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homebrew-a-la-traumaverse · 2 hours ago
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Homebrew D&D 5e Subclass: School of White Necromancy
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homebrew-a-la-traumaverse · 21 hours ago
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Lamia 5e Player Race
Artwork by QueenChikkibug and me!
Get the full PDF on my patreon for free!
Want more updates on future content and other regular updates, consider following me on twitter!
- Tuz
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Homebrew Wizard Subclass: School of the Seeker
Okay, so, we all know I love Lovecraftian stories. One of the character archetypes I adore is the occult scholar/investigator, the person who risks their life and sanity to discover, research and combat otherworldly things. The person who reads strange books and discovers strange things, and often winds up going insane in the process, but sometimes manages to save the day also.
And you kind of have the occult feel in D&D with the warlock. I will never knock the warlock. But the thing with this particular archetype is, they’re a scholar. It’s study and research and logic and willpower that lets them do this, not charisma or pacts with strange entities. The (at least temporary) triumph of intellect and will and sheer bloody-mindedness over all the weirdness and horror in the universe. An Int-based sort of class, in other words. So … wizard.
So I figured, how about a wizard school for those who delved too deep into forbidden knowledge, paid the price in sanity and perception, and came out the other side with a stronger and more stubborn mind, and a willingness to venture where the brave dare not go?
ARCANE TRADITION: SCHOOL OF THE SEEKER
Knowledge is the goal of every scholar. But there are some types of knowledge and experience that are damaging, to say the least. Every world has their stories of scholars who delved too deep into the arcane, the forbidden and the otherworldly, and were driven mad as a result. But madness need not be the end of the story. If a mind can find a way to reconcile its new knowledge within itself, it may look out on the world, and on magic, with fresh eyes.
Those who have endured an experience that expanded or altered their perception of reality might choose the School of the Seeker to learn how to bolster their minds and magic in the face of the forbidden, and to quest further into that which was revealed to them.
Keep reading
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Greater Baja Blast
5th-level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S, M (A taco)
Duration: Instanteneous
A blast of pure lime flavor shoots from your hands in 500 feet long and 5 feet wide straight line. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 acid damage on a failed save, or half as much damage on a successful one. Any creature damaged this way must make a Wisdom saving throw. On a failed save, the overwhelming flavor causes it to be charmed by you until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
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All according to keikaku.
(Keikaku means plan.)
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No, this is not Deltarune. It could be used for Deltarune. But it is not inherently Deltarune. The Snowgrave Sorcerer. For the sorcerer who’s just too stubborn to stay down. Truly, one of the coolest subclasses… if you’ll pardon the pun. With an immense amount of durability, counter-damage, and your own damage output, enemies that think you’re just a squishy little mage will quickly learn to rethink their life choices. For the few turns they have left to enjoy. Happy Homebreween! (click for quality + links in reblog)
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DnD Tumblr, PLEASE make the damage Rolls for A Atomic Bomb-
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PAstrelan's Battery of Black Powder
Howdy y'all! I know it's been a while since my last upload, but here's something special that I've been working on for quite a while now.
So I don't know about y'all, but I love using firearms to enhance RPGs - but I really dislike it when those firearms are absolutely unbalanced and ruin the experience. So I created this compendium of firearms and items in order to combat that. It retools the basic firearm capabilities and adds various new options, even including some simple firearms! Because historically, a large point of the firearm's introduction was to allow soldiers to fight effectively with little to no training.
I've also added several new items to complement these weapons and also to provide new options for specific niche characters.
I can't include all 14 pages of the document here, so there's a section about modifications that you'll have to go check out on the pdf download or on my patreon.
I've additionally posted this content to the DM's Guild, if you're interested in downloading it from there and possibly giving me some support on the title. Any support is welcome, and allows me to focus more time on putting out content like this.
As always, I hope you all enjoy!
PDF Download: https://homebrewery.naturalcrit.com/share/OZbuOffFGbNQ
DMs Guild Page: https://www.dmsguild.com/product/384004/Astrelans-Battery-of-Black-Powder
If you'd like to support me on patreon and see content like this earlier, check out my patreon here: https://www.patreon.com/astrelan
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Sorcerers
It is widely held that there are more Sorcerers around than there were in the old days. Back in the dawn of history, Sorcerers were incredibly rare compared to other magic users (in a time where Druids were a dime-a-dozen). Some say that this is because, pause for dramatic effect, the world’s magic is becoming more “wild” and “battered” from centuries of heavy use. Alarmists say that, if this trend continues, Magic will soon become untamable and plunge the world into chaos!
The truth, however, is that more Sorcerers are surviving becoming Sorcerers. Magic was a great deal deadlier back in the day. If a farmer were struck by polychromatic lightning, all you’d have is a pair of smoldering boots. If your great-great-grandfather was a polymorphed dragon, that innate magic had terrible comorbidity rates with heart diseases and spontaneous combustion.
There once was a time when Midwives had to have a very good throwing arm. 
If the newborn exhibited any signs of Sorcery (glowing eyes, cloven feet, already exploded, etc), the Midwife had to be prepared to grab the child, run to the edge of town, and throw it as far as possible before it fireball’d itself.
Nowadays, Magic is certainly more well-worn, but in a good way. Like a soft couch or a favorite pair of shoes. People contract Sorcery and have even begun to see it as a boon than a cause of death. A man might go hunting one day, get kicked by a Unicorn, and come home with differently-colored eyes. Whoop-tee-doo.
Many Sorcerers are all-too familiar with those springs of fresh magic, still clean and sharp as a razor out of the box. Some derive their magic from the churning chaos of The Abyss (usually after surviving an encounter with a Sibriex or an Alkilith). The 5e Subclass, Abyssal Blood Sorcery, can be found below:
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(Art source) The full moon is out tonight - portending a pouncing bestial barbarian subclass. It's one I made a long while back, but I think it still checks out!
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Hello! I really like dinosaurs, and so naturally that was bound to bleed into my d&d stuff! Druid is also one of my favorite base classes, and I’ve always wanted to do a dinosaur subclass for it! Hope you enjoy!
[PDF]
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One of the things I liked about older editions in comparison to 5e, is that in 5e, all clerics get your standard turn/destroy undead, which makes sense for your archetypical good aligned cleric. But, on eviler clerics, well, it doesn't really make much sense?
But go back a few years, and clerics actually had two options, which they got dependent on their alignment (With neutral clerics getting to pick).
So, heres that, but in 5e. An evil cleric counterpart to the regular channel divinities clerics get.
Of course, since alignment isnt much a game mechanic in 5e, you don't have to be evil to be able to take it. Which makes sense. A grave cleric could see much more value in forcing undead to come to them, rather than having the target of their hunt flee. And by wrestling control away from an opposing spellcaster, they can ensure the undead cant be used against them or others.
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Made a spell inspired by the art of this absolute mad lad! This dude is so stoked to have dragons for hands! Literally made this in like 5 minutes so might have some errors I didn't initially see.
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
[Greg Rutkowski]
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VARIANT TRICKERY DOMAIN - CLERIC SUBCLASS Created by rain-junkieDnD GM Binder and PDF versions more of my work || my discord server artwork by SIXMOREVODKA
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VARIANT WILD MAGIC - SORCERER SUBCLASS Created by rain-junkieDnD GM Binder and PDF versions more of my work // my discord server artwork by Dominik Mayer and Florian Herold
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School of Lore Mastery Wizard (Revised)
okay!! posting this before life throws another thing my way. sorry i haven't uploaded anything in awhile. like i said, things just don't seem to want to slow down. the semester is starting up pretty soon, but i hope i can get back to posting regularly. anyway, here's a new subclass! and by new, i mean reworked from a previous Unearthed Arcana. i just loved the original's features and concepts and wanted to see what i could do with them. definitely super unbalanced but let me know what y'all think!!
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homebrew-a-la-traumaverse · 10 days ago
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Hey, listen. There's no new Unearthed Arcana. You want some unofficial content? You come to me.
Weird back-alley intro aside... Check out these new lizardfolk! I always felt that the official lizardfolk were a bit weird. They have a *lot* of racial traits, but they're all tuned fairly directly to a sort of "primitive tribal warrior who knows not the ways of civilized men" archetype. At best, it doesn't jive with most player character concepts; and at worst, it... maybe feels kind of racist?
Anyway, get out of that pigeon hole and mix it up with these "official adjacent" (read: very much unofficial homebrew) lizardfolk subraces.
More homebrew below the break:
Subclasses
Barbarian Path: The Riddled
Bardic College: Command
Monastic Tradition: Way of the Sensei
Paladin Oath: The Clear Sky
Ranger Conclave: Keeper
Rogue Archetype: Poisoner
Sorcerer Origin: Ragetouched
Warlock Patron: The Dreamer
Miscellaneous
Familiars
Fighting Styles
Racial Options: Genasi
Weapon Cantrips
Like, reblog, and follow, homies!
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homebrew-a-la-traumaverse · 11 days ago
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Normally I'd not reblog text-only brews simply on the grounds that without a readmore they take up too much space, but. Motherlover/cusser/flipper/fucker was too good for me to ignore.
Clerics
My awesome posts on the relationship between Gods and Clerics keep getting eaten by Tumblr’s UI so, luckily for you, I’m going to cut to the good parts.
New and old Gods pop up all the time, and it’s not uncommon for an established God to expand into additional Domains to grow their Prayerbase. For example, a Nature Spirit may moonlight as a War God to make ends meet, causing panic and confusion when a military priest wakes up in their tent with and entourage of woodland creatures.
If you’d like to make your Cleric unique compared to others of the same domain, it’s not unreasonable to ask your DM to modify your domain spells - so long as refusal doesn’t offend. Don’t just swap out the “RED” spells.
Here’re some subclasses I’ve been working on.
Wine Domain
Domain Spells 1 Tasha’s Hideous Laughter, Entangle  3 Blur, Spike Growth 5 Catnap, Hypnotic Pattern 7 Sickening Radiance, Guardian of Nature 9 Mislead, Modify Memory
Bonus Proficiencies: At level one, you gain proficiency with brewer’s tools and one charisma-based skill of your choice.
Vineyard Disciple: Also at the first level, when you cast a spell that requires material components, you may substitute them for an equally valuable amount of alcohol. Furthermore, you only need one long rest to craft common wine and five long rests to craft fine wine. You may only speed up the fermentation of one bottle’s worth of wine at a time.
Channel Divinity - Lethargic Heart: At the second level, you can present your holy symbol when you roll for initiative. When you do so, hostile creatures within 60 feet of you have disadvantage on their initiative roll. If any creature’s final initiative is below your Wisdom modifier, they lose their first turn and are effectively surprised.
Transubstantiation: At level 6, your brewer’s tools function as both alchemist tools and herbalism tools – both you are proficient with. Furthermore, when you finish a long rest, you may grant an unopened bottle of fine wine the effects of an uncommon/common potion of your choice. These magical effects expire after a year or when you create a second magical bottle of wine.
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Missionary of Hedonism: At level 17 you’ve become a master of shirking your responsibilities. Once per turn, you may force a friendly creature you can see to use your action, bonus action, free action, or reaction. When you command an ally to act on your behalf, you must use your own features, known spells, and spell slots – but you may use their ability scores and proficiencies.
Rock Domain
Domain Spells 1 Zephyr Strike, Thunderous Smite 3 Dragon’s Breath, Enthrall 5 Haste, Thunder Step 7 Find Greater Steed, Summon Greater Demon 9 Steel Wind Strike, Danse Macabre
Bonus Proficiencies: At level one you gain proficiency with martial weapons and one musical instrument of your choice.
Motherlover: Also, at first level you learn the “Vicious Mockery” Cantrip and one first-level bard spell of your choice. These spells count as a Ceric spells for you.
Channel Divinity - Mothercusser: At level 2, you can use this channel divinity as a reaction to a creature succeeding on a saving throw against one of your spells. In doing so, you curse at that creature, forcing them to fail their next saving throw. In the intervening time, you are Stunned with anger. The effects of this Channel Divinity wear off after a minute if the target does not make a saving throw in that time.
Motherflipper: At the 6th level, you don’t hang around ‘cuz two’s a crowd. Whenever you cast a Cleric cantrip, make a melee attack, or use your action to intimidate, your speed increases by 10 feet and you gain the benefit of the disengage action.
Divine Strike: At 8th level, once on each of you turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Motherfucker: At the 17th level you’ve learned how to incorporate provocative gestures in your spellcasting. When you cast a Cleric spell (of the first level of higher) with a somatic component, creatures who can see you must choose to either be charmed by you, frightened by you, or blind to you (by averting their gaze from you). This effect lasts a number of rounds equal to your Charisma modifier.
Also, you are no longer Stunned when you use your Channel Divinity.
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