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Moke's Random Subclasses Playtest Guide

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0% found this document useful (0 votes)
32 views3 pages

Moke's Random Subclasses Playtest Guide

Uploaded by

Bon
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Moke's Random Subclasses 2

Moke's Random Subclasses- Rogue,


Wizard, Toon
This is Unofficial Playtest Content Starting at 13th level, when you use your Swipe Treasure
feature, instead of forgoing half your Sneak Attack's damage,
This content and artwork is unofficial playtest content
you can forgo all of the damage. When you do this and
created by MommyMoke intended to be distributed for successfully steal your target item, you may choose for one of
free. It is not officially part of the game and is not permi ed the following effects to occur. Alternatively, if the creature does
in D&D Adventurers League events. Please ask your DM for not have an item to steal, you may simply forgo half of your
Sneak Attack damage instead and use one of the following
permission before a emp ng to use this content.
effects provided the creature fails the Sleight of Hand contest.

Roguish Archetype - The creature falls prone.


If the item stolen was a weapon, you may make an attack
Archaeologist with the weapon as a bonus action. Attacks made this way
have the reach property if stolen using a whip.
Archaeologists live to discover the ancient secrets hidden in
For the remainder of this turn, you can move through
historical places to either learn off them or pro it off them.
occupied creature's spaces and creature's cannot perform
These archaeologists travel can travel the world to go where no
attacks of opportunity against you. You cannot end your
man dares to tread either in the name of discovery or in the
turn in a space occupied by a creature.
name of pro it.
Ultimate Explorer
An Eye For Relics Starting at 17th level, you automatically succeed on saving
Starting at 3rd level, you have advantage on Intelligence
throws against traps, magical or otherwise. Additionally, when
(History) checks made to determine the historical origin or any
rolling skill checks to spot magical or non-magical hidden
historical facts about an object you are currently holding, as
passages, doors, trapdoors, chests, containers, or items, you
well as determining it's inancial worth.
may treat rolls lower than 10 as an 11.

Swipe Treasure
Starting at 3rd level, when you use your Sneak Attack feature Wizard Tradition - Demonology
against a creature while you are within 5ft of that creature, you Demonologists are wizards that live their lives studying the
may forgo half the sneak attack damage to force that creature to hells and the abyss. They use their knowledge of religion and
roll a Dexterity (Sleight of Hand) or Strength (Athletics) check magic to ind out how best to deal with these devilish creatures.
against your own Dexterity (Sleight of Hand) check. If you
succeed this contest, you may steal one item the creature has Religious Study
on their person or is currently holding. Starting at 2nd level, you learn one cantrip from the Cleric spell
If you attack the target creature using a whip, you may use list and when you level up, you may choose one spell from the
this feature while the creature is within range of the whip's Cleric spell list to learn.
reach.
Celestial Circle
Sharp Like a Whip Starting at 2nd level, as a bonus action, you may summon a
Starting at 3rd level, you gain pro iciency with whips. While you circle with arcane and celestial properties in a 5ft space you can
are wielding a whip, as an action, you may target a small or tiny see within 30ft of you. Fiend type creatures cannot enter this
object within the whip's reach and pull it towards you, either space and iend type creatures have disadvantage on attacks
having it land 5ft in front of you or in your hand. made against a creature standing in this circle. This circle
cannot be summoned in the same space as a iend type
Discover Relic creature.
Starting at 9th level, you gain one of the following magic items. While a friendly creature is standing in this circle, they gain
This magic item does not count against your number of magic the following bene its.
items you have attuned to you and you are the only creature
than can attune to this item or use it. Their attacks or spells deal radiant instead of their regular
Elven Chain, Ring of Animal In luence, Ring of X-Ray Vision, damage type.
Wand of Enemy Detection, Chime of Opening, Figurine of They gain temporary hit points equal to your Wizard level if
Wonderous Power (Ebony Fly), Folding Boat, Ring of Jumping, they end their turn in the circle. These temporary hit points
Ring of Water Walking, Wand of Secrets go away if they leave the circle.
If this item were to be destroyed, you may spend a long rest You may cast spells through a friendly creature standing in
going on an expedition to discover a new one. this circle as if the spell were cast by you.

This circle lasts for 1 minute or until you create another one.
Indie Maneuver You may use this feature a number of times equal to your
Intelligence modi ier per long rest.
2
Infernal Contract Stealing the Spotlight
Starting at 6th level, you add the Summon Lesser Demons spell You feel the need to be star of literally every situation
to your spellbook if you did not know it already and you do not regardless of whether or not it involves you.
need to prepare it. When you cast the spell, the demons Starting at 7th level, when you roll initiative, the irst hostile
summoned are not hostile towards you or any allied creatures creature above you in the initiative order is forced below you.
so long as you maintain concentration on the spell. This feature occurs before your Tragic Backstory feature.
Starting at 7th level, you learn the Summon Greater Demon
spell and you do not need to prepare it. When you cast it, the Literally Cheating
demon always has disadvantage on it's Charisma saving throws Starting at 15th level, you cannot help but to change your stats
to break your control. in the middle of the game. When you inish a long rest, you may
do one of the following things
Empowered Celestial Circle Increase your AC by 2
Starting at 10th level, when you or an allied creature deals
Increase one of your Ability Scores by 2 to a maximum of 20
radiant damage using your Celestial Circle feature, that creature
Add +2 to your initiative rolls
adds your Intelligence modi ier to one of the creatures taking
Deal 1d6 additional slashing damage when you hit a
the radiant damage.
creature with a weapon attack or a gag.
Righteous Arcane Your chosen effect lasts until you inish another long rest.
Starting at 14th level, as an action, you may summon a
personalized Celestial Circle. This Celestial Circle does not Final Move
cause any current Celestial Circles you have currently Starting at 20th level, you get to perform your super special
summoned to vanish. edgy move. As an action, target a space you can see within 60ft.
This circle lasts for 1 minute and follows you as you move. You quickly teleport to that space, creating a line of edgyness
When a creature deals damage to you with a melee attack while between your current space and the target space. Each creature
this circle is active, you may use your reaction to deal 2d6 in that line must succeed a Dexterity saving throw against your
radiant damage to the creature. Gag Save DC or take 10d6 slashing damage on a failed save or
Once you use this feature, you cannot use it again until you half as much on a successful save.
inish a long rest. You must inish a long rest before using this feature again.

New Gags
Toonish Trope - Edgelord When selecting gags for the Edgelord, you have two new
Edgelords are particularly annoying toons that are often options.
confusing to pin down. Sometimes they see themselves as the
hero, the villain, both, or neither, but they are always Corner Eyes
uninteresting or painfully uncreative. This painful uncreativity Prerequisite: 3rd level, Edgelord Toonish Trope
can cause physical harm to those around them if applied to the You spend so much time brooding in the shadows and in the
concept of toons. Luckily for you, and very unluckily for those corners of pubs that your eyes have adjusted. You gain 60ft of
who you choose to hang around despite acting like you never darkvision or 120ft of darkvision if you already had darkvision.
want to be there, abusing this concept is just what you'll
do...whether they want you to or not. Teleports Behind You
Prerequisite: 10th level, Edgelord Toonish Trope
New Toon Figh ng Style - Switching the Sheets As a bonus action, you may spend three Slapstick Die to
When you select a Toon Fighting Style, you may select this style teleport to a space within 5ft of a target creature.
as a new option.

After you roll initiative, you may either choose to re-roll your How to Play the Edgelord
initiative, or force a creature you can see within 60ft to re-roll The Edgelord is a playtest subclass for my homebrew
theirs. class known as the Toon, which you can download for
free from this DMsGuild Link.
Tragic Backstory The Toon Class
Starting at 3rd level, you have an overwhelming angst from
your tragic backstory, and the sheer uncreativity causes
physical harm to those around you. When you roll initiative,
you may target a hostile creature that rolled lower than you,
that creature must succeed a Wisdom saving throw against
your Gag Save DC.
On a failed save, expend a number of Slapstick Die equal to
your pro iciency modi ier, roll them, and deal psychic damage
equal to the amount rolled to the hostile creature.
If you selected the Switching the Sheets toon ighting style,
you may determine the outcome of this feature after
determining the outcome of the the Switching the Sheets toon
ighting style.

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