L5/L7 abilities for the three Ranger subclasses, plus Gloom Stalker Stealth advantage from Umbral Sight. Beast Master pet floors use a max-style merge so the legacy adventure-pet path can still upgrade. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
13 KiB
GogoBee — Subclass System
Companion to:
gogobee_dnd_design_doc.mdVersion: 1.0 Trigger: Level 5 subclass selection prompt
1. Selection
At Level 5, players receive a subclass selection prompt. Choice is permanent unless !respec is used (cooldown: 30 days; cost: 500 coins).
⚔️ You have reached Level 5.
Choose your path:
[Fighter]
[1] Champion — Raw power, brutal efficiency
[2] Battle Master — Tactical superiority, maneuver control
[3] Berserker — Rage-fueled destruction, high risk/reward
Reply with a number or name.
2. Fighter Subclasses
Champion
Raw power. Higher crit chance. Wins by hitting harder and surviving longer.
| Level | Ability | Effect |
|---|---|---|
| 5 | Improved Critical | Crit on natural 19 or 20 (instead of 20 only) |
| 7 | Remarkable Athlete | +proficiency bonus to STR/DEX/CON checks not already proficient |
| 10 | Additional Fighting Style | Choose a second fighting style: Dueling (+2 melee damage one-handed), Great Weapon (reroll 1s and 2s on damage), Archery (+2 ranged attack rolls), Defense (+1 AC in armor) |
| 15 | Superior Critical | Crit on 18, 19, or 20 |
Battle Master
Tactical control. Maneuver dice fuel special attacks that debuff, reposition, or devastate enemies.
| Level | Ability | Effect |
|---|---|---|
| 5 | Maneuver Dice | Gain 4d8 Superiority Dice per short rest. Fuel maneuvers. |
| 5 | Maneuvers (pick 3) | See maneuver list below |
| 7 | Know Your Enemy | After 1 min observation: learn 2 of target's stats vs. yours |
| 10 | Improved Maneuvers | Superiority Dice become d10; learn 2 more maneuvers |
| 15 | Relentless | On initiative if no Superiority Dice: regain 1 |
Battle Master Maneuvers (choose 3 at Level 5, +2 at Level 10):
| Maneuver | Cost | Effect |
|---|---|---|
| Disarming Attack | 1 die | On hit: +die damage; STR save or drop weapon (disadvantage next attack) |
| Tripping Attack | 1 die | On hit: +die damage; STR save or Prone |
| Pushing Attack | 1 die | On hit: +die damage; STR save or pushed 15 ft |
| Menacing Attack | 1 die | On hit: +die damage; WIS save or Frightened until end of your next turn |
| Precision Attack | 1 die | Add die to one attack roll (before or after rolling) |
| Parry | 1 die | Reaction: reduce damage taken by die + DEX mod |
| Rally | 1 die | Bonus action: give ally temp HP equal to die + CHA mod |
| Goading Attack | 1 die | On hit: +die damage; WIS save or disadvantage on attacks against anyone except you |
| Riposte | 1 die | Reaction when missed: make one melee attack; add die to damage |
| Commander's Strike | 1 die | Bonus action: ally makes one attack using Reaction; add die to their damage |
Berserker
Rage. More rage. Everything hurts including you but you hit harder.
| Level | Ability | Effect |
|---|---|---|
| 5 | Frenzy | While Raging: make one bonus melee attack per turn; after rage: gain 1 Exhaustion level |
| 5 | Rage | Bonus action: +2 melee damage; resistance to physical damage; advantage on STR checks/saves; 1 min; 3 uses per long rest |
| 7 | Mindless Rage | While Raging: immune to Charmed and Frightened |
| 10 | Intimidating Presence | Action: WIS DC (8+prof+CHA) or target Frightened 1 min |
| 15 | Retaliation | Reaction: when taking damage, make one melee attack against attacker |
3. Rogue Subclasses
Thief
Speed and opportunism. Best at looting, pickpocketing, and using items faster than anyone.
| Level | Ability | Effect |
|---|---|---|
| 5 | Fast Hands | Bonus action: Sleight of Hand check, use thieves' tools, or Use Object |
| 5 | Second Story Work | Climb speed = full speed; running jump distance +DEX mod ft |
| 7 | Supreme Sneak | Advantage on Stealth if moving at half speed |
| 10 | Use Magic Device | Ignore class/race restrictions on magic items |
| 15 | Thief's Reflexes | Take two turns in first combat round (normal initiative + initiative -10) |
Assassin
Setup and execution. Pre-combat advantage pays off in devastating opening strikes.
| Level | Ability | Effect |
|---|---|---|
| 5 | Assassinate | Advantage vs. creatures that haven't acted yet; crits vs. surprised targets |
| 5 | Infiltration Expertise | Craft a false identity (useful for NPC skill checks) |
| 7 | Impostor | Perfectly mimic voice/behavior after 3 hours study |
| 10 | Death Strike | On crit vs. surprised target: target must CON save (DC 8+prof+DEX) or take double damage |
| 15 | Shadow Step (Assassin) | Bonus action teleport between dim/dark areas up to 60 ft |
Arcane Trickster
Magic plus stealth. The most versatile Rogue build; some spellcasting.
| Level | Ability | Effect |
|---|---|---|
| 5 | Spellcasting | Gain Mage cantrips (2) and 1st level spells (3 slots); INT-based |
| 5 | Mage Hand Legerdemain | Mage Hand is invisible; can pickpocket, disarm traps, retrieve items remotely |
| 7 | Magical Ambush | If hidden when casting: targets have disadvantage on the save |
| 10 | Versatile Trickster | Use Mage Hand to give yourself advantage on one creature's attack roll or ability check |
| 15 | Spell Thief | Reaction: steal a spell just cast against you (INT save to resist for caster) |
4. Mage Subclasses
Evocation
Pure damage output. The glass cannon perfected.
| Level | Ability | Effect |
|---|---|---|
| 5 | Sculpt Spells | When casting AoE: choose up to (1 + spell level) creatures to auto-succeed the save |
| 5 | Potent Cantrip | Cantrip saves that succeed still deal half damage |
| 7 | Empowered Evocation | Add INT mod to damage of all Mage evocation spells |
| 10 | Overchannel | Maximize damage dice of a 1st–5th level spell (once per turn; above 1st level = take 2d12 necrotic per level above 1st) |
| 15 | Sculptural Mastery | Sculpt Spells now affects double the number of creatures |
Abjuration
Defensive Mage. Wards, shields, and counterspells.
| Level | Ability | Effect |
|---|---|---|
| 5 | Arcane Ward | When casting abjuration spell: create ward with HP = 2× Mage level; absorbs damage before player does |
| 5 | Projected Ward | Use Reaction: extend Arcane Ward to protect one ally hit by attack |
| 7 | Improved Abjuration | Proficiency bonus to Arcane Ward HP; bonus to Counterspell/Dispel Magic checks |
| 10 | Spell Resistance | Advantage on saves vs. spells; resistance to spell damage |
| 15 | Spell Reflection | Counterspell can redirect the spell back at the caster |
Necromancy
Control undead and drain life. High synergy with Crypt of Valdris zone.
| Level | Ability | Effect |
|---|---|---|
| 5 | Grim Harvest | When killing with a spell: heal HP equal to twice spell level (three times for necrotic) |
| 5 | Undead Thralls | Animate Dead creates one extra undead; undead gain +proficiency bonus to damage |
| 7 | Inured to Undeath | Resistance to necrotic damage; max HP can't be reduced |
| 10 | Command Undead | Attempt to take control of any undead (CHA save DC 8+prof+INT) |
| 15 | Improved Undead Thralls | Undead thralls gain +CON mod to HP and attack bonus |
5. Cleric Subclasses
Life Domain
Maximum healing output. Party support anchor.
| Level | Ability | Effect |
|---|---|---|
| 5 | Disciple of Life | Healing spells restore additional HP equal to 2 + spell level |
| 5 | Preserve Life | Channel Divinity: restore HP to any creatures within 30 ft up to half max HP; total pool = 5× Cleric level |
| 7 | Blessed Healer | When casting healing spell on ally: heal yourself for 2–5 HP |
| 10 | Divine Strike | Once per turn: +1d8 radiant on weapon hit (+2d8 at Level 14) |
| 15 | Supreme Healing | Instead of rolling healing spell dice: use maximum value |
War Domain
Combat Cleric. Extra attacks, martial weapons, armor.
| Level | Ability | Effect |
|---|---|---|
| 5 | War Priest | Bonus action: make one weapon attack; usable WIS mod times per long rest |
| 5 | Guided Strike | Channel Divinity: +10 to one attack roll (after rolling, before resolving) |
| 7 | War God's Blessing | Reaction: grant ally +10 to their attack roll |
| 10 | Divine Strike | +1d8 weapon-type damage on weapon hit (+2d8 at Level 14) |
| 15 | Avatar of Battle | Resistance to bludgeoning, piercing, slashing from non-magical weapons |
Trickery Domain
Illusion, misdirection, and chaos. High-risk high-reward Cleric.
| Level | Ability | Effect |
|---|---|---|
| 5 | Blessing of the Trickster | Give one creature advantage on Stealth for 1 hr (1/rest) |
| 5 | Invoke Duplicity | Channel Divinity: create illusory duplicate; cast spells from its position; +advantage on attacks vs. creatures adjacent to it |
| 7 | Cloak of Shadows | Become Invisible as action (until attack, spell, or end of next turn) |
| 10 | Divine Strike | +1d8 poison damage on weapon hit |
| 15 | Improved Duplicity | Spawn up to 4 duplicates; each ally adjacent to a duplicate has advantage on attacks |
6. Ranger Subclasses
Hunter
Zone specialist. Bonuses against specific enemy types stack with zone familiarity.
| Level | Ability | Effect |
|---|---|---|
| 5 | Hunter's Prey | Choose one: Colossus Slayer (+1d8 vs. target below max HP), Giant Killer (Reaction attack when Large+ misses you), Horde Breaker (attack second adjacent creature once per turn) |
| 7 | Defensive Tactics | Choose one: Escape the Horde (OA against you have disadvantage), Multiattack Defense (+4 AC after being hit by multiattack), Steel Will (advantage vs. Frightened) |
| 10 | Multiattack | Choose one: Volley (ranged attack all creatures in 10 ft radius) or Whirlwind Attack (melee attack all within 5 ft) |
| 15 | Superior Hunter's Defense | Choose one: Evasion, Stand Against the Tide (on OA hit: redirect to different adjacent creature), Uncanny Dodge |
Beast Master
Deep Ranger–pet bond. Pet becomes a true combat partner.
| Level | Ability | Effect |
|---|---|---|
| 5 | Ranger's Companion | Pet gains: +proficiency to attack/saves; acts on your initiative; follows tactical commands |
| 5 | Exceptional Training | Bonus action: command pet to Dash, Disengage, Dodge, or Help |
| 7 | Bestial Fury | Pet makes 2 attacks when commanded to attack |
| 10 | Share Spells | Spells targeting self also affect pet if within 30 ft |
| 15 | Superior Bond | Pet can't be charmed or frightened; pet survives death (returns at next long rest at 1 HP) |
Gloom Stalker
Darkness specialist. Exceptional in underground zones and night phases.
| Level | Ability | Effect |
|---|---|---|
| 5 | Dread Ambusher | +initiative bonus equal to WIS mod; +1 attack in first combat round; +1d8 damage on that extra attack |
| 5 | Umbral Sight | Darkvision 60 ft; creatures with darkvision can't see you in darkness |
| 7 | Iron Mind | Proficiency in WIS saves (or +1 if already proficient) |
| 10 | Stalker's Flurry | When you miss: immediately make another attack against same target |
| 15 | Shadowy Dodge | Reaction when attacked: impose disadvantage on the attack |
7. Subclass Flavor Prompts
Each subclass selection triggers a TwinBee narration line and a one-line flavor acknowledgment in the player's character sheet. Examples:
- Champion: "You've chosen the old way. No tricks, no systems. Just you, and the blade, and the next hit. TwinBee approves of this directness."
- Arcane Trickster: "Magic in the hands of a Rogue. TwinBee considers this the universe's way of apologizing for giving you low HP."
- Necromancer: "Undeath as a tool rather than a state. TwinBee has opinions about this. TwinBee is keeping them to itself."
- Beast Master: "You and your pet, all the way down. TwinBee finds this genuinely moving and declines to be embarrassed about that."
- Gloom Stalker: "You were already good in the dark. Now you're better. TwinBee notes: the Underdark is waiting."
8. Implementation Phases
Phase SUB1 — Selection System
- Level 5 subclass prompt (per class)
- Subclass record stored on character sheet
!respeccommand (cooldown + cost)
Phase SUB2 — Ability Implementation
- Fighter (SUB2a-i) and Rogue Assassin/Battle Master (SUB2a-ii) L5/L7
- Arcane Trickster spellcasting (SUB2-AT)
- Mage subclasses L5/L7 (SUB2b)
- Cleric subclasses L5/L7 + Channel Divinity (SUB2c)
- Ranger subclasses L5/L7 (SUB2d)
- Berserker Rage mechanic and Exhaustion tracking
Phase SUB3 — Advanced Abilities
- Level 10 and 15 abilities per subclass
- Battle Master maneuver dice system
- Arcane Trickster spellcasting integration
- Beast Master full combat pet participation
End of Subclass System.