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#Meslevir's Arcane Compendium
nat-one-knights · 5 years
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Path of the Himbo
This barbarian subclass is exactly what you think it is. For the beautiful but dull characters we sometimes oft to pay.
Barbarian
Path of the Himbo
The path of the himbo is unbeknownst to many, but they are somewhere. Maybe. Where?
Dumb but Charming
When you reach 3rd level, you have disadvantage on all Intelligence checks and saving throws. Conversely, you have advantage on all Charisma checks and saving throws.
Hard to Marr
When you pick this path at 3rd level, your sheer idiocy can help turn the sympathetic to your side. As an action, you can plead with a creature that can see and hear you within 30 feet. They must succeed on a Wisdom saving throw or be charmed by you for a duration of 1 minute. A creature charmed by this feature considers you a close but dumb friend, and will assist you in matters befitting.
Explosive Undressing
By the time you reach 6th level, you've learned to flex with such force that your clothes (and other items of your choice) are propelled off your body with explosive might. As an action on your turn, you force all creatures within 30 feet of you to make a Dexterity saving throw. Upon a failure, a creature takes 5d6 force damage and is knocked back a number of feet equal to half your Strength score. Creatures that succed on the saving throw take half and are not knocked back.
Once you use this feature, you cannot use it again until you finish a long rest when you have reclothed yourself.
Please Don't Hurt Me
Your charming personality has made it difficult for enemies to attack when you are hurt. When you are below half your hit point maximum, creatures that attack you must suceed on a Wisdom saving throw or suffer disadvantage on the attack roll. A creature that succeeds on this saving throw is immune to this effect 24 hours.
Huh?
When you reach 14th level, the extent of your himbo has led you to become completely immune to any effects regarding your intelligence. Regardless of your Intelligence score, your Intelligence is considered to be 3 or lower for any spells targeted at you. You gain immunity to psychic damage and are immune to charmed and frightened condition.
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nat-one-knights · 5 years
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Druid: Circle of Stars!  Let your foes know the power and brilliance of the cosmos.
Hey everyone! Here's a subclass I was working on the other week, as I have been meaning to really get in front of this homebrew content! Here is my druid subclass that allows the very cosmos to flow through you as a druid.
Homebrewery link here for aesthetic: https://homebrewery.naturalcrit.com/share/HJ-SO2XTIH
Circle of Stars
Often druids of the realm forget that nature encompasses more than the trees and roots on the earth they walk upon. Very few know of the stretches of nature and the creatures of beauty that reach beyond the Material, their expertise lying within the vast lands of the Astral Sea and beyond.
Circle of Stars Features
Druid level Features 2nd Universal Constant, Vessel of Light 6th Cloak of Starlight 10th Dimensional Rift 14th Being of the Stars
Universal Constant
At 2nd level, the very essence of the stars flows through you and bolsters your form. When you would be hit by an attack, you can use your reaction to reduce the damage by 1d4. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a long rest. The amount you can reduce damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Vessel of Light
When you choose this circle at 2nd level, you learn how to channel the essence of the stars. As a bonus action, you can surround yourself with four tiny specks of starlight. While this feature is active, you gain the following benefits.
Your movement speed is increased by 10 feet and now hover one foot off the ground. You can use a bonus action to teleport 10 feet in any direction.
You give off bright light to a radius of 20 feet and dim light to an additional 20 feet.
As an action, you can let off a brilliant burst of starlight in a radius of 10 feet around you in every direction. Creatures in the area must succeed on a Dexterity saving throw, taking 2d6 force damage on a failed save and half as much on a success. This damage increases to 3d6 at 6th level, 4d6 at 10th, and 5d6 at 14th level.
This benefit lasts for 1 minute, you are reduced to 0 hit points, or until you choose to end it (no action required.)
Once you use this feature, you can't use it again until you've finished a long rest.
Cloak of Starlight
By the time you become 6th level, you can focus all your astral energy into a zone of protective magic. As an action, you can designate a point you can see within 60 feet. A wave of starlight washes out in a radius of 10 feet from that point. Creatures of your choice in the area are awash with this starlight until the end of your next turn. When a creature bathed in your starlight takes damage, they can use their reaction to reduce the damage by 1d6. This die increases to 1d8 when you reach 10th level in this class, then increases again to 1d10 when you reach 14th level in this class. As part of that reaction, they can teleport up to 10 feet away in any direction.
When you use this feature, you can't use your Universal Constant feature until the end of your next turn.
You can use this feature twice. You regain expended uses when you finish a long rest.
Dimensional Rift
When you reach 10th level, you can bring yourself back to a place you had travelled once before. As an action, you can leave a dimensional anchor to a point in space you can see within 30 feet. The anchor takes the shape of a translucent orb in a color of your choosing and has an AC of 10, 25 hit points, and resistance to all damage except force. The anchor remains at that point for 1 hour, until it is destroyed, or you dismiss it as a bonus action on your turn. While the anchor remains, you can use an action to teleport yourself back to that point. When you do so, the anchor shatters and disappears. You can also bring one willing creature of your size or smaller. That creature must be within 5 feet of you when you choose to teleport back.
Once you use this feature, you can't use it again until you finish a long rest.
Being of the Stars
When you reach 14th level, your form begins to emulate the very sources that you protect and now surges through your very being. When you use your Universal Constant feature, you can imbue your next attack with the power of the stars. Until the end of your next turn, the first time you deal damage with a spell or weapon attack, that target then takes an amount of force damage equal to the amount reduced by your Universal Constant feature.
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nat-one-knights · 5 years
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College of the Everlasting: Bard Subclass
Hey everyone! here is my bard subclass I made for my book. Please let me know what you all think! I'm happy to see what criticisms and balancing problems I need to address.
Bard Colleges
At 3rd level, a bard gains the Bard College feature. The following option is available to a bard, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: College of the Everlasting.
College of the Everlasting
All bards seek stories and tales worth telling to some measure. Whether through song, dance, or bedtime stories; these stories live on. Most stories are told from second-hand accounts or by those who were there. Very few have the talent for stories like bards do. In most cases, these bards jump at the opportunity when it presents itself while others happen to be in the right place at the right time. Few bards have the courage or foolishness to seek out legends, while fewer still have the gall to try and create them. The students of the College of the Everlasting are brave adventurers who pursue a singular story of legend, one that will stand the test of time and immortalize them in history books. Whether there are threads to tug on or one tale to weave themselves, these proactive bards are welcome company to the foolish and reckless. They often are seen bolstering the resolve of those they travel with, inspiring them with words of glory ahead and the promise of eternity. Some are even seen to rouse the fallen or invigorate the defeated for one last attempt at glory.
Bard level Features 3rd Words of Encouragement 6th To the Call 14th Rising to the Occasion
Words of Encouragement
At 3rd level, when a bard selects this college, they have suffused the ideal of their stories in such a way that when they use a spell of 1st level or higher to restore hit points to a creature, the creature gains a bonus to damage equal 2 + the spell's level the next time they hit a creature.
Additionally, you know the healing word spell and it doesn't count against the bard spells you know.
To the Call
By the time you reach 6th level, your words carry hope and vigor through the battlefield and on the road. While travelling, you and your party can move at a fast pace without the penalty to your passive Perception scores.
Additionally, as an action in combat, you can call to the valor in your allies hearts and provide them a boost to the fray. You select a number of creatures that can see and hear you within 60 feet. Until the end of your next turn, the selected creatures can Dash as a bonus action and have advantage on the first attack roll they make.
You can use this feature a number of times equal to your Charisma modifier (minimum 1)
Rising to the Occasion
At 14th level, the stories of legend and glory that awaits lie just within reach and nothing will stop the bard or their companions from achieving such worldly feats. As an action, you can call your friends to action and push on through whatever trials lie before them. You select a number of creatures you can see within 60 feet equal to your Charisma modifier (minimum 1). These creatures gain a number of temporary hit points equal to your level in this class and have their movement speed increased by 10 feet. These temporary hit points expire after one minute.
Once per turn, if a creature with these temporary hit points reduces another creature to 0 hit points, they heal for a number of hit points equal to your Charisma modifier (minimum 1).
Once you use this feature, you cannot use it again until you've finished a long rest.
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nat-one-knights · 5 years
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College of the Everlasting v.1.01
Hey there everyone! I had realized that my subclass was lacking a number of things and had some things I needed to clarify in the subclass, so I made some edits and I'm posting the new updated version with a few small edits. Enjoy!
Bard Colleges
At 3rd level, a bard gains the Bard College feature. The following option is available to a bard, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: College of the Everlasting.
College of the Everlasting
All bards seek stories and tales worth telling to some measure. Whether through song, dance, or bedtime stories; these stories live on. Most stories are told from second-hand accounts or by those who were there. Very few have the talent for stories like bards do. In most cases, these bards jump at the opportunity when it presents itself while others happen to be in the right place at the right time. Few bards have the courage or foolishness to seek out legends, while fewer still have the gall to try and create them. The students of the College of the Everlasting are brave adventurers who pursue a singular story of legend, one that will stand the test of time and immortalize them in history books. Whether there are threads to tug on or one tale to weave themselves, these proactive bards are welcome company to the foolish and reckless. They often are seen bolstering the resolve of those they travel with, inspiring them with words of glory ahead and the promise of eternity. Some are even seen to rouse the fallen or invigorate the defeated for one last attempt at glory.
Bard level Features 3rd Bonus Proficiency, Words of Encouragement 6th To the Call 14th Rising to the Occasion
Bonus Proficiency
At 3rd level, you gain proficiency in Arcana, History, Nature, or Religion. Additionally, your proficiency bonus is doubled for any Intelligence check you make to recall potentially obscure or forgotten lore and stories based on your choice of proficiency.
Words of Encouragement
At 3rd level, when a bard selects this college, they have suffused the ideal of their stories in such a way that when they use a spell of 1st level or higher to restore hit points to a creature, the creature gains a bonus to damage equal 2 + the spell's level the next time they hit a creature.
Additionally, you know the healing word spell and it doesn't count against the bard spells you know.
To the Call
By the time you reach 6th level, your words carry hope and vigor through the battlefield and on the road. While travelling, you and your party can move at a fast pace without the penalty to your passive Perception scores.
Additionally, as an action in combat, you can call to the valor in your allies hearts and provide them a boost to the fray. You select a number of creatures equal to your Charisma modifier (minimum 1) that can see and hear you within 60 feet. Until the end of your next turn, the selected creatures can Dash as a bonus action and have advantage on the first attack roll they make.
You can use this feature once per short or long rest.
Rising to the Occasion
At 14th level, the stories of legend and glory that awaits lie just within reach and nothing will stop the bard or their companions from achieving such worldly feats. As an action, you can call your friends to action and push on through whatever trials lie before them. You select a number of creatures you can see within 60 feet equal to your Charisma modifier (minimum 1). These creatures gain a number of temporary hit points equal to your level in this class and have their movement speed increased by 10 feet. These temporary hit points expire after one minute.
Once per turn, if a creature with these temporary hit points reduces another creature to 0 hit points, they heal for a number of hit points equal to your Charisma modifier (minimum 1).
Once you use this feature, you cannot use it again until you've finished a long rest.
Please let me know what you think!
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nat-one-knights · 5 years
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Circle of Calamity: Druid Subclass
Here is my Druid subclass, the Circle of Calamity! Please let me know what you think, all critique is welcomed! Homebrewery link here! https://homebrewery.naturalcrit.com/share/SycifOhvV
Druid Circles
At 2nd level, a druid gains the Druid Circle feature. The following option is available to a druid, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Circle of Calamity
Circle of Calamity
For some druids, the path to preservation and enrichment of nature is an arduous path. The roads are paved with obstacles every step of the way. This is true for all druids. But for some rare few, their patience is worn thin and more of the natural world they seek to save is lost. Of those, some band together and have come to the grim realization that ruin and destruction is a part of the cycle and must be allowed to come to fruition. Like a phoenix rising from its own ashes, these druids believe that the true nature of the world to be protected is the precious cycle of destruction and creation in tandem.
Circle of Calamity Features
Druid level Features 2nd Ruinous Touch, Disastrous Futures 6th Stormcaller 10th Tumultuous Temperement 14th Nature's Own Fury
Ruinous Touch
At 2nd level, the power that lies behind hurricanes and tumultuous storms rests behind your magic. Any druid cantrip or druid spell you cast that deals damage, you can add your Wisdom modifier to the damage total.
Disastrous Futures
When you reach 2nd level, the fury of nature seemingly responds to your emotions and pain, lashing out and striking out at any who would cause you harm. If a creature you can see within 60 feet damages you, you can use your reaction to deal cold, fire, lightning, or thunder damage to them equal to your Wisdom modifier.
You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after you finish a long rest.
Stormcaller
By the time you are 6th level, you've slowly learned how to control the forces of the world into manifestations that can protect you and hedge out those who stand in your way. As an action, you can summon a storm to rage around you for 1 minute. The storm is a 15 foot radius sphere centered on you and the area is considered heavily obscured for the purposes of looking out of the area or into it. The radius of this storm increases to 30 feet when you reach 14th level in this class. The storm ends early if you are incapacitated.
You can use this feature once per long rest.
The storm can take a multitude of forms, depending on your choice when you take this action. You must maintain concentration on this as if you were concentrating on a spell. When the storm ends, you are overcome with lethargy and exhaustion from channeling such powerful forces, unable to move or take actions until after your next turn.
Thunderstorm An incredibly powerful thunderstorm surrounds you and thunderous booms can be heard from 300 feet away. Creatures aside from you that start their turn in the area or enter it for the first time on a turn must succeed on a Constitution saving throw or take 1d6 thunder damage and be deafened for 1 minute. A creature can repeat the saving throw at the end of each of their turns. As a bonus action on each of your turns, you can designate a creature as the target for a lightning strike. That creature must succeed on a Dexterity saving throw or take 1d6 lightning damage. Creatures wearing metal make this saving throw at disadvantage.
You can also designate an object as the target for your lightning strike, dealing 1d8 lightning damage to the object and igniting it if possible.
Inferno A ferocious blaze swirls around you with devastating power. The storm emits 120 feet of bright light and an additional 120 feet of dim light. Creatures that start their turn in this area or enter the area for the first time on a turn must succeed on a Dexterity saving throw or take 1d6 fire damage. For each turn a creature spends in the area, the damage increases by an additional 1d6, to a maximum of 3d6.
This storm also ignites any objects that aren't being worn or carried, setting fire to everything that it comes into contact with.
Blizzard A frigid whirlwind of snow and ice whips around you, chilling everyone and everything except you to the bone. Creatures that start their turn in the area or enter the area for the first time on a turn must succeed on a Constitution saving throw or take 1d6 cold damage and have their movement reduced by 10 feet. A creature that fails this saving throw three times is covered in a thick layer of frost and is considered restrained.
This storm also extinguishes any non-magical flames in the storm, snuffing them out instantly. Protected flames, such as those inside lanterns, have a 50 percent chance of going out.
Tumultuous Temperment
When you reach 10th level, you can use the destructive nature of some of your spells and use it to help you sway situations towards non-violence. Once a day as an action, all creatures within 60 feet must make a Wisdom saving throw or be struck by the fear of nature's guardian before them for 1 minute. Creatures that fail the saving throw suffer disadvantage on any attack they make against you or your allies during this time. If they make an attack against you or your allies and hit, you deal cold, fire, lightning, or thunder damage to the creature equal to half your level in this class.
A creature that fails the saving throw can repeat the saving throw at the end of their turn and anytime they take damage, ending the effect on a success.
Nature's Own Fury
At 14th level, you've fully immersed yourself into the role of nature's hand. You gain resistance to cold, fire, lightning, or thunder damage; your choice manifesting physically such as your skin being cold to the touch or extraordinarily hot, or visible arcs of electricity between your fingertips your voice booming when you come to anger.
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nat-one-knights · 5 years
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Way of the Feral Furies: A Monk Subclass
Here is a monk subclass I've made! Feedback is encouraged and appreciated!
Homebrewery link below! https://homebrewery.naturalcrit.com/share/HyZcF0AsKN
Monastic Traditions
At 3rd level, a monk gains the Monastic Tradition feature. The following option is available to a monk, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Way of the Feral Furies.
Way of the Feral Furies
Those who follow the Way of the Feral Furies try to emulate some of the deadliest creatures in the cosmos, using their knowledge and training to confuse and assail foes with a variety of techniques learned from nature.
They learn to evoke the power of creatures like goristros or nagas, charging through enemies or weaving in and out of battle with ease. Advanced users emulate the fearsome cunning of ancient fey and even that of divine beings to outmaneuver and smite their foes.
Way of the Feral Furies Features
Monk level Features 3rd Vicious Strikes, Horn and Tail 6th Fang and eye 11th Dragon's Ire 17th Feral Fury
Vicious Strikes
At 3rd level when you take this tradition, you learn how to utilize your body in brutally efficient ways, attacking in similar ways to how animals do. You can instead deal piercing or slashing damage when you deal unarmed damage, utilizing your nails or teeth into your attack patterns.
Horn and Tail
When you select this tradition at 3rd level, your studies of particular monsters have culminated in the development of different techniques. You gain the following techniques:
Charge of the Goristro: As an action on your turn, you can spend 1 ki point to charge forward and attempt to knock down creatures in your path with the determination of a Goristro. You can move up to your movement speed to a space within 5 feet of a creature of your choice. This path does not have to be straight, but must be ultimately end within 5 feet of the target. The target then must succeed on a Strength saving throw or take 1d6 bludgeoning damage, knocked back 10 feet and fall prone. On a success, they take half damage, pushed back 5 feet, and are not knocked prone.
You can spend an additional ki point when you take this action, up to a maximum of half your monk level (rounded up.) For each additional ki point spent, the damage increases by 1d6 and they are knocked back by an additional 5 feet.
Naga Strikes: You can sweep and strike enemies around you to knock them off balance and disrupt their next attack. When you hit a creature with your Flurry of Blows, you can alter the flow of their bodily mechanics and impose disadvantage on the next attack roll made against you.
Fang and Eye
By the time you reach 6th level, you've mastered the techniques of more creatures: the fearsome remorhaz and the petrifying medusa.
Fang of the Remorhaz If you are hit by a creature within 5 feet, you can use your reaction and expend 1 ki point to hit them back with a fire-infused strike that sets them aflame. Make an unarmed attack roll against the creature that hit you, dealing an 1d6 fire damage in addition to your normal unarmed damage.
Gaze of the Medusa You can channel your ki to change the flow of it in others, effectively restraining them. As an action, you can spend 2 ki points to still the ki inside another creature that can see you within 30 feet. The creature must make a Constitution saving throw. On a failure, the creature is restrained for 1 minute as its body tenses to a paralyzing degree until the end of its next turn. The creature can repeat the saving throw at the start of each of its turns.
A creature that is subjected to this ability is immune to it for the next 24 hours, regardless of failure or success.
Dragon's Ire
When you become 11th level, you've learned how to harness the elements of the dragons so many have come to fear, utilizing your ki to emulate their fearsome breath with every strike.
As a bonus action, you can spend 3 ki points to infuse your unarmed strikes with acid, cold, fire, lightning, or poison damage for 1 minute as you channel the ki into harnessing the elements. You select one damage type on each hit, dealing an additional 1d6 of the selected type.
This effect ends prematurely if you are incapacitated or reduced to 0 hit points.
Feral Fury
At 17th level, your ferocity in battle is rivaled only by the most vicious of creatures. When you take the Attack action and target only a single creature, you may make another unarmed strike against that creature as part of that Attack action.
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nat-one-knights · 5 years
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Plague Domain: Cleric Subclass
Hello All! Here is the Plague Domain Cleric from my book, Meslevir's Arcane Compendium! Feel free to let me know what you all think. The homebrewery link is below!
https://homebrewery.naturalcrit.com/share/SkZYBb_hwV
Divine Domains
At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in the Player's Handbook: Plague
Plague Domain
There are many clerics who understand the gift of life and the many ways to uplift and uphold it, using their magic to protect or heal. These clerics understand that with life, death is the ultimate end and that it comes swiftly and often without notice. Others know of the more insidious nature of death, heralded by disease and curses. These clerics take to understanding nature and magic with such proficiency that the masterwork of the rarest of conditions is an intimate and cathartic experience. These clerics learn how to diffuse such things as well as how to utilize them in order to subdue the most persistent of foes. Often they are deployed to curse-ridden and plague-infested areas to cleanse those areas, or with adventurers to track and hunt nearly unkillable foes.
Cleric level Features 1st Bonus Proficiency, Bonus Cantrip 2nd Channel Divinity: Festering Wounds 6th Crippling Affliction 8th Divine Strike 17th Intimate Immunity
Domain Spells
You gain domain spells at the cleric levels listed in the Plague Domain spells table. See the Divine Domain class feature for how domain spells work.
Cleric level Spells 1st inflict wounds, ray of sickness 3rd blindness/deafness, protection from poison 5th bestow curse, remove curse 7th blight, sickening radiance 9th contagion, enervation
Bonus Proficiency
When you select this domain at 1st level, you gain proficiency in Arcana or Medicine if you don't have it yet, and can double your proficiency bonus when you make a check with either of these skills.
Bonus Cantrip
Also at 1st level, you gain the infestation cantrip. It counts as a Cleric cantrip for you, but doesn't count against your number of cantrips known.
Channel Divinity: Festering Wounds
Beginning at 2nd level, you can use your Channel Divinity to suffuse volatile pustules into the wounds of those around you.
As an action, you present your holy symbol and a number of creatures of your choice within 30 feet of you take an additional 1d6 necrotic damage when they take damage. You can maintain this for 1 minute or until you lose your concentration (as if you were concentrating on a spell.)
Crippling Affliction
When you reach 6th level, you've learned how to use infection and magic to slow the ones you've wounded. Once per turn, if you deal necrotic or poison damage to a creature, you can choose halve their movement speed until the end of your next turn.
Divine Strike
At 8th level, the touch of death and disease lingers with your touch to the point that your weapons seeth with the entropy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Intimate Immunity
By the time you are 17th level, your time spent utilizing plagues and curses has made you near immune to them. You gain immunity to necrotic and poison damage.
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nat-one-knights · 5 years
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Soul Searcher Conclave: A ranger subclass that works in tandem with remnant spirits to bring peace wherever they go
Here is a ranger subclass I made, sort of inspired by the Watcher abilities from Pillars of Eternity! I hope you all enjoy.
Homebrewery link below for your ease of reading leisure https://homebrewery.naturalcrit.com/share/S1WLt-qjN
Ranger Archetype
At 3rd level, a ranger gains the Ranger Archetype feature. The following option is available to a ranger, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Soul Searcher
Soul Searcher
Soul Searchers are wayfarers who travel the world to put spirits of all they come across at ease, resolving longstanding conflicts and fulfilling unfinished wishes for both the living and dead. Delving into long abandoned dungeons to put weary forgotten adventurers to rest or scouring the remains of lost ruins to reunite the souls of those who perished in calamity.
This duty is primarily a solitary and thankless one, but the Soul Searchers find it necessary for the peace of the realm and those who would follow in their footsteps. There is no place a Soul Searcher will not tread, so long as it is required of them.
Soul Searcher Features
Ranger level Features 3rd Find the Lost, Subdue the Violent 7th Uplift the Weak 11th Quell the Foolish 15th Remember the Forgotten
Soul Searcher Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sould Searcher Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Soul Searcher Spells
| Ranger Level | Spell |
3rd sanctuary 5th detect thoughts 9th spirit guardians 13th banishment 17th dispel evil and good
Find the Lost
At 3rd level, your training has given you the ability to peer into the Ethereal Plane for a short time by focusing your senses. As an action, you can grant yourself Truesight out to 30 feet for a number of minutes equal to your Wisdom modifier.
Once you use this feature, you can't use it again until you finish a long rest.
You also gain proficiency in Insight or Investigation if you don't already have it.
Subdue the Violent
At 3rd level, you've mastered the ability to strike the spirit as well as the body. As an action, you can attempt to subdue the will of a creature that is hostile to you. Make a weapon attack and if you hit, the damage you deal is psychic or force damage instead of the weapons damage. Additionally, the creature must succeed on a Charisma saving throw or become incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of their turns or anytime they take damage. You can use this ability a number of times equal to your Wisdom modifier.
You regain all uses of this feature when you finish a long rest.
Uplift the Weak
By 7th level, the spirits you've helped in your journey come to your aid. When a creature within 30 feet would fail a saving throw or ability check, you can use your reaction to beckon the spirits for assistance. Roll 2d6 and add the result to that creatures roll.
Once you use this feature, you cannot use it again until you finish a long rest. When you reach 15th level, you can use this feature twice between long rests.
Quell the Foolish
At 11th level, you've honed the ability to use your connection with the spirits beyond in order to instill fear in others. Ensuring that others don't stand in your path to helping others, as an action you can force creatures of your choice within 60 feet of you to make a Wisdom saving throw. Creatures that fail the saving throw are frightened of you for the next minute and must spend their movement and Dash action if available to run away from you.
A creature that fails the saving throw can repeat the saving throw at the end of their turn as long as you are out of their line of sight.
Once you use this feature, you can't use it again until you finish a long rest.
Remember the Forgotten
Starting at 15th level, you can call upon the spirits and allow them to live on through you for the remainder of your days. Your weapon strikes are particularly swift and dangerous, granting you advantage on the first attack roll you make when you take the Attack action on your turn. If you hit with that attack, the creature must succeed on a Charisma saving throw. On a fail, their attacks have disadvantage against you until the end of their next turn.
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nat-one-knights · 5 years
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Here is the Path of Consumption from my book, Meslevir's Arcane Compendium! You can view the homebrewery version at this link: https://homebrewery.naturalcrit.com/share/H1bVNyvew4
I've also posted this on reddit in r/UnearthedArcana
Barbarian
Primal Paths
At 3rd level, a barbarian gains the Primal Paths feature. The following option is available to a barbarian, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Path of Consumption
Path of Consumption
Known by some as Devourers, those who follow the Path of Consumption hunger for the opportunity to learn, putting themselves into dangerous situations to learn firsthand the power of others and how to utilize it for their own ends. Known for their ability to draw from their knowledge and wisdom, these acolytes study and fight in such a way that allows them to trick others into focusing on them or turn the pain into strength. The most advanced and dedicated of their craft can even pull others into reach or take the brunt of spells directed at large groups. These barbarians are usually found in the company of vagrant scholars and wandering mages, serving as guardians or defenders for them. Magically talented adventurers typically make up the initiates, hailing from lands where the arcane is in excess.
Path of Consumption Features
Barbarian level Feature 3rd Insatiable Hunger 6th Ravenous Fury 10th Hunger of the Void 14th Call of the Maw
Insatiable Hunger
At 3rd level, you can use your attacks to entice others into seeing you as the bigger threat. Once per turn, when you hit a creature with a melee attack, you can force a creature must succeed on a Wisdom saving throw or be compelled to spend their turn attacking you. A creature that fails this saving throw must spend their entire turn attacking you and cannot willingly move further away.
If any of your Path of Consumption abilities require a saving throw, the DC equals 8 + your proficiency bonus + your Strength Modifier.
Ravenous Fury
By 6th level, you've learned how to take pain and turn it into something truly fearsome. When a creature you can see deals damage to you while you are raging, you can use a bonus action on your following turn to mark it as the target of your fury. When you deal damage to the marked target, you gain temporary hit points equal to the bonus rage damage dealt.
The total number of temporary hit points you can have from this feature is equal to your level in this class. These temporary hit points expire at the start of your next turn.
Hunger of the Void
At 10th level, you've developed a powerful hunger that draws enemies closer to you and brings them closer to the end. As an action on your turn, you can exude a powerful aura with a radius of 30 feet. This aura lasts until the end of your next turn. Creatures of your choice that enter the area for the first time on a turn or start their turn in the aura must succeed on a Strength saving throw or be drawn up to 15 feet closer to you. Additionally, the aura is considered difficult terrain for creatures of your choice.
You can use this feature once per rage.
Call of the Maw
When you reach 14th level, nothing escapes your hunger and nothing will stop you from consuming everything in your path. If an enemy targets another creature aside from you with a spell or magical effect while you are raging, you can use your reaction to become the target of that spell instead. If the spell attack would miss or you succeed on the saving throw, you can choose to nullify the spell and absorb the magic. If you choose to nullify the spell and absorb the magic, your rage ends immediately after.
Once you use this feature, you can't use it again until you finish a long rest.
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nat-one-knights · 5 years
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Oath of Judgement: Punish those who try to escape judgement and dole out justice with even-hands.
Here is my paladin subclass that I made! Please, I appreciate any and all feedback! Let me know what you like, didn't like, places that you think I can improve the subclass. and so on!
Homebrewery link below for your viewing leisure. https://homebrewery.naturalcrit.com/share/rJS2eWovc4
Paladin
Sacred Oaths
At 3rd level, a paladin gains the Sacred Oath feature. The following option is available to a paladin, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Oath of Judgement.
Oath of Judgement
There are but precious few paladins who cannot bear to stand to see injustice go unpunished and evils left running rampant. Most paladins dedicate themselves to the righteousness of good or the preservation of beauty, light, and peace. Others bring themselves to the edge of good and evil by seeking dominion over the fouler forces through sheer power while few still act on furious vengeance. Fewer are those who would remove themselves from the equation of good and evil entirely, acting as executioners and hunters to serve balance in the universe. Those who follow the Oath of Judgement are akin to judges and enforcers of law of the highest order. They work to make sure no crime goes unpunished and that none escape judgement where justice and balance is due, traveling to realms where chaos reigns supreme and law is all but unknown. These paladins bring order to those realms, meteing out crime with a stern hand through their spells to track and incapacitate. Others can wall off areas to funnel their foes to them and
Tenets of Judgement
Few things are exact between any who follow the Oath of judgement, but there are some core ideals that all of them follow.
Detachment Do not let your emotions sway the sword of judgement.
Fairness All are to be treated with fairness and neutrality, no matter their race, sex, wealth, or power.
Balance Punishment and mercy are to be dealt with an even hand, acting in accordance to the situation. Never favor one over other.
Wisdom Temper the fire of your steel with experience. Never strike if uncertain.
Patience Judgement is unfailing, unwavering, and unassailable. Judgement will prevail in time.
Oath of Judgement Features
Paladin level Features 3rd Oath Spells, Channel Divinity 7th Aura of the Unfaltering (10 ft.) 15th Chains of the Court 18th Aura of the Unfaltering (30 ft.) 20th Justicar of the Realm
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Judgement Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Judgement Spells
Paladin level Spells 3rd compelled duel, hex 5th detect thoughts, zone of truth 9th nondetection, slow 13th Mordenkainen's faithful hound, sickening radiance 17th hold monster, synaptic static
Channel Divinity
When you take this oath at 3rd level, you gain access to the following two Channel Divinity options:
Eye of Judgement You can use your Channel Divinity to grant you additional guidance to matters of the soul. As a bonus action, you grant yourself a +5 bonus to Insight and Investigation checks for the next 10 minutes.
Sentence the Guilty As an action, you can use your Channel Divinity to bring due punishment to those who would escape justice. You can mark a number of creatures equal to your Charisma modifier within 30 feet. For the next minute, you and your allies deal an amount of psychic damage when you hit to those creatures for the first time on a turn equal to your Charisma modifier (minimum 1).
Aura of the Unfaltering
When you become 7th level, you've learned how to try and shut down attempts to draw harm to you and other arbiters of balance. When a creature within 10 feet of you hits you or an ally, you can use your reaction to invoke disadvantage on the attack roll, possibly causing the attack to miss.
At 18th level, the range of this aura increases to 30 feet.
Chains of the Court
At 15th level, you have perfected the art of putting up magical chains to slow those who have earned your focus or try to escape justice. If a creature hits you with a melee attack, that creature has their movement speed reduced by half until the end of their next turn as magical ethereal chains bind and hinder them.
Justicar of the Realm
At 20th level, you can transform into an unwavering avatar of balance and justice. As an action, you can channel your will and duty causing it to manifest physically. Your eyes flicker with an unnerving red glow and an oppresive aura emanates from you, filling those who oppose you with a sense of dread, gaining the following benefits for 1 minute:
You are immune to psychic damage and see through illusions and enchantments, you can choose to succeed on any saving throws made to resist such effects.
You deal additional force damage on each of your weapon attacks equal to your Charisma modifier (minimum 1.)
An area with a radius of 30 feet centered on you is considered difficult terrain for your enemies.
Once you use this feature, you cannot use it again until you've finished a long rest.
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nat-one-knights · 5 years
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Spellbinder: Fighter Subclass
Here is a fighter subclass! Please let me know what you think and feedback is encouraged! Homebrewery link below. https://homebrewery.naturalcrit.com/share/SkbdLX_2DN
Reddit link below! https://www.reddit.com/r/UnearthedArcana/comments/b9ypli/spellbinder_fighter_subclass/?utm_source=share&utm_medium=web2x
Martial Archetypes
At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Spellbinder
Spellbinder
Spellbinders are an order of fighters, soldiers, and mercenaries who have dedicated themselves to the sanctity of magic and the punishment of those who seek to abuse its power. These knights train to understand magic and subvert those who would pervert it, learning cast magic to a small degree and eventually dispel it. The most advanced users are able to shrug off most magical assaults and become more resilient against similar effects. These fighters usually make up portions of small specialized divisions of armies or small orders that defend isolated areas far from civilization.
Spellbinder Features
Fighter level Features 3rd Spellcasting, Weapon Foci 7th Against the Current 10th The Ebb and Flow 15th Focused Strikes 18th At the Source
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast Spells. See "Casting a Spell" for the general rules of Spellcasting and "Wizard Spells by Level" for the Wizard spell list.
Cantrips. You learn two Cantrips of your choice from the Wizard spell list. You learn an additional wizard⁠ cantrip of your choice at 10th level.
Spell Slots. The Spellbinder Spellcasting table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield⁠ using either slot.
Spells⁠ Known of 1st-Level and Higher. You know three 1st-level Wizard Spells of your choice, two of which you must choose from the Abjuration and Evocation spells⁠ on the Wizard spell list.
The Spells Known column of the Spellbinder Spellcasting table shows when you learn more Wizard spells⁠ of 1st level or higher. Each of these spells⁠ must be an Abjuration or Evocation spell of your choice, and must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The Spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Wizard spells⁠ you know with another spell of your choice from the wizard⁠ spell list. The new spell must be of a level for which you have Spell Slots, and it must be an Abjuration or Evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting⁠ Ability. Intelligence is your Spellcasting ability for your Spellbinder spells⁠, since you learn your spells⁠ through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a Wizard spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier
##### Spellbinder Sentinel Spellcasting | Fighter Level | Cantrips Known | Spells Known | -Spell 1st | Slots per 2nd | Spell 3rd | Level- 4th | |:-------------:|:--------------:|:-------------:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | - | - | - | | 4th | 2 | 4 | 3 | - | - | - | | 5th | 2 | 4 | 3 | - | - | - | | 6th | 2 | 4 | 4 | 2 | - | - | | 7th | 2 | 5 | 4 | 2 | - | - | | 8th | 2 | 6 | 4 | 2 | - | - | | 9th | 2 | 6 | 4 | 3 | - | - | | 10th | 3 | 7 | 4 | 3 | - | - | | 11th | 3 | 8 | 4 | 3 | - | - | | 12th | 3 | 8 | 4 | 3 | - | - | | 13th | 3 | 9 | 4 | 3 | 2 | - | | 14th | 3 | 10 | 4 | 3 | 2 | - | | 15th | 3 | 10 | 1 | 3 | 2 | - | | 16th | 3 | 11 | 4 | 3 | 3 | - | | 17th | 3 | 11 | 4 | 3 | 3 | - | | 18th | 3 | 11 | 4 | 3 | 3 | - | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Weapon Foci
Due to your training in both the arcane and martial, at 3rd level you can cast spells using your weapons as an arcane focus.
Against the Current
At 7th level, your propensity for enduring hostile magics has invigorated you. You gain proficiency in either Intelligence, Wisdom, or Charisma saving throws.
Additionally, you can extend your protection and use your reaction to grant yourself and other creatures of your choice within 10 feet advantage on a saving throw made against a spell or magical effect. You can use this ability a number of times equal to your Constitution modifier.
The Ebb and Flow
At 10th level, your ability with magic has manifested in a way that you can help or hinder creatures in the way of magic. When you use Against the Current, you can also expend one of your spell slots to give a single creature of your choice a bonus to the saving throw equal to the spell level expended.
Alternatively, when an enemy creature within 30 feet of you is subjected to a saving throw to resist a spell or magical effect, you can use your reaction to expend a spell slot to increase the DC of the saving throw for that creature by an amount equal to the level of the spell slot expended.
Focused Strikes
By the time you reach 15th level, your focus in battle has become resolute and unwavering in the face of powers beyond your control. When you cast a spell that requires concentration, while you hold concentration on that spell, you gain a +1 bonus to damage when you hit with your weapons.
At the Source
At 18th level, your very strikes are imbued with antimagical properties and have served you well in your time. As an action on your turn, you can attempt to strike magic affecting a creature. Make an weapon attack roll. If the attack hits, you can attempt to dispel a spell or magical effect affecting the target in the same way as if you had cast dispel magic at 3rd level in addition to the normal effects of your attack.
You can use this feature once per short or long rest.
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nat-one-knights · 5 years
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Path of Consumption V1.01
I updated some of the text and removed some small things for balancing and clarification!
https://www.reddit.com/r/UnearthedArcana/comments/ayvnzt/homebrew_barbarian_subclass_path_of_consumption/
Barbarian
Primal Paths
At 3rd level, a barbarian gains the Primal Paths feature. The following option is available to a barbarian, in addition to those offered by Wizards of the Coast's Player's Handbook and other supplements: Path of Consumption
Path of Consumption
Known by some as Devourers, those who follow the Path of Consumption hunger for the opportunity to learn, putting themselves into dangerous situations to learn firsthand the power of others and how to utilize it for their own ends. Known for their ability to draw from their knowledge and wisdom, these acolytes study and fight in such a way that allows them to trick others into focusing on them or turn the pain into strength. The most advanced and dedicated of their craft can even pull others into reach or take the brunt of spells directed at large groups. These barbarians are usually found in the company of vagrant scholars and wandering mages, serving as guardians or defenders for them. Magically talented adventurers typically make up the initiates, hailing from lands where the arcane is in excess.
Path of Consumption Features
Barbarian level Feature 3rd Insatiable Hunger 6th Ravenous Fury 10th Hunger of the Void 14th Call of the Maw
Insatiable Hunger
At 3rd level, you can use your attacks to entice others into seeing you as the bigger threat. Once per turn, when you hit a creature with a melee attack while you are raging, you can force a creature must succeed on a Wisdom saving throw or be compelled to spend their turn attacking you. A creature that fails this saving throw must spend their entire turn attacking you and cannot willingly move further away.
If any of your Path of Consumption abilities require a saving throw, the DC equals 8 + your proficiency bonus + your Strength Modifier.
Ravenous Fury
By 6th level, you've learned how to take pain and turn it into something truly fearsome. When a creature you can see deals damage to you while you are raging, you can use a bonus action on your turn to mark it as the target of your fury for 1 minute or until you mark another creature. When you deal damage to the marked target, you gain temporary hit points equal to the bonus rage damage dealt.
Hunger of the Void
At 10th level, you've developed a powerful hunger that draws enemies closer to you and brings them closer to the end. As an action on your turn, you can exude a powerful aura with a radius of 30 feet. This aura lasts until the end of your next turn. Creatures of your choice that enter the area for the first time on a turn or start their turn in the aura must succeed on a Strength saving throw or be drawn up to 15 feet closer to you. Additionally, the aura is considered difficult terrain for creatures of your choice.
You can use this feature once per rage.
Call of the Maw
When you reach 14th level, nothing escapes your hunger and nothing will stop you from consuming everything in your path. If an enemy targets another creature aside from you with a spell or magical effect while you are raging, you can use your reaction to become the target of that spell instead. If the spell attack would miss or you succeed on the saving throw, you can choose to nullify the spell and absorb the magic, potentially sparing your nearby allies from any residual effects such as taking half damage from a fireball on successful saves. If you absorb the spell in this way, your rage immediately ends.
Once you use this feature, you can't use it again until you finish a long r
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nat-one-knights · 5 years
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Friday Homebrews!
I've decided to go back to posting my personal Homebrews on Fridays, so I suppose I should find out exactly what you all want to see?
I've got a few things so I want to know if you want to see a Class, Subclass, or Race? I've also got Homebrew creatures and items if that tickles your fancy! Let me know!
I think I'll start reposting my subclasses from Meslevir's Arcane Compendium in the beginning here but that may change!
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nat-one-knights · 5 years
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Meslevir’s Arcane Compendium!
I’m currently working on something similar to Xanathar’s Guide to Everything, wherein I provide a collection of subclasses I’ve come up with and other original or imported classes I’ve modified for play in 5th edition.  I’ll be trying to post one subclass a week on Fridays both here and on Reddit in the r/UnearthedArcana. I’ll be starting from the beginning, starting with my barbarian subclass dubbed: Path of Consumption.  I’m excited to share the Devourer with everyone! 
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