In this Post, I am outlining character class features available to you as an add-on to your current class. For Dragon Rider’s, It’s easy, you’ve already chosen your path, so you only have to apply the new features to your characters under the section with the imaginative title “Dragon Riders.”
For the rest of you, it’s a little tougher as you will need to pick one of these potential class additions (Other than Dragon Rider of course) to work with your character. Don’t worry about choosing poorly as I am going to let you swap this out up to 6th level. Also, if one of these doesn’t seem to fit you, please let me know and we will work on an option for you. And YES, more than one of you can pick the same thing
So without further ado, here we go:
Outline of below information
Autonomics – Creation of Mechanical “life”
Demolitionist – Well, pretty self-explanatory
Medicinal Artist – Help with healing
Battleforge Smith – For those who wish to make special armor
3rd level – Dragon Bond – You gain a Dragon Bondmate with the color of the dragon at the DMs discretion. You and your dragon are now irrevocably linked. You are unable to bond with any other dragon from that moment forward and the death of you or your dragon mate will possibly push you toward madness. The DM can choose to roll up to three items from the madness tables in the DMG in this event. If the dragon survives, it goes into a blood frenzy until restrained by other dragons or the cause of the mate’s death is avenged.
You are able to share thoughts at will, or keep thoughts private with practice. The personality and play of the Dragon is at the DMs discretion as well. If you do not already know draconic, you instantly gain a knowledge of draconic.
As long as you are on the same plane as your dragon, you have advantage on all history checks made on topics that involve dragons.
Also, if you are on the same plane as your mate, you can always sense the direction to your bondmate. If you are on different planes, you can only sense that your bondmate lives.
4th level – Draconic Toughness – Your bond with your dragon has infused you with the toughness of draconic kind. You now have the “Tough” feat. You may not take this feat again.
5th level – Draconic Mount – By 5th level, your young dragon is now large enough to carry one medium or two small creatures. You also gain the benefits of the “Mounted Combat” feat. When mounted, you have a move and fly speed and can hover and your AC is yours or your dragon’s whichever is higher. When not mounted, you can use your bonus action to request your dragon move up to half its speed.
6th level – Draconic Action – by 6th level, your bond with your dragon and its maturity allow it to attack. Your dragon can use your action to use its breath weapon, or multi-attack per the DM provided stat sheet.
8th level – Draconic Growth – Your dragon is now considered a young adult dragon.
9th level – Breath Weapon Recharge – Your Dragon’s Breath Weapon now recharges on a 6 or higher on a d8
11th level – Draconic Action – Your familiarity with your mate has improved. Now your dragon can act on your bonus action rather than your action, also your dragon can now move on your turn as free acton up to half its speed
More to come
This science trespasses in domains normally reserved for the gods—the creation of life, or at least pseudo-life. Heroes who study this science gain servants who can be of great assistance in their other endeavors, but they also run the risk of their servants’ potential treachery or failure.
At 4th level, on choosing this path, you construct a mechanical homunculus to act as your servant, and it begins to grow in power as you do. Add your proficiency bonus to its AC, attack rolls, and damage rolls. Its hit point maximum equals half of your own, and it possesses hit dice equal to half of your own. Its alignment is the same as yours. The homunculus also gains the ability to speak any languages you do, though its Telepathic Bond can still only communicate senses and emotions.
The construct obeys your commands as best as it can. It takes its turn on your initiative, but it doesn’t take an action unless you command it to. On your turn, you can mentally command the construct where to move (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Alternatively, instead of requiring an action to command it, you may command your homunculus to perform a certain basic task, “defend this room; attack this creature…” as a bonus action. Your homunculus performs this task without further action required from you until the task is complete, whereupon you must command it as a bonus action again. The instructions must be simple and complete in one sentence of five words or less.
As its creator, you can use your action to attempt to fix a damaged construct. You can make a Mechanics check as your action to return any number of HP to your construct up to one half its total HP. The DC is set by the DM based on the situation. Others can make the same check on your behalf, but do so at disadvantage.
If your construct is destroyed, you may create another one by spending 10 downtime days working with your alchemical supplies. If you die, your homunculus becomes inert machinery and must be re-created if you are raised or resurrected.
Discoveries of Creation
At 6th and 10th levels, your studies of the Science of Creation allow you to discover a new secret that can enhance and augment your creations. You can also select one of these discoveries.
Repair Unliving Flesh. You can cast cure wounds in a way that affects constructs and the undead. This does not use a spell slot. You regain this ability after a short rest
Disguised Construct. Your homunculus can, in response to your mental command, shed its wings and grow to Small size, causing it to appear as a short but unremarkable member of your party. Its statistics otherwise remain the same
Independent Construct. Your homunculus gains the ability to take the Attack, Dash, Disengage, Dodge, or Help action on your turn without your mental prompting, allowing you to take an action on your own turn while it does so.
Spellbound Construct. Whenever you are the target of a spell that would normally affect you as the target, you can choose to have it affect your construct instead (as long as the spell can affect your construct) regardless of the distance between the two of you, as long as you are on the same plane.
All experimentation with constructs has led to this. At 14th level, you are able to create a greater homunculus, a mechanical construct with the statistics of a flesh golem, without needing to use a manual
of golems. Furthermore, through the use of an alchemical process, you are able to grant your creation a mind beyond that of a regular flesh golem. However, this requires a special material component which your supplies cannot replace, but which has no set price: the preserved brain of a recently deceased sentient humanoid race with your same alignment.
The greater homunculus gains Intelligence and Charisma scores of 10, can speak any languages you do, and adds your proficiency bonus to its attack rolls, saving throws, and damage rolls. It gains a Hit Die every time you do. Its alignment is the same as yours, but may shift depending on how you treat it.
In combat, the greater homunculus takes its turn on your initiative but doesn’t take an action unless you command it to. On your turn, you can mentally command the construct where to move (no action required by you), and you can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
You cannot have a greater homunculus and a standard homunculus at the same time. Some builders incorporate their first construct into their ultimate one, while others simply
allow it to cease functioning. If your greater homunculus is destroyed, you may create another one by spending 80 downtime days working with your supplies and acquiring another preserved brain. If you die, your construct becomes free-willed and can never be controlled by you again, even if you are raised or resurrected.
More to Come
While the techniques of destruction are most useful for doing injury to one’s opponents, they can nonetheless be used in ways that don’t involve hurting anyone, probably. Explosions can really solve far more problems than they will ever create. You gain Bomb Making Slots per the table below
At 4th level, on choosing this path, you gain the ability to quickly assemble and throw explosive weapons that do various sorts of damage to your targets. Throwing a bomb is a ranged weapon attack with a range of 20/60. You are proficient with bombs that you throw.
To create a bomb, you must expend a bomb making slot as a bonus action. A 1st-level bomb making slot produces a bomb that does 3d8+your level of acid, fire, lightning or thunder damage (as chosen by you). The damage increases by 2d8 per bomb making slot above the 1st.
Discoveries of Demolition
At 6th and 10th levels, your studies allow you to discover secrets which can enhance and augment your bombs. You select one of these discoveries at 6th and 10th level. You cannot apply multiple discoveries to a single bomb.
Burst Bomb. Instead of acting as a ranged attack, you can cause your bombs to do their damage to all within a 20-foot radius within 60 feet of you. Those in that area make a Dexterity saving throw, taking half damage on a successful save.
Delay Bomb. Instead of immediately affecting the target, you can cause the bomb to explode on your turn in a later round, up to 10 rounds later.
Snare Bomb. Instead of doing damage, you can cause your bomb to force the target to make a Strength saving throw or be restrained until it is freed by another character using their action to free it, or until it succeeds in a Strength check. A snare bomb does not affect formless creatures, or those capable of incorporeal movement.
In the end, your studies lead to the perfection of destruction. Starting at 14th level, you
gain the ability to create the ultimate explosive. This bomb deals 12d6 + (your level + your proficiency bonus) damage, split between two of the damage types of your standard bombs; half of the bomb’s damage is of one type, half is of the other type. Creation of the Emperor Bomb requires expending one bomb making slot and spending a full turn doing nothing but creating the device. Any damage taken while creating the bomb will require a concentration saving throw using your choice of either Intelligence, Wisdom, Charisma, or Dexterity as your modifier. The DC will otherwise follow all other requirements for a concentration check. Finally, you can use any number of bomb-related discoveries you possess on the Emperor Bomb, unless one discovery contradicts another. Due to its size and volatility, you can only carry one Emperor bomb at a time. After creating an Emperor Bomb, you cannot create another until you complete a short rest.
More to Come
While many of the discoveries in the field of alchemical medicine have passed into the general knowledge of modern healers, others are still kept secret and sacred by those who focus on the healing arts.
Starting at 4th level, your abilities to use medicine improve dramatically. Whenever you use a spell to restore hit points to a creature, the creature regains additional hit points equal to 10 + the spell’s level.
Discoveries of Regeneration
At 6th and 10th levels, your studies of the science of regeneration discover secrets that improve your ability to heal. You can also select one of these discoveries instead of a regular discovery at any appropriate alchemist level.
Fortify Patient: You can spend 10 minutes advising another creature on better habits for healthy living. Afterwards, the creature can use a bonus action to regain 1d6 hit points. The creature cannot benefit from this discovery again before taking a short or a long rest.
Medical Miracle: You can cast raise dead once per day without expending a spell slot.
Preservation: You can cast gentle repose once per day without expending a spell slot
Panacea: You can cast greater restoration once per day without expending a spell slot
At 11th level your extended discoveries become second nature to you. You can now cast them once between short rests
At 14th level, you have truly mastered and internalized the secrets of life and death. When you die, 1 minute later your corpse is immediately the target of a resurrection spell that requires no material component. You must complete a long rest before you can use this feature again.
You can also extend this ability to others, temporarily forsaking your ability to resurrect yourself for the ability to cast raise dead without a material component or using a spell slot. Again, you can only use this feature this once before taking a long rest, and remain dead if you die before doing so.
More to come
The battleforge smiths are experts of armor crafting. The quality of a suit of armor makes the difference in many battles, so the maker of the armor has the lives of combatants in his hands even before a war begins. With the magic that they wield, battleforge smiths can produce the finest suits of armor that not only protect their wearers but also serve as formidable weapons of war. Every battleforge smith will eventually begin work on his own designs for personal suits of armor, specially attuned to the magical energies that he wields. Over the course of his career, the battleforge smith will make improvements to the armors’ magic to such a degree that he feels virtually invincible inside of it.
Battleforge smiths are in demand practically everywhere in the civilized world. Their designs and craftwork for protective wear are coveted by soldiers and adventurers alike. When a battleforge smith’s personal armor has been enhanced strongly, they are often called upon to serve as armored defenders in times of war.
At 4th level, you gain proficiency with medium and heavy armors.
At 4th level, you can enhance a suit of non-magical medium or heavy armor by applying special glyphs to it, turning it into “rune armor”. While you are wearing the rune armor, you gain a +1 bonus to AC, stacking with whatever bonus the armor may already grant. With this feature, the rune armor is treated as magic armor for the purpose of interaction with effects. In addition, 1 + your Intelligence modifier (minimum 1) times per day, you can take a bonus action to gain resistance to your choice of any one of the following damage types (chosen when activating this ability): acid, cold, fire, force, lightning, necrotic, radiant, or thunder.. The effect lasts until the end of your next turn. Only you can use the benefits of the rune armor feature. Only one rune armor treated by you with this class feature can be active at any given time. To gain the benefits of the armor, you must attune to it as a magic item.
Cleric’s Option when choosing this class, you may choose to replace the option to gain resistance to gain the following feature: Your healing spells are more potent while wearing your rune armor. Your healing spells grant an additional 10+ the spells level hit points
It takes three days to enhance a different suit of armor with your Rune Armor feature. This requires a set of smith’s tools.
At 6th, 10th, 14th, and 18th levels, you add another effect to your Rune Armor feature, chosen from the following list. Each effect can only be added once unless otherwise stated in the effect description.
Alacrity: Your rune armor adds 10 feet to your movement speed, and gives you Advantage on Strength (Athletics) checks made to jump.
Counter Surge: Choose any one of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. If you receive a hit from a melee weapon attack, the rune armor deals 1d4 damage of the chosen type to the attacker. This effect can be taken more than once for the Suit Upgrade feature.
Enduring Resistance: Choose any two of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. Your rune armor passively applies these resistances. This effect can be taken more than once for the Suit Upgrade feature.
Fortification: When you activate your rune armor’s ability to gain resistance, all critical hits made against you become normal hits until the end of your next turn. In addition, you can take a reaction to activate your rune armor’s ability to gain resistance when a critical hit is scored against you. This resistance can only be activated once per encounter
Stabilization: Your rune armor gives you Advantage on Dexterity (Acrobatics) checks made to balance, and saving throws made against forced movement. While in your rune armor, you lose only 5 feet from movement speed when you stand up from a prone position.
Stealth: Your rune armor removes any Disadvantage you would normally have to Stealth checks due to wearing certain types of medium or heavy armor.
Teleportation: Once per hour, your rune armor allows you spend 20 feet of movement to teleport up to 5 feet times your spell casting modifier (minimum 10 feet). You can take up to 100 lb. times your level with you.
Vitality: When you activate your rune armor’s ability to gain resistance, you regain hit points equal to your level + your spell casting modifier(Minimum 1) and gain Advantage on saving throws against poisons until the end of your next turn. Cleric’s Option If you chose the Cleric’s Option feature rather than resistance you gain the ability to cast Cure Wounds at 3rd level without using a spell slot.
War Chest: Your rune armor has been magically altered to store up to 1 + your Intelligence modifier (minimum 1) wieldable weapons or other objects weighing no more than 10 lb. each. The items are stored in a pocket dimension space that can be accessed by your rune armor’s magic. You can summon or return these items as a bonus action, having them appear or disappear in your hands. At least one hand must be free to use this ability. This effect can be taken more than once for the Suit Upgrade feature, adding more to the maximum number of stored items.
Recuperative Rest: When taking a short rest, any allies within 30 feet gain an additional 1d10 hit points when spending a hit die
Restoration: You gain the ability to cast Greater Restoration once per day without expending a spell slot
Regeneration: You gain the ability to empower your allies. Once per day, you enable allies within 20 feet to spend hit dice as if they were taking a short rest. They also add your spell casting modifier to each die roll along with their CON modifier.Once the encounter is over, all allies touched by this magic suffer one level of exhaustion. Once affected by this spell, the ally cannot be healed using this method again for 10 days or suffer 3 levels of exhaustion after the encounter is completed
More to Come