[Homebrew} 4e Invoker Subclasses

Post/Author/DateTimePost
#1

Chameleon-X

Oct 01, 2014 15:41:45

Domain of Malediction (Cleric)

Domain Spells

1st     Bane, Ray of Sickness

3rd     Blindness/Deafness, Ray of Enfeeblement

5th     Bestow Curse, Slow

7th     Blight, Confusion

9th     Contagion, Hold Monster

 

Evangelical Caster

You may use a staff or a rod as a spellcasting focus for Cleric spells. In addition, you no longer need to prepare spells each day. You may cast any spell you know spotaneouly, provided you have spell slots left to cast them. Your personal connection with your god has made you a direct conduit for his or her divine magic.

 

Armored by Faith

At 1st level, when you are wearing no armor and are not using a shield, your AC is equal to 10 + your dexterity modifier + your Charisma modifier. Your deep, personal connection with your god shelters you from harm.

 

Channel Divinity: Maledictor's Doom

At 2nd level you gain the ability to use your Channel Divinity to lay a divine curse on sinners. When you or an ally within 25 feet of you is hit by an enemy attack, you may use your reaction to impose disadvantage on that enemy's attack rolls until the end of its next turn, potentially causing the attack to miss. Once you use this feature, you may not do so again until you complete a short or long rest.

 

Shared Doom

Beginning at 6th level, you may sacrifice your own strength to ensure an enemy recieves divine retribution. When an enemy within 25 feet of you succeeds on a saving throw for a Cleric spell you cast, you may use your reaction to impose disadvantage on their saving throws until the end of your next turn, potentially causing the creature to fail it's saving throw. If the target now fails its saving throw, you share the effect of the attack (not including damage). For instance, if you used this feature with the Blindness spell, you would also be struck blind after the creature failed its save.

 

Potent Spellcasting

At 8th level you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

 

Sin Harvest

At 17th level you may sacrifice a portion of your vitality to see your enemy stricken with ill fortune. Whenever you cast a divine spell which requires the target to make a saving throw, you may take damage equal to 1/2 your level in order to impose disadvantage on all saving throws the target makes against that spell.

 

Domain of Wrath (Cleric)

Domain Spells

1st     Hellish Rebuke, Thunderwave

3rd     Scorching Ray, Shatter

5th     Call Lightning, Fireball

7th     Ice Storm, Wall of Fire

9th     Flame Strike, Insect Plague

 

Evangelical Caster

You may use a staff or a rod as a spellcasting focus for Cleric spells. In addition, you no longer need to prepare spells each day. You may cast any spell you know spontaneously, provided you have spell slots left to cast them. Your personal connection with your god has made you a direct conduit for his or her divine magic.

 

Armored by Faith

At 1st level, when you are wearing no armor and are not using a shield, your AC is equal to 10 + your dexterity modifier + your Charisma modifier. Your deep, personal connection with your god shelters you from harm.

 

Channel Divinity: Armor of Wrath

At level 2 you gain the ability to use Channel Divinity to rebuke those who would refuse penitence. When an enemy within 25 feet of you deals damage to you, you may use your reaction to push it up to 15 feet and deal damage to it equal to your Charisma modifier + 1/2 your Cleric level. If the target succeeds on a Strength saving throw, it takes half damage and is not pushed. Once you use this feature you may not do so again until you complete a short or long rest.

 

Wrath of God

Starting at 6th level, when you cast a Cleric spell which deals damage to multiple targets, you gain a cumulative +2 bonus to damage rolls for each creature that fails to save against it.

 

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric Cantrip.

 

Wages of Sin

At 17th level you may apply the benefit of your Potent Spellcasting feature to any Cleric spell you cast.

 

School of Restoration (Wizard)

 

Mystic Theurge

Beginning when you select this school at 2nd level, you gain the ability to learn and cast Cleric spells, and to copy such spells into your spellbook. At this level, and again at levels 6, 10, and 14, you may choose to learn your new spells for that level from the Cleric spell list instead of the Wizard spell list. All Cleric spells you copy into your spellbook are considered to be Wizard spells for you, and you can use Intelligence instead of Wisdom as your spellcasting ability for them.

 

Channel Divinity: Preserver's Rebuke

At 2nd level, you gain the ability to use Channel Divinity (as the Cleric feature). You gain the Cleric's Turn Undead power, as well as the Preserver's Rebuke Channel Divinity power. Whenever an enemy deals damage to an ally of yours within 25 feet, you may use your reaction to sear them with divine radiance. The target must succeed on a Dexterity saving throw or take radiant damage equal to your Intelligence modifier + 1/2 your level. Once you use this feature, you may not do so again until you complete a short or long rest.

 

Touch of Preservation

Starting at 6th level, whenever you cast a Wizard spell that deals damage, you may slide one creature within 25 feet of you up to 10 feet as part of the same action you use to cast the spell. You may slide the creature before or after the spell takes effect.

 

Potent Healer

Beginning at 10th level, when you cast a Wizard spell that grants a creature hit points and/or temporary hit points, you may increase the amount the spell grants by your Intelligence modifier.

 

Angelic Presence

At 14th level, your mystical power has grown so great that you exude the divine presence of a celestial being. While you are not wearing armor or using a shield, your body is suffused with divine radiance that fills all who seek to harm you with fear. Enemies have disadvantage on all attack rolls against you as long as you are at 50% of your maximum hit points or higher. In addition, while this effect is active, you have resistance to radiant and necrotic damage. Creatures immune to fear are not affected by this feature.

#2

spanglemaker

Oct 02, 2014 2:42:45

Both look super powered, but interesting. I may have missed it, but what are the balancing features for this?

 

no need to prepare cleric spells, as all are known- I take it the invoker is going to have a smaller spell list than the Cleric?

 

Wizard of Restoration, super powered Hawkbrother from the World of Velgarth, with its Herald Mages from Valdemar and gifted.

 

 

If my memory serves me correct, the Invoker was it's own Class, it was the Divine equivalent of a Sorcerer.

 

So I am guessing, that both Wrath and Malediction would be Invoker archetypes. I might have a play with this, also check some earlier edition stuff. 

 

As a separate class it would work, but not as a sub class of Cleric.

 

So D6 Hit Dice, Cleric Skill Proficiencies. Cantrips as a Warlock, Saves as a Cleric

 

Another possibility, Invoker as a Divine Warlock with Channel Divinity, maybe It's own Divine Invocations.

 

That could be interesting, : Touch of Purity ( at will Purify Food and Drink)?

 

 

 

#3

Strill

Oct 02, 2014 0:04:06

These seem like they would be more appropriate as a new class rather than cleric subclasses.

#4

Chameleon-X

Oct 02, 2014 5:11:02
I agree, but I was under the impression that WotC wasn't going to make a lot of new classes, and was in the habit of shoving 4e classes into pared-down subclasses; e.g. Avenger as Paladin, Warlord as Fighter/Bard, Warden as Paladin, etc. Personally, I'd make all of the 4e classes their own class except for Ardent, Seeker, and Runepriest. Ardent was decent, but it was unabashedly just a psionic Warlord, not a true Empath (which would likely be similar to a Psion), so I'd make it a subclass of either Warlord or Battlemind. Seeker is basically just a spellcasting Ranger in 4e, and the Runepriest is... well, the Runepriest is the living incarnation of mechanical disconnect... a divine scholar who explicitly gets their power from learning and inscribing sacred glyphs from the language of creation... yet it is a melee weapon heavy armor beatstick that uses Strength as it's primary ability... WHAT?
#5

Mechatarrasque

Oct 02, 2014 8:44:44

spanglemaker wrote:
#6

mellored

Oct 02, 2014 10:04:30

The sub-classes seem fine, but it would fit better under warlock (divine pact), or sorcerer (divine blood).

 

 

Divine Blood:

 

Level 1: 

Armor of Faith:

When not wearing armor or a shield, your AC is equal to 13+ your dexterity modifier.

 

Divine Spells:

You gain the extra following spells:  (insert cleric spells, like flamestrike).  These spells count as sorcerer spells, and count against your spells known.  You cannot retrain these spells.

 

New Spell: Rain of Blood (level 5)

1 action:

Range: 120'

Each living creature in a 40' wide 20' high cylinder makes a constituion saving throw.  If they fail they are vuleranble to peircing, bludgoning, and slashing damage until they take damage.

 

 

Level 6: Reuke

At level 6, gain the following abilities.  It takes 2 sorcery points to use them.

Rebuke Undead: You cast turn undead, as if you where a cleric of equal level to your sorcerer level.

Maladiction: When an enemy within 25' makes an attack, you can use your reaction to give it disvantage on that attack, potentially causing it to miss.

Wrath: When an enemy within 25' hits an ally, you can deal X damage to it and push it back 15'

 

 

Level 14:  Angelic Wings.  (Dragonic Wings).

 

Level 18: Wrath of God (Spell Bombardment).

#7

Mechatarrasque

Oct 02, 2014 12:59:00

mellored wrote: