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#subclasstember 2023
ostreaacademy · 9 months
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Hello all and welcome to Subclass September! Or Subtember, Subclasstember, anything you'd like to call it!
As explained in my most recent post, for the next 31 days I'll be creating and posting a different subclass for D&D 5e, with each inspired by a different prompt! I have my own that I'll be following (also posted recently on my blog), but @homebrew-a-la-traumaverse also made a very lovely one to check out!
For today's subclass, I've made the Oath Of The Sunrise paladin, following the prompt "Sun"! It's a hybrid subclass focused around maintaining hope throughout any periods of doubt and escorting society through whatever dark ages may arise. A few of the more video game-oriented people may be able to pinpoint my source of inspiration, but I also think it does a really good of standing with its own identity!
I can't wait to browse the Subclass September tags to see what everyone else made, and I'll see everyone here tomorrow!
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unkownknowledge · 9 months
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Wind Up Heart
Subclass made for Subclasstember 2023, using both lists I've reblogged
You were born without a heart, unable to live without aid. To save you your parents made a deal with a witch to give you a heart of clockwork, one that can keep you alive forever-so long as you remember to wind it.
Those that harness the power of the Wind Up Heart for their own magic can become very powerful sorcerers, making their spells more powerful by winding up their heart more than necessary. However, to truly get the most out of their power, they must spend a lot of time doing this.
Clockwork Heart
1st level
Your heart is artificial, requiring it to be wound up every day to stay alive. However, it is not only a source of magical power, but the heart also prevent non magical aging.
Wind Up
1st level
As an action you may choose a spell that uses dice for its effect, damage, or healing to cast, then declare a number of turns up to your sorcerer level. For the amount of turns chosen you are unable to cast spells and are considered concentrating on the chosen spell, but on the turn after the last one you will cast it adding a number of dice(size dependant on the spell)equal to the levels spent charging.
If you lose concentration, the wind up is disrupted and the spell slot is wasted.
Quick Charge
6th level
By using sorcery you may increase your wind up speed, although the immediate cost is greater. By spending 2 sorcery points you may quickly wind up your heart as a bonus action, adding 2 dice to any spell you cast this turn.
Quick Time
14th level
Tactical thinking requires a keen eye, and a keen eye allows for quick movements. When using Wind Up, you may tale the dodge action as a bonus action.
Overclock
18th level
Sometimes you have to throw caution to the wind, and deliver a decisive blow in the form of two strikes rather than one. Once per long rest when you use wind up, you may spend 4 sorcery points to cast two spells of the same level, but can only charge them for half the time.
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ostreaacademy · 9 months
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Day Two! The prompt being "Mushroom"!
Much unlike yesterday I knew exactly what I wanted the mechanical identity of today's subclass to be as soon as I had the idea. Last month I started working on a small personal project (that unfortunately didn't get far), and this was one of the top contenders for a subclass relating to it. I've been keeping the concept in my back pocket ever since, and this was the perfect opportunity to pull it out!
Yesterday and today are full of marvelous subclasses from the prompt lists of myself and Nines, I am very excited to see what comes out of Day Three!
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