**Tool master**

Here’s a quick overview:

**Toolmaster Subclass Features:**

1. **Tool Proficiency:** Gain proficiency with power tools and improvised weapons. You can use power tools as melee weapons that deal 1d8 damage.

2. **Mechanical Precision:** At level 3, you can add your proficiency bonus to attack rolls made with power tool weapons.

3. **Overdrive:** At level 7, you can spend a bonus action to enhance your power tool for one minute, increasing its damage by 1d4 and allowing it to bypass resistance to non-magical damage.

4. **Master Craftsman:** At level 10, you can create temporary mechanical constructs or traps using your tools during a short rest, providing tactical advantages in combat.

5. **Ultimate Tool Mastery:** At level 15, once per long rest, you can unleash a devastating attack with your power tool, dealing an extra 4d6 damage and stunning the target on a hit.

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Staff Sniper.

I envision Staff Snipers having abilities that allow them to channel their magical energy into precise, long-range attacks. We could include features like Quarterstaff Focusing, where they gain accuracy bonuses with their staff-sniper hybrids, and Magic Bullet, which allows them to imbue their projectiles with magical properties.

Sure! Here’s the Staff Sniper subclass layout:

Staff Sniper Subclass Features

1. Arcane Marksman (Level 2):
You gain proficiency with quarterstaffs and can use them as ranged weapons. When you attack with a quarterstaff, you can treat it as a ranged weapon with a range of 150 feet.

2. Precision Casting (Level 2):
When you make a ranged spell attack using your quarterstaff, you can add your Intelligence modifier to the attack and damage roll.

3. Magic Bullet (Level 6):
Once per turn, when you hit a creature with a ranged attack from your quarterstaff, you can expend a spell slot to deal an additional 1d8 damage of the same type as the spell slot expended.

4. Long-Range Mastery (Level 10):
Your quarterstaff attacks ignore half cover and three-quarters cover. Additionally, your range is increased by 50 feet.

5. Arcane Sniper (Level 14):
As an action, you can charge your quarterstaff for one minute. During this time, your ranged spell attacks deal an extra 3d6 force damage. You can only use this feature once per long rest.

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Celestial Slayer subclass. Here’s a quick layout: ### Celestial Slayer Subclass Features

1. Celestial Heritage (Level 3): You gain proficiency in Religion and can add your proficiency bonus to checks related to celestial beings. You also learn the Sacred Flame cantrip.

2. Celestial Weapon (Level 3): You can conjure a celestial weapon of your choice (like a sword or bow) that deals radiant damage. It counts as magical for overcoming resistance.

3. Demon Hunter (Level 9): You deal an extra 1d6 radiant damage to demons and fiends when you hit them with your celestial weapon.

4. Divine Evasion (Level 13): When you are targeted by an attack, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can immediately teleport up to 30 feet away.

5. Celestial Wrath (Level 17): Once per long rest, you can unleash a powerful strike with your celestial weapon, dealing an additional 4d10 radiant damage and banishing any demon or fiend hit for one minute. How does that sound? Any changes or additions?

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I’d love to help you create that bard subclass. Let’s call it the *

*Songweaver**. Songweavers could use their charisma and musical talents to spread magical effects to multiple targets at once, bypassing normal casting limitations. They might gain abilities like **Resonant Refrain**, allowing them to apply beneficial effects to allies within earshot, or **Discordant Melody**, which applies debilitating effects to enemies within range.

I love to blog.

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