May 25, 2015

Class Pack 1

It's here!

The Middle Finger of Vecna has completed phase 1: a subclass for every class in 5e core, so no player shall be left behind. As we move into the continued awesomeness of phase 2, we have big plans, including the Magitech Update, which will allow 5e to meet your steampunk and cyberpunk needs. We have every intent of bringing these classes, and their high quality PDFs at the breakneck release schedule you've come to expect. Never fear, however, we will still be releasing conversions of our favorite 3.5 classes, along with a peppering of original offerings. If you have any old favorites you'd like to see converted, comment on any post or email middlefingerofvecna@gmail.com, and we'll roll up our sleeves and get right down to work.

Also, very soon, we'll start running two new series, Ask a DM and Ask an Orc. If you have any questions including, but not limited to, what's the best way to run the game, how to incorporate interesting campaign ideas, how to deal with problem players, or if you have any questions about the rules of our classes, leave them in a comment on any post, or email middlefingerofvecna@gmail.com, and both the DM and the Orc will answer them in a future post.

As a celebratory perk, we bring you Class Pack 1, a single PDF containing containing a subclass for each class in core.



The Middle Finger of Vecna points at the face of the world. You should feel privileged to be flipped off by such a wondrous artifact.


Changelog notes: We've updated the Class Pack to be current with all our other classes. This change includes, but is not limited to an overhaul of the Circle of the Beast, changing the Rage Mage to a Wisdom-based caster, and general spelling and semantic errors.

21 comments:

  1. Thanks, this is great! Saw it on /r/DnD

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  2. So in the Way of the Drunken Fist Enemies have disadvantage on opportunity attacks made against me, later I can make opportunity attacks against missed dis/advantage attacks made against me, can I use my reaction on my turn? So I move, the opportunity attack misses, I make my Staggering Strike, then I move away.

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    1. Actually, that works. According to the rules, you can take a reaction on your turn if there's an appropriate trigger, and you can use any attack (not just the attack action) to do a Stunning Strike. Of course, then you've expended your reaction until your next turn, but totally a good exploit.

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  3. How often can you use the Inquisitor Paladin's True Judgement power?

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    1. Because it is a Channel Divinity option, you can use Judgement or Bane once per short rest.

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    2. I mean the level 20 power, it only says that as an action you can activate it for 1 minute. Can you activate over and over making it effectively last forever?

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    3. It's 1/long rest. I've edited everything to reflect that.

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  4. Suggestion: Change the "Spell Level" part of the Cleric Domain and Warlock Otherworldly Patron spell lists to "[Class] Level", to avoid confusion. Other than that, great archetypes! I plan on allowing these for future characters.

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    1. Scratch the Warlock part, I was just being blind about Warlock things. Cleric though is still in. I just recently finished making some Cleric Domains myself, that's the only reason I caught it.

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    2. You were the first to catch it. I think I've corrected it everywhere

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    3. I can't say I'm horribly surprised. I was on the look out for it because I had originally misread the PHB domain spells as spell levels, as opposed to cleric levels. So, after I had already figured out spells, I had to go back and rewrite them to be based on cleric level instead of spell.No bonus 9th level spells for them.

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  5. Question: Does Cerulean Reflection prevent the Blue Mage from learning spells on a successful save? "When you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw,"

    Blue Magic: "You do not learn a spell if you are required to make a saving throw, you succeed, and the spell has no effect on you."

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  6. Indeed. This will make learning some spells, like Fireball, which is a save for half spell, slightly harder to learn, though it can be argued that one can intentionally fail their saving throw and take some damage from the spell in order to learn it.

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  7. Can I give you a quick tip?

    Add a page between the first and the second page, in which you at the very least mention all the people who worked on this by name and also name any copyrights. I am assuming that you didn't make all of those pictures. Credit where credit is due and so forth. You could also add a page at the end where you mention all the credit.

    But great subclasses! Really enjoyed reading them

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  8. Your homebrew was reviewed by /r/boh5e and received a 7/10! It opens up a new realm of possibilities and is fantastic for typical, yet mature players looking to spice up their game. However, there are noticeable semantic errors, and powergamers may exploit the abilities in unintentional ways.

    To see the full review, click here: https://www.reddit.com/r/boh5e/comments/3j8q76/class_pack_1_by_middle_finger_of_vecna/

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  9. Since lucky strike is also a channel divinity trait can I assume that it can be used 1/long rest? I'm just double checking to be sure.

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    1. Lucky Strike is a channel divinity feature, yes. Channel Divinity features for clerics begin as 1/short, and become 2 and 3/short as you increase in levels.

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  10. Greater Invisibility on a Paladin? Not sure I can agree with this. There's a reason that Greater Invisibility only works on one piece of specific legendary armor.

    On the roleplay aspect, while I don't mind the notion of the inquisitor, not even the least noble of paladin in 5e would willingly put themselves in a position of temptation to break their oaths by allowing themselves to learn spell like Greater Invisibilty. The spell itself leaves open to the paladin too much temptation for corruption. At best, the notion of inquisitor would fall into a clerics purview and not the paladins. Paladins hold themselves and oaths above reproach and would not take actions unless absolutely necessary that would put the burden of temptation between their oath.

    The blue mage 6th level ability to learn everything about a creature is ridiculously dumb imho. It takes away all the danger of not knowing what your faceing without burning sufficient resources. On top of that, its not once/day its based on sorcery points. Its hard enough using scrying to learn about creatures and find this information out This flat out trumps the best divination magic in the world making the divination wizard and knowledge cleric absolute garbage in one ability . Not to mention everyone who's taken the related proficiencies on the creature at hand. On top of that, there's no save whatsoever. That's crazy dumb. No creature should have to spill the beans about itself shy of a wish, saving throw, or ancient lore that gave him away.

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  11. I will add though that there seemed like a lot of neat and interesting ideas, so if you're throwing roleplay and possibly game balance out the window some of what's here looks fun. I didn't mean to sound as harsh as I did in the last comment, I merely meant to point out what I thought as a few flaws in some of the creation. Overall I would agree, of what I perused about a 6/7 out of 10.

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