Here are the alternatives to classes. They include 2 types. Transformations and Half Classes.
Half Classes are class that only level to 10 or fewer. They are slightly stronger and scale quicker than normal classes but do not reach higher level powers like full classes would. They are designed to be better or alternatives to multiclassing with a full class. They are not intended to start in but could be a way to start, they do have stat requirements.
Currently there is:
Perfect Shape-changer: A 10 level class with shapeshifting capabilities. This is also a class/race combo as it requires on to be a changeling.
Forge Figher: A 10 level martial class with access to "Upgrading Weapons".
The simplest of the half classes this class takes 9 levels of fighter with the corresponding features but no subclass features. Instead you gain access to the following:
At level 3. Forge Focus. Gain access to "Upgrading Weapons" and a resource allowing you to forge with great skill and no difficulties. Gain expertise with smith tools. This resource is 5 x your level.
At level 7. Weapon Forge. You can create weapon parts using 75 silver worth of scrap metal over the course of an hour. Weapon parts sell for 1 gold.
At level 10. Master Forge Fighter. Upgrading weapon level requirements costs half as much.
This class requires the character to be a changeling and have an intelligence of 13 or higher.
This 10 level class gains the following:
Hit Points
Hit Dice: 1d10
Hit Points at first level: 6 + your constitution modifier.
Hit Points: 1d10 + your constitution modifier
Proficiencies
Weapons: Simple
Skills: Deception, History, Stealth, and 1 other of your choice
No other proficiencies or equipment is gained with this class.
You gain +1 to your proficiency bonus every 2 levels and may increase an ability score by 1 every 3 levels. You may increase any ability score 1 additional time at level 10.
Perfect Shapeshifter.
The sole talent of perfect shape changer is not being limited to what they can become. This often leaves them to be more arrogant and charismatic than typical changelings.
In addition to using your shape change to appear and sound different you may attempt to shape change into almost any creature you have recorded in your mind. (i.e. have encountered)
When shape changing you may turn in any creature with a CR 1/8th your total levels.
At level 2 the CR cap is 1/4th total levels.
At level 4 the CR cap is 1/2th total levels.
At level 8 the CR cap is equal to your level.
At level 10, you may also use any features while shape changed.
Transformations are where a PC or NPC would transform into a new creature partially or entirely. An example is the lycanthrope. There are 2 types of transformations.
A full transformation is where a character would sacrifice the levels they have into their current class and become an entirely new creature. Some retaining features and some do not.
A partial transformation is where parts of a character's body would change altering their appearance and capabilities or they are transformed into a new creature under certain conditions.
Both have large effects on how a character interacts with others and lives on. Full transformations are very encompassed and not always a pleasant thing in games so most of our creations are partial transformations.
Civilians can recognize indicators of transformations and partial transformations if they pass a DC 16 perceptions check followed by a DC 14 history check.
In addition to the listed transformations here, there are two others we currently have available on the site. The first being the Trucullence which is an aberrant hungry ghoul and the second being the Kosma cursed that can be found under the Banx resource set.
Is a lycanthropy that may result in a crazed wolf, bear, or snake.
The ragnos are people who have been cursed to destroy the world by one means or another and their soul has taken to the curse.
At transformation level 1 you gain the following
Ragnos Claws: You hand become like brimstone and red with destruction for the end. Unarmed strikes now deal 1d8 slashing + 1d8 fire + strength.
Ragnos Mind: You gain 2 strength, 1 constitution, and lose 1 wisdom and intelligence.
Hunt to end them: When creatures or objects are near death or destroyed within 5 ft. of you, you feel the urge to end it for them.
At transformation level 2 you gain the following
Hell-stone pelt: You body now tinted red with the end of times. You gain resistance to all non magical physical damage. Your unarmored AC is now equal to 10 + half your constitution score.
Hunter of the End: You gain a liking and enjoyment for destruction. When events that would destroy many things occur you find it extremely hard and nigh impossible to fight the urge to go with it.
At transformation level 3 you gain access to one of the following ragnos forms:
Form of Fenrir: Take the form of a wolf that is made of hellfire and brimstone. When doing so you walking speed is 60, jump height is doubled, and may make 3 unarmed attacks per attack action (2 unarmed strikes and a bite).
Form of Jormungundr: Take the form of a large sized serpent of fire. When doing so you have a speed of 45 and a swimming speed of 90. You may only make 1 bite attack per attack action.
Form of Bearus: You gain 30 temporary hit points and have advantage on strength saves. You may also make 2 unarmed attacks and a bite each attack action.
*All forms can understand other ragnos and animals when speaking but have disadvantage on understanding other creatures. These forms can only make unarmed strikes and must concentrate to use spells. To cast a spell, you must pass a disadvantaged wisdom save of 15 + your wisdom modifier.
*Ragnos Bite: May a unarmed attack against a target dealing 1d8 piercing + 1d8 fire + strength, if it hits it will subject them to a dex. save of 14 to move out of your jaw. Otherwise they are grappled on the strike. If you have a target grappled by bite you may not bite other targets but may bite into the grappled target. When doing so roll the damage and allowing them to make another save to escape the grapple.
At transformation level 4 you gain access to the following
Destructive Rage: When you are reduced to 1 hitpoint you may roll your total hit dice and regain that health, standing back up if you choose. When doing so you are embracing your inner destructive wrath and take your ragnos form. This form will last until you are healed by a greater restoration.
Surtan Protection: You hit 2 hit points for every character level and resistance to fire damage.
Frayed Savagery: You are immune to being frightened by have disadvantage or remember what happened when in your ragnos form.
TO BECOME you must consume the spinal fluid of one of the special titans created by Eldius or the spinal fluid from a lord of hell. Alternatively you may consume another shifter.
As a Titan Spine Human, you are capable of using your titan blood to regenerate and make superhuman feats. To do so you must use Blood points. Your total blood points are equal to your proficiency modifier + 2. When using your blood points you can do one of the following or use the titan shifting feature:
- Titan Regeneration: As a bonus action, expend one of your blood points and regain hit-points equal to your hit dice + your constitution modifier. If you are missing a limb or appendices, roll a constitution save and upon a 20 - your constitution modifier, you may regain the limb.
- Titan Strength: As a bonus action, you may expend one blood point to gain advantage and your proficiency modifier on any strength check by pushing your body past its normal limits.
- Your life span is almost increased 10 fold once consuming the demon as well.
As a titan spine human, you are capable of using your blood points to shift into a titan. To do so take a bonus action and spill your titan blood to exposed air. This costs 1/2 of your total blood points. When you become a titan you gain the following features for 5 minutes or until you decide to release yourself from the transformation:
- In transforming you create a flash of light and loud boom both perceivable within 300 ft.
- You become a "huge" sized version of your human form standing at 18 feat tall and occupying a 10-10 ft. space.
- Strength is increased by 2 to a maximum of 22 and a minimum of 15. Additionally, Your modifier on strength based checks and saves is equal to 6 + your proficiency.
- You are resistant to non-magical piercing, slashing, and bludgeoning.
- If you are struck at the nape of the neck or are surrounded and attacked from behind, those attacks are critical.
- Your AC is equal to 11 + your constitution modifier.
- You are not able to use any magic, magical features, or any small medium or large weapons / equipment.
- Your basic strikes are replaced by a titan attack subjecting an opponent to a dexterity saving throw of your constitution save. Upon failure they will take 2d10 + strength (at level 14+ this is 4d10), upon success this damage is halved.
- You have disadvantage on all stealth checks
- Use combat features in titan form requires a simple intelligence save.
After coming out of your titan form you have exhaustion for 1 minute and can not be touched by others due to extreme heat and fatigue.
(It is not required but I have made it the case for balancing reasons take almost all features from classes will be lost while in titan form, excluding the fighter and rogue. The rogue only taking the extreme difficulty to use sneak features.)
Demonic Blood. Your now demonic blood being out of place permanently in your human body causes a few complications. You permanently have a -3 to constitution. Making you max 17 and largest modifier +3.
Dark Vision. As a human from the under common you have learned to see well with little light. You have 30 ft. deprovision.
Titans Change You. As you continue to use your demon blood you become more chaotic (every 40 shift one alignment closer to chaotic). You also gain a bloodlust to kill every day over time (125 after becoming chaotic). Every so often (~100 blood points) you have a growth of blood lust wishing to kill more and more frequently as you continue to use blood points.
Some do not grow to be chaotic and lustful, they learn of their dreadful nature and begin to seem cold and shattered according to many. Slowly growing a lawfulness and callous.
- Titan Hardening: As an action while in titan form, you may expend 2 blood points to turn your titan body into stone and remove your regular body from it.
- Blood Scream: As a bonus action and for 1 blood point, scream with the blood pushing from your body and spine. Make a performance roll and multiply the result by 5. Anything within the result in feat is subject to a wisdom saving throw of 10 + Constitution + 1 / 2 your proficiency. This save and the range of the scream is 1/2 if not in titan form. Upon success creatures are intimidated by you and upon failure they are feared.
- Jaw Strength: While in titan form you are not able to make regular attacks but you are able to use a jaw unique to your titan shift. You have the jaw attack a 10 ft. strength attack with a +7 to hit and deals 1d6 per your constitution modifier. (at max 5d6)
- Titan Striding: You have 1 additional blood point at max and an additional 20 ft. of movement speed. Additionally, you can not be hindered by difficult terrain or any environmental effects. The duration of a shift is doubled.
- Bone Shape: As a titan shifter, you are capable of creating weapons, pillars and small items using the bones of your titan shift. This titan shifter while in titan form retains proficiency in strength weapons. For a action and 1 blood point or 2 while in titan form: You are capable of creating any proficient melee weapon, a 10 ft. pillar, or a nonsense structure smaller than 5-5 once while doing so. Creations will dissolve after 24 hours.
- Barbed: Bone barbs protrude from your body dealing 1/2 damage back to any melee strikes not done with a weapon.
- Ice Shell: While in titan form or human form, use on blood point and a reaction to case yourself in ice and reduced any incoming damage by 1/2. This case of ice will last until the upkeep of your next turn.
One cursed the the binds of light and mirrors.
The Nerra are beings of light and reflection from the plane of mirrors. Portions of your body and parts of your heart become incase in mirrors that reflect any number of colors you choose that reflect your character.
At levels 1-5, you reflect color from your inside out or a color you can see. This can be used to create a dim light up to 20 ft. You are also plagued by a planar binding to the mirror plane and if you are ever banished that is where you will go. Additionally whenever you emit light it imposes disadvantage on stealth unless covered, you must also choose 1 hand that has the colored mirror effect on it.
At levels 6-10, you gain bright expedition and while concentrating, making a skill check, or casting by any means you emit a bright magical light within 20 ft.
Bright Expedition: Up to your wisdom modifier per turn, you may move your movement speed again and emit a bright light that makes you immune to opportunity attacks for the movement.
At levels 11-14, you gain access to the features light strike and beacon of darkness.
Light Strike: For a bonus action you may add light (1d6 radiant damage) to your spells when casting. This is doubled against fey, abyssal, and undead.
Beacon of Darkness: Those of darkness seek you out and are less keen on being kind to you. They wish to put out your light...
At levels 15-18, you gain access to the Aura of Burning Light and Mirror Pull
Aura of Burning Light: A 20 ft. bright magical light emits from you at all times. In this you have disadvantage on stealth at all times and critical hits are 19-20.
Mirror Pull: Any Nat. 1 take 1d6 true damage as you are pulled by the mirrors. If you roll a Nat. 1 while outside of the material planes you are pulled into the mirror plane.
At level 19-20, you may use the feature Fracture Mirror
Fracture Mirror: You may fracture a portion of your mirror and deal 2d12 true damage to yourself but may add 4d12 radiant damage to your next attack.