File information

Last updated

Original upload

Created by

Backburner26

Uploaded by

Backburner26

Virus scan

Safe to use

About this mod

This mod adds 3 new custom subclasses based on 3 subclasses I wrote for 5e. These 3 new subclasses are the Psychopath, Combat Medic and Artful Dodger. Each subclass is intended to work up to level 12 as per the base game's mechanics.

Requirements
Permissions and credits
Translations
  • Portuguese
  • Mandarin
  • Italian
Changelogs


This mod adds 3 new custom subclasses based on 3 subclasses I wrote for 5e. These 3 new subclasses are the Psychopath, a melee bludgeoning weapon focussed subclass with some battlefield control aspects; the Combat Medic, a healing focussed subclass for those who want the utility of life domain without needing to dip into cleric and the Artful Dodger, a dex based fighter with the flavour of monk and rogue sprinkled in who benefits from dodging attacks thrown their way.


Subclass Breakdowns:

The Psychopath:
A Psychopath doesn't really have much formal training in fighting and is more powered through pure animalistic and guttural instinct. They don't really hold back when taking down an opponent.
Level 3: Overkill
Melee weapons that deal Bludgeoning Damage double your Proficiency Modifier to your Attack Rolls and you also deal extra damage equal to your Strength Modifier with said weapons.
(Now there is an option to choose between Bludgeoning, Slashing and Piercing weapons.)

You also gain Tasha's Hideous Laughter that you cast as a bonus action once per combat.
Level 7: Fearful Strike
When you drop a creature's Hit Points to 0, you can force all creatures that can see you to make a Wisdom Saving Throw. On a fail they are Frightened of you for 2 turns.
The Wisdom saving throw is done as a separate ability that is activated after a kill.
Level 10: Murder In The Eyes
When you attack a Frightened creature, your Attacks Roll is made at an Advantage and on a hit you deal extra damage equal to your Fighter Level.

The Combat Medic:
Getting into the thick of the fight and having allies fall is a common occurrence for most adventuring parties. Combat Medics however are Fighters that have learned how to use a combination of Medicinal training and tutoring from Clerics and Paladins to be effective contributors to their allies.
Level 3: Medical Training
You learn the following spells and all these spells are cast as a Bonus Action:
Cure Wounds, False Life and Goodberry
You also gain Proficiency in the Medicine Skill. Your Spell Slots work like the Warlock's in terms of mechanics and the amount of Spell Slots you have is Half your Fighter Level.
Level 3: Quickened Healing
You can use your Second Wind to heal other creatures an amount of times equal to your Proficiency Bonus (Due to how I was able to code it, I manually added the resource slots at the fighter levels in the subclass itself because I couldn't figure out how to make a resource track based on a variable.)
Level 7: Fortified Aid
Whenever you Stabilize or Heal a creature, that creature gains an amount of Temporary Hit Points equal to your Fighter Level + your Constitution Modifier.
You also learn the Healing Word Spell.
Level 10: Compounded Healer
Your healing abilities now also heal an extra amount of hit points equal to half your Fighter level when used.
You also learn the Revivify Spell.

The Artful Dodger:
While Fighters are all about getting in and dealing damage, some prefer to take a more dexterous route using their wits and their movement to stay out of the way.
Level 3: Dodge Token
You get 2 Dodge Tokens to start off with and gain an extra 2 Dodge Tokens each time you get a new Martial Archetype Feature. Your Dodge Tokens refill on a Short Rest and when an enemy attacks you, you can spend a Dodge Token and your Reaction to cast the spell Shield for that instance. You also gain the Dodge or Disengage actions as a Bonus Action as well.
Level 3: Parkour
You get 10ft. of extra Movement Speed and your Jump Distance is increased by 5ft.
Level 7: Twitch Mode
You can spend an action to activate twitch Mode for 10 turns, each time you get hit with an attack while in Twitch Mode you gain a +1 bonus to your Armor Class. After 10 turns Twitch Mode ends and all the bonus Armor Class is removed. You can use this Feature once per Short Rest.
Level 10: Agility Shield
Each time an enemy misses an attack against you while in Twitch Mode, You heal Hit Points equal to 1d8 + your Dexterity modifier.


The Spellsave DC's for the Combat Medic and Psychopath both use Constitution.

For Instillation, use BG3 Mod manger