You have one minute to come up with a class gimmick that's never been done in PnP before.
You verbally motivate your foes until they are so pumped up that the make a fatal mistake, take your dangerous suggestions or simply die of a heart attack.
Even if you foe is hacking at you, you keep dodging them and cheering them on until you can take advantage of their frustration and confusion.
>The ACME operative
Can have literally any item, real or fictional, instantly developed to working prototype and then delivered to him though his connections at ACME.
All items will suffer an automatic and catastrophic failure if they are used on either high-speed birds or smug rabbits.
He uses his own blood
Player has a deck of cards
Instead of rolling he plays one hand of Poker with the DM to determine success or failure
Using ceirtain abilities during the game he can rearrange the deck, one card at a time, according to his needs.
When out of cards he is forced to rest for the night and the player shuffles the deck
>using blood magic that works with other peoples blood
Fucking casual, can't handle a little blood loss?
Bureaucromancer. He imposes additional steps on enemies that have to be carried out by the DM, each with a point of failure to make theit turn either less effective or more likely to fail. Force the DM to roll for the enemy's movement (with the original upper bound being a twenty, the lower they roll the slower they go.) If you're going to swing that sword you'll have to roll for your grip to make sure you don't drop it. Changing direction while you move now costs a full action, you can either turn to face us and do nothing else or swing blindly with disadvantage.
A Drow ranger dual wielding swords/daggers who travels around the world to redeem himself because he is sick of the evil ways of his people.
>Not making blood farms with mentally controlled "donors" to use as proxies for blood magic while you are safe and uncut
It is like you like the practical approach. Where is your spirit of wizard?
I actually played a game of Don't Read You Head where my madness power was to instantly be able to summon products from the Penguin Company. Anything close to present tech level, from coffee mugs to guns and planes.
The player has a dinosaur encyclopedia. They roll a die (or more likely, a RNG) and whatever they roll is the page number that they flip to. They turn into that dinosaur for the duration of the spell.
Kind of like wild magic, but better in every possible way.
All the character does is heal the enemy and after a set amount of time the enemy will take twice that damage, but it doesn't work unless the enemy hasn't taken damage (read:over heal doesn't work)
Combat bugbag, blood mage that picks up as many plagues and STDs and parasites and weaponizes them against enemies, sending them into advanced stages of illness rapidly. Each new disease hurts physical stats and gives appropriate debuffs but empowers damaging magic. Comes with some healing abilities to explain how they survive being a breeding pit of disease and perhaps can share this healing with any allied willing to be within spitting range of them.
The power to guarantee the children of your allies become as strong or stronger than either of their parents in all aspects.
A Eugenics Wizard, in the literal 'good genes' meaning.
Pic somewhat related.
The Soulpriest. A monk-like divine class that specializes in touch spells, able to slip in and out of melee quickly. The gimmick: the soulpriest can slowly pull his soul away from his body, starting with "reaching out" to surprise enemies or extend his reach, and eventually separating entirely to be in two places at once.
The Hexmage. Uses hexes to control and stop enemy attack. Employs debuffs and focuses on buff allies. The unique feature is that there are roughly zero direct damage spells in his arsenal. This makes companions necessary.
Berserker subtype that gains the powers of enemies that it eats. Eating a dragon=breath weapon, undead=level drain attack, beholder=random effect spells, etc.
The catches are:
>target has to be alive or recently dead
>has to eat a major organ and not just skin
eating genitals may be allowed at DM discretion; blowjobs don't count
>comes in Endocannibal (eats friends) and Exocannibal (eats enemies) archetypes
>can only nom and use powers when raging
>powers are lost after, *ahem*, excretion
What could possibly go wrong?
New idea. The self-summoner, able to teleport himself to any place, as long as he there at the moment.
At higher levels he also gains the ability to time travel into the future at a rate of 1 second per second.
Had an earthen golem druid that did this. Between growing giant thorns during grapple checks, giant branches for improvised clubs, and vines/roots to climb or ensnare things it was pretty useful.
The Legendary Hero. Basically, class members get power from the stories being told about them - if they accomplish a feat of strength and someone sees it and starts telling me people how strong they are, they'll be stronger in the future.