Random classes
So fun fact: This week I had to defend my Final Thesis (Final Project? I'm not sure what the correct translation is here), and I am officially a Law graduate. It's been stressful: between the Thesis, having two jobs, a 2 months old kitty cat who only wants to run around and spread chaos and the heatwave I've had very little sleep. Now that it's over I hope I can post more regularly here. I also want to be more active in the GLOG Discord server: I've been begging for input to fall on my lap while ignoring that there was a place where I could just... ask.
So anyway: here are three random classes I started at one point or another, most likely while I was bored at work. ¿Are these any good? I dunno, but I'm ready to release them to the wild to focus on something diferent that I think shows actual promise.
As always thanks for reading an all comments are welcome: https://komments.cloud/1f2baf058fcdbc298da8be
Bastard with a Machete
A-Brutal, Cut along the line
B-Finisher
C-Sharp Parry, Cheaper than therapy
D-I don’t know why I’m like this
Brutal
While wield your machete (or hatchet, or hunting sword… any weapon that “hacks” rather than “slash), a d6 weapon, if you roll [template] or lower on a damage roll you may reroll it once and use the better result.
Cut along the line
When you critically hit an enemy or you reduce them to half HP or lower with your machete you may make them roll on the Death and Dismemberment chart. Remember to describe the gory details.
Finisher
You deal 1d4 extra damage to enemies you have already hit with your machete this combat. Up the size of the die for each hit after the first (1d4>1d6>1d8>1d10>1d12>1d20).
Sharp Parry
When you are hit by an adjacent enemy you have hit with your machete you may roll the corresponding Finisher die: you may reduce the damage you take AND inflict damage equal to the result.
If the attack was a critical hit you don’t get to reduce the damage but you always maximize the damage dealt to the enemy.
Cheaper than therapy
Whenever you hit an enemy with your machete you may roll a saving throw against an effect you’re suffering or a roll to get rid of a Fatal wound.
If you’re reduced to 0 hp or lower by an enemy you have hit with a machete this encounter you don’t fall unconscious, although you still have to roll on the Death and Dismemberment table.
I don’t know why I’m like this
At the start of the round, you may declare that you are going to act first that round, ignoring initiative. If you do the only actions you can take that round are to approach the nearest creature (your choice if tied) and attack them with your machete. If you drop a creature to 0 hp or lower, you get an extra turn.
Leader
A-Rally to Me!, Cooperative Soul
B-Formation!, The Power of Friendhip
C-Bulwark, I remembered I had a sword this whole time
D-We stand together
Rally to me!
Your allies have a +1 bonus to hit and AC as long as they can see you. This bonus goes away the moment you use an action in combat, but not if you sacrifice it. Additionally, the first turn of combat, you may do one of the following:
Sacrifice an action in order to allow an ally who can see you to perform an action during your turn
(Free action) Advance the turn of an ally who hasn’t acted yet this round, so they get their turn right after yours ends.
Cooperative soul.
When you roll on a check to aid an ally, you may always use charisma as the ability for the roll. You still use your regular skills, proficiencies, etc., etc. When you sincerely aim to help someone with a problem they have, the other party knows it innately.
Formation
While the word formation is related to military discipline, in practice, it's just a way for a group to fight better together, more efficiently. In your case, you may have learned how to use these techniques from your shared experiences with the rest of the group. And you may use them by saying things like, let's do it like that time in the mines, or remember when we fought the dragon. Once per battle, you may sacrifice your action to do one of the following:
-Close lines. An ally you can see you may move towards you. If they end their movement next to an enemyThey may make a melee attack against them.
-Finish it!. An ally may move towards an enemy they can see. If they have killed an enemy since the beginning of the last turn, they may also attack an enemy at any point during their movement.
-Do your magick-y thing-y. An ally may cast a spell they know using their MD, which are always spent. If the last time the ally cast a spell this combat they spent all of the rolled MD, they may instead recast the same spell, using the same MD, which are always lost.
If you use Formation in a turn when you could Rally to me!, you may Rally to me! Next turn.
The power of friendship
Whenever you help an NPC and they don’t betray you or turn out to be a villain in disguise or some bullshit, you may note it on your character sheet. Once per session, if the DM rules it’s feasible, you may declare that one of those you’ve helped appears to pay you back by helping with an obstacle your party is facing. It’s up to the Dm to decide how they help, how effective their help is and if there’s any unintended consequences for the poor NPC.
Bulwark
You may sacrifice an action to give the following benefits to all allies adjacent to you. They gain +2 to AC and advantage against fear effects, or if they are already under a fear effect, they instead may roll a saving throw against that fear effect immediately. Additionally enemies trigger opportunity attacks against you and allies next to you when they attack an ally. If you use Bulwark in a turn when you could Rally to me!, you may Rally to me! Next turn.
I remembered I had a sword this whole time
You might not be the hero who jumps against the dragon and cuts their head with one swift blow, but you still have a sword, and while you are directing your friends, you will find opportunities to use it. As long as you haven't used an action this combat you have an unlimited amount of opportunity attacks per round. What's more, when you give an action to an ally and that ally hits an enemy with an attack using that action, that enemy triggers an opportunity attack against you.
We stand together
You may now use the free action from Rally to me! to advance an ally's who has already acted this round. You’re effectively advancing their next round's turn, so they won’t get a turn next round.
Additionally, you may now call as many favors per session as you want.
Seasonal Slime Tender
A-Goblin, Slime, Slimy alchemy
B-Instinctual feeding, Slimy chemistry.
C-Instinctual attack, Slimy secrets
D-Instinctual hunt, Slimy ProCentra
Goblin
You gain darkvision and a sense of smell sharp enough to detect creatures at 20’. While you are still capable of reading, you don’t have the attention span to read a WHOLE book. You may instead eat a book, like a normal goblin, absorbing their contents through digestion. Eating too many books may cause congestion, particularly if its contents are dense and academic.
Goblins are forbidden from all libraries in the continent.
Slime
You have a companion slime (roll 1d8 on the table below)! ¡And each level you get a new friend (roll 1d10 on the table below)!.
Slimes cannot take action by themselves, they have been selected over generations to be as docile as possible each slime has the following:
-Attack: You may spend an action to attack with a slime: unless otherwise specified it’s a ranged attack with range 20 feet, or 40 feet with a -2, that uses your Wisdom modifier. Each entry specifies damage and additional effects on a success.
-Mass Ability. If a slime engulfs enough organic matter (equal to a ration?) gain Mass, which they can then consume to perform their Mass Ability. Mass isn’t transferable, track it for each slime.
Slimes are never hostile to you unless you take a hostile action towards them. They can sense you’re a friend of the slimes.
Slimy alchemy
You know how to force weird chemical reactions inside a slime. With an hour of work and X cost you may spend the Mass in a slime to craft a healing potion.
Instinctual feeding
Your slimes are slightly bolder. At the end of turn, you may let one of your slimes “free” to feed as long as there’s enough organic matter available (which almost always means a corpse). At the end of your next turn, the slime comes back, now with Mass.
Slimy chemistry
you may now create drugs with Slimy Alchemy. Use this ones because they are good and I can’t be bothered: https://garamondia.blogspot.com/2024/12/disease-and-underworld.html
Instinctual attack
Your slimes, now grizzled from battle, have regained some of their predatory instincts… although they are still not brave enough to engage without your encouragement. You may send your slimes to feed on an organic body that’s still kicking. The slime acts as if ordered to attack against the nearest enemy (roll if tied); if you have attacked an enemy this turn, you may mark it as your prey, in which case they will go against the next one. If the slime manages to down the enemy they spend a turn eating it and return at the end of your next turn with 1 Mass.
Slimy secrets
You may now create a weird drug that gives you weird knowledge the lsat thing your slime ate. When consumed gain a Lore (https://sagesanctum.bearblog.dev/building-a-better-knowledge-system-and-an-archivist-class/) related to whatever the slime consumed to gain that matter (guess you have to track that too now). It only works on goblins.
Instinctual Hunt
Your slimes revert to their natural state at your order. When you send a slime to attack an enemy, it stays with it, attacking at the end of each of your turn, until one of the following happens:
-You call it back (aka, you use the slime for any action).
-The enemy is reduced to 0 hp, in which case the slime returns at the end of your next turn with 1 mass.
-The enemy spends an action to roll a saving throw and succeeds, forcing all slimes attacking it to go back.
-The slime fails a morale check: a hunting slime has to roll morale whenever a hireling would and when they are included in an area attack (aka, when the enemy they are hunting is inside the area attack). Slimes add your templates in seasonal slime tender as a bonus to morale checks.
Slimy ProCentra
This last drug has a weird effect on Goblins, shutting the annoying voice in their head that pushes them to create more and more chaos. While under the effect of the ProCentra, you gain the following:
-You start noticing small details that you used to ignore. When you enter a room the master will tell you if there’s an interesting detail, and if you talk to someone who is lying or has their own agenda, you notice something is off.
-You may concentrate on one of your interests, noticing things you didn’t before, asking yourself new questions. If you spend at least an hour interacting with the subject of one of your Lores (observing, talking, petting…) you may upgrade the rarity of the Lore or you may change it for a different Lore that’s also related to the subject in question.
-You can read books instead of eating them, with the same effect.
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Slime table
1.- Green. Classic for a reason. Divides the most out of slimes but one clone tends to eat the other. Attack: Unnamed attack. 1d6+[template] acid damage. Deals double damage to enemies made of metal.. Mass action: Duplicate. Free action. Green slime deals 2d6+[template] damage for the rest of combat.
2.- Red. Despite popular knowledge, bulls aren’t enraged by its colour; they just enjoy bullying it. Attack: Lame loser attack. 1d6+[template] acid damage. Deals double damage to enemies made of metal.. Mass action: Bully victim. Free action. Choose an enemy within [template]*5 feet: they must save or their next action has to be attacking you. If they aren’t intelligent, they don’t even attack you, instead they lose their action by bullying the slime.
3.- Weird. This odd subspecies of slime doesn’t have the common almost liquid texture, but instead seems made of a sort of webbing. Attack: Whip. 1d6+[template] cutting damage. Mass action: Web. Create a rope or ropes, enough to make an improvised rope bridge across a chasm or a web that blocks a door frame.
4.- Metallic. The bravest slime, as long as they have someone bigger protecting it. Shiny.
Attack: Tandem attack. Melee attack, 1d8+[template] bludgeoning, cutting or piercing damage; you may consider the position of an ally within [template]*5 feet as the origin square for this attack.
Mass action: Amateur crafting. Create a shiny metallic object of up to one inventory slot. It’s shiny, doesn’t have a lot of definition and slowly dissolves into a silvery liquid, until there’s nothing left in an hour.
5.- Gunpowder. There has to be a safer way to produce the stuff! Attack: Shoot for the Moon. 1d6+[template] fire damage. Mass action: Blow up the Moon. As an action or a reaction to taking fire damage deal [template]d6 of fire damage to everyone within 10 feet, save halves, excluding you.
6.- Fencer. Well, they do say anyone can take a sword… Attack: Treta. Melee attack, Damage die+[template], using the damage die and type of a damage of a weapon in your inventory.
Mass action: Compás de pies. Action. Select an adjacent enemy and choose one of the following. Alternatively, force an enemy to save: on a success nothing happens, on a failure choose two… or make them save again for the three effects.
-Next successful melee attack against the enemy is a crit, until the end of your next turn.
-Attack, but apply the damage die of two weapons in your inventory.
-Push 10 feet.
7.- Lithium. Lithium is used to make batteries, right?
Attack: Discharge. 1d6+[template] electric damage.
Mass action: Ceaseless Discharge. Free action. Your next successful attack deals 1d8+[template] damage to the primary target, 1d6+[template] to a secondary within 10 feet of the primary and 1d4+[template] to a tertiary target within 10 feet of the secondary target.
8.- Paladin. This slime can talk and frequently shares the tale of how he once was Sir Orgal on Bronte, paladin on a quest, until he was cursed by a witch. It’s a shame that, as part of the curse, no one believes him; even worse that they are always so patronizing. Attack: Smite. Melee, 1d8+[template] bludgeoning damage, +1d8 radiant damage to demons, devils and the undead. Mass action: Lay on Ooze. Action. Heal an adjacent creature by 1d6+[template] hp.
9.- Musical. This is what happens when you show “Rent” on slime movie night.
Attack: Siren Song. Force an enemy that can see and hear you to save; if they fail, they must move their speed to you, dodging obvious danger. If they end up adjacent to you you may Roll to hit, dealing 1d6+[template] acid damage on a success.
Mass action: Acoustic belching. Reaction, you may impose disadvantage to an attack with a projectile weapon.
10.- Werewolf slime. It’s hard to extract reagents from most werewolves, so they infected the most docile creature they found.
Attack: Claw. 1d6+[template] slashing damage. Every enemy that has taken damage from this attack and survives the fight has a 10% chance to become a werewolf.
Mass action: Howl at the Moon. Free Action. All characters damaged by this slimes attack become werewolves for the scene (this means that, retroactively, they were all infected). Use your preferred stat for werewolves, but keep the HD and hp total of tha character. Werewolves are aggressive to everyone who isn’t a werewolf and always attack the closest target. They receive half damage from weapons (except silver, which deals double damage) and are immune to all poisons (unless they are mixed with wolfsbane, in which case they are doubly effective). Enemies with more HD than [template] get a save. Ask your Master if this works with allies you have damaged on purpose.