommend Do Not Do That

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No they must decide if they want the soul bound or traveler to use either and only get one of each

storm matrix
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oh, that seems both unnecessarily complicated and also really janky

that's like the same issue that beastmaster ranger had and why people felt it played badly

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Another reason to simplify the soul bound so they only choose from a list and more straight forward

No I am only trying to get it from traveler class and subclasses

storm matrix
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I would strongly recommend reviewing some existing class pet templates like the Steel Defender or Beast of the Land/Sea/Sky stuff to see how those features are templated, and how their statblocks are written / scale

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Fair enough indeed I will look into that content

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Seems I need a professional editor to make my content make sense

storm matrix
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i don't know if you need a professional editor, but I think starting small and branching out from there will help. For example, start with just 1 subclass rather than 8 and tune that single one to the best it can be

also just following existing wording where it exists will help you a lot. If the class does something pretty similar to how other classes already do something, see how much you can directly copy over and then modify it for your case

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I already removed 1 subclass from not being enough content to support it

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Removed 10th level abilities to simplify it and bring down power level

storm matrix
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Taking out subs now doesn't mean you'll never add them back again

It just means reorienting your focus to the core needs and then returning when the core is in place