Tumgik
#dnd subclass
Text
Tumblr media
Subclasseptember Day 18: Niche
The Politician - Homebrew Rogue Subclass
Why isn't September the 7th month of the year? Whoever designed this calendar ought to be stabbed.
"Niche" as a prompt was designed to encompass weirder subclass options, ones that probably wouldn't work in every campaign. This one, for instance, could do some absurd things in a subterfuge-heavy campaign, but might not fare so well in a dungeon crawl or a wilderness expedition. But I wouldn't be surprised to see people figure out ways to get creative with the prompt.
263 notes · View notes
jaypea00101010 · 6 days
Text
Druidic Circle: Circle of Ruin
I just put out an update to my Circle of Ruin!
Ever wanted to play a stone based druid, or a druidic knight, well here's the subclass for you!
A front-line warrior druid that lets you make stone armour, grants martial weapon proficiencies, and just lets you grapple and pummel your enemies if you really want!
If you grab the PDF from the link above, you also get 'Lady Ethel of Scarwood' a CR6 NPC statblock with lore and tips on how to run in combat!
Tumblr media Tumblr media
50 notes · View notes
madanythinglaboratory · 4 months
Text
Pact of the Wolf (a DND 5e Homebrew inspired by Puss in Boots: The Last Wish and Dimension 20: Neverafter)
Tumblr media Tumblr media
Death is the Great Equalizer. Though they may slip through the fingers of time, fairies, fiends, and celestials alike know to fear and respect Her, and even the undead can only substract themselves from Her grasp for so long.
Thus, many mortals come to see Death as the paramount example of persistence hunting in the wild: a wolf. This aspect is apparently not distasteful to Her, as the mortals who embrace inevitabilty and forge a pact with Her manifest Her powers through the form of a mighty wolf.
These mortals, nicknamed the Sheep-Clothed, are often only asked by Death not to interfere with the natural circle of life. However, while some of the powers She grants are geared towards dealing death and destroying undead, others have the sole purpose of defying Death Herself.
We can only speculate as to why Death would arm the Sheep-Clothed with the tools to fight Her. Perhaps, like the wolves She is compared to, She enjoys the chase. Perhaps She understands that a natural part of the circle of life is mortals fiercely defending their lives. Or perhaps She wants to teach us that even with the powers of Death at their sides, everyone eventually becomes Her subject.
Oath Spells
The Wolf lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st level: hunter's mark, inflict wounds
3rd: gentle repose, phantasmal force
5th: life transference, phantom steed
7th: greater invisibility, mordenkainen's faithful hound
9th: enervation, reincarnate
I Just Love The Smell Of Fear
At 1st level, your patron emboldens you at the familiar sight of someone being terrified to die. When you deal damage to an enemy who is frightened of you within 15 ft using a 1st level or higher spell, you can add your proficiency bonus to the damage.
Hasta La Muerte
At 6th level, you welcome the inevitability of Death, allowing you to partially let go of your life to act one last time. While you are at 0 hitpoints, Before making a death saving throw, you can cast a spell on a creature other than you on your turn. When you do so, you suffer one failed death save.
I Welcome Your Defiance
At 10th level, the power of the Great Equalizer lets you spread Her icy embrace to all your allies, weakening its coldness. When an ally within 30 ft of you fails a death save, you can use your reaction to transfer the failed save to another willing creature within 30 ft of you.
The willing creature remains conscious if they still have remaining hitpoints, but die instantly once they receive their third failed save, no matter their remaining hitpoints. You can only transfer one failed save per reaction.
Waiting At The End Of Every Story
At 14th level, you learn to salvage the raw potential of a life meeting a brutal, early end. When you kill a spellcasting creature, you gain a temporary spell slot of half the level of the spellcaster's highest unexpended spell slot (rounded up).
If you haven't used the temporary spell slot by the end of your next turn, its unstable magical power unravels, dealing you 1d8 necrotic damage per spell level. This damage cannot be reduced in any way.
Once you use this feature, you cannot use it again until you complete a long rest.
110 notes · View notes
dm-tuz · 1 year
Photo
Tumblr media Tumblr media Tumblr media
Paradox Pack: Subclasses
The Paradox Pack is a pack of three subclasses that subvert expectations! If you've ever wanted to play a paladin with an evil past, a wizard who skipped all that school nonsense, or a warlock who draws their power not from an otherworldly being but a powerful ruler, then you can find all three on my Patreon.
242 notes · View notes
cass-brews · 6 months
Text
The Accursed, Volume Two: Even More Horror Themed Subclasses for 5e D&D
In honor of it being Halloween, I figured I'd another round of spooky subclassses! The Accursed, Volume Two is another collection of 13 subclasses, 1 per class, all themed around various horror archetypes and tropes, or other vile and sinister ideas. I had a lot of fun putting this together, and it may become a Halloween tradition, if I can keep coming up with ideas.
Here are some preview snippets of the subclasses:
Tumblr media Tumblr media Tumblr media Tumblr media
https://www.gmbinder.com/share/-Nh3cQXcwdHSk1_LLE_K
If you like what I do, consider supporting me on Ko-fi: https://ko-fi.com/cassbrews
44 notes · View notes
Text
Tumblr media Tumblr media
Artificer Specialization: Botanist
Call forth a maneating plant to aid you in battle! Learn druidic magic to destroy your enemies! All this and more plant based power in the Botanist specialization.
159 notes · View notes
softsummerlee · 7 months
Text
Tumblr media
Day 3 - The Spirit Knight!
42 notes · View notes
ostreaacademy · 8 months
Text
Tumblr media Tumblr media
Days 8 & 9 - Slime & Charge! Sorry for the absence yesterday, I got really caught up in some personal matters and forgot to post. But now you guys get two subclasses today!
I'm really proud of these both, they explore mechanics that I feel aren't explored all that often in other 5e material and they do it really well. Path Of Viscosity is a little riff of the Echo Knight for barbarian, and Bloodblade is my take on a gish sorcerer!
Also, I will NOT be making a subclass for tomorrow! I've struggled with burnout in the past and so will be taking intermittent short breaks throughout the month (and beyond) to avoid losing my steam and creating long periods of content drought. I'll be back on the 11th with the prompt "Memory"!
51 notes · View notes
hollowedkingdoms · 1 year
Photo
Tumblr media
Good morning everyone and happy friday! 
I come with new art for the project! Art for the Storm Strider Ranger Subclass! Made by the lovely @obbydrawsstuff! Link to the full document can be found here: https://homebrewery.naturalcrit.com/share/jUiG2E7shDER
In the wake of everything that is happening in ttrpg community I hope this brightens your day a bit as we are still going strong with this amazing project! 
114 notes · View notes
greenlandpissshark · 6 months
Text
Batman characters dnd Subclasses brought to u by an expert with a double fixation
Part 1/?
Batman: Oath of redemption paladin.
Like?? Are u kidding I don’t even need to explain this one character wise.
Skill wise Oath of redemption paladins are some of the best at overall battlefield control and are strong defenders. Their feats play very well into Batman’s combat strategy and mythos. The ability to step in from a seemingly impossible distance to take damage in place of somebody else?? Their ability to do damage to enemies simply by believing in and not harming them?? Their mental aura effects, reflavored as fear?? Stfu
Nightwing: Way of the Acrobat Monk
Another big duh. Obviously this subclasses oomf comes from their specialities in different aspects of acrobatic training, contortionism, perfect balance, help with difficult terrain, charisma performance boosts etc. The ability for its costume to grant advantage to yourself; the (purposeful!) distracting power of dick Graysons uniforms over the years. Obviously his tragic backstory.
More interestingly though is the perfect overlap btw monk class strengths and nightwings fighting style. The ability to move extreme distances very quickly, the way gravity stops affecting you entirely at certain skill levels, great leap feat, ability to land multiple hits every round, proficiency in ranged weapons (escrima). Chefs kiss
29 notes · View notes
crackerjackalope · 6 months
Text
Presenting: The Nightmare, a Rogue for D&D 5e
Tumblr media
Happy Halloween! My treat to the TTRPG community this year is a 5e subclass that I wrote back in January. I honestly didn't think this'd ever see the light of day, but I thought it'd be fun to finally release it this October!
Hope you enjoy striking fear into the hearts of your enemies with this free homebrew subclass available here: https://crackerjackalope-games.itch.io/nightmare-rogue
Art by the wonderful @littlestarfi (sorry it took so long to finally use this lol)
20 notes · View notes
Text
Tumblr media
Pact Boon: The Chalice
While Warlock subclasses tend to primarily focus on theming, pact boons tend more towards the mechanical side of things, informing the general playstyle of a character. The Pact of the Chalice offers warlocks aside from the Celestial a variety of ways to support teammates, with health restoration, status cleansing, damage mitigation, and spell restoration.
I'd like to thank my players for giving me the inspiration to make this happen. Without them, the world would never have had the opportunity to consume this chalice.
Links will be in the reblogs, as usual. Only Homebrewery and Google Drive - DNDBeyond doesn't support homebrew pact boons.
145 notes · View notes
Text
Druid: Circle of the Grave
Just a super simple idea that I had recently. Figured that, hey, everybody likes being zombies! And what if you were just a bit more connected to the other side of nature? Hope you enjoy!
80 notes · View notes
madanythinglaboratory · 9 months
Text
Elemental Magus (a DND 5e Homebrewed Wizard subclass inspired by @comicaurora)
Tumblr media
DISCLAIMER: This is straight-up unbalanced. Balancing was always a secondary concern, because that's not what I like about making these, but this time, it's bad enough that even I can't see past it. However, I don't know exactly how to balance it properly while keeping the things I like about it, so I'm freeing this from my drafts and letting the ideas out so someone else (possibly future me) can retool it into something that won't make your GM rip out their hair in frustration. Anyway, I hope you enjoy the subclass all the same ! EDIT: Did my best to rebalance it. Let me know what you think !
2nd level: Such A Lofty Title
Starting at 2nd level, you are revealed as an Elemental Magus, an extremely rare kind of mage that can command all six Primordial elements: Fire, Life, Lightning, Stone, Water, and Wind. 
You can now copy spells that deal fire, necrotic, lightning, bludgeoning, cold, or thunder damage as well as healing spells into your spellbook, even if they are outside of the wizard spell list. Your spellbook can only contain a number of these spells equal to your proficiency bonus. You cannot learn these spells as part of leveling up, and cannot choose them for your Spell Mastery and Signature Spells features.
2nd Level: Just Another Problem to Solve
At 2nd level, your intense study of the mechanics of elemental magic has allowed you to supplement your spells with the properties of the elements. Depending on the damage a spell deals, you can choose to add an additional effect to the targets of your wizard spell in function of the element used:
Fire: One target of your choice must succeed on a Dexterity saving throw or take 1d6 fire damage at the start of their next turn. Anything that would douse a regular fire stops the condition.
Necrotic: One target of your choice must succeed on a Constitution saving throw or have their hit points maximum reduced by your proficiency bonus + the spell's level. This effect is not cumulable with other reduction of maximum hit points, including another use of this feature.
Lightning: One target of your choice must succeed on an Intelligence saving throw or be unable to take a reaction until the end of your next turn.
Bludgeoning: One target of your choice must succeed on a Strength saving throw or have their speed reduced by 15 until the end of your next turn.
Cold: One target of your choice must succeed on a Dexterity saving throw or have disadvantage on their next attack roll.
Thunder: One target of your choice that is either concentrating on a spell or has activated a feature that ends on certain conditions or the target's will (such as a Barbarian's Rage or a Druid's Wild Shape), they must succeed on a Concentration saving throw against your spell save DC. On a failure, they drop concentration on their spell or their feature deactivates.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).
6th level: Safety Is By Definition Not Overcomplicated
At 6th level, you’ve mastered the technique of rune casting, at the cost of the speed of intuition-based magical forms. When you cast a spell that deals fire, necrotic, lightning, bludgeoning, cold, or thunder damage, you can choose to use a runic circle for the spell. When you do so, your spell takes effect at your initiative minus 10, and any roll the spell asks for (damage rolls, saving throws, attack rolls, concentration checks …) can be granted advantage. Additionally, if the spell requires you to use your action to keep an effect of the spell going, you can instead use your bonus action.
If the spell affects an area of effect, you can move it a number of feet equal to five times your Wisdom modifier (minimum of 5) as it takes effect. If the spell affects a single target and said target moves away from your range of casting, the spell fails and you waste a spell slot. 
If used outside of combat, the spell takes effect after 10 minutes instead. 
10th level: Phenomenal Natural Talent
Starting at 10th level, you can use your command over the elements to shield you and your surroundings from their effects. On your turn, you can use an action to expend a spell slot and summon a 10 ft. sphere of protective elemental energy centered on yourself for a minute.
When you use this feature, you must choose one type of damage from the following list: bludgeoning, cold, fire, lightning, necrotic, or thunder. You can nullify the effect of one spell dealing that type of damage per round. The spell must be cast at no more than two levels above your expended slot.
While this feature is active, you are considered as concentrating on a spell for all intents and purposes. Once you use this feature, you can't use it again until you finish a long rest.
14th level: A Primordial True Name in Its Purest Form
At 14th level, you learn the true name of the Elemental Primordials. As a result, you can now invoke the higher property of one of the elements during combat in order to control the battlefield.
Fire/Transmutation: As an action, you can choose a creature within range, which must make a Constitution saving throw. On a failure, you can choose to transform one resistance, vulnerability, or immunity from one type of damage to another for the duration. The target can choose to fail the saving throw.
Life/Survivability: If a creature fails their last death saving throw or takes enough damage to die on hit within range, you can use your reaction to temporarily stop them from dying. If the creature is healed or stabilized while their death is being halted, their hitpoints remain at 0, but the creature will instead be unconscious and stable instead of dead or dying, and your Life effect ends.
Lightning/Connection: As an action, you can choose two willing creatures, including yourself, within range. of you in order to link them. When one of the linked creatures takes damage before the end of the effect, the other can choose to take half of the damage instead of their ally.
Stone/Loyalty: As an action, you can choose a spell caster within range to let them to temporarily use your spell slots for their own spellcasting. When your ally uses one of your spell slots, both of you take 1d10 necrotic damage. This damage cannot be reduced in any way.
Water/Flexibility: As an action, you can allow up to three willing creatures within range other than yourself to make an action become a bonus action instead for the duration.
Wind/Communication: As a bonus action, you can choose a creature within range and force them to make a Charisma saving throw. On a failure, their allies are now temporarily hostile towards them. The target can use their action in order to try and convince their allies that they aren’t an enemy, repeating this saving throw. Creatures immune to the charmed condition will not turn hostile.
Each of these effects lasts for a number of turns equal to your Wisdom modifier and you are considered as concentrating on a spell for all intents and purposes while they are active. Once you use one of these features, you can't use any of them again until you finish a long rest.
40 notes · View notes
nateismagic · 2 years
Photo
Tumblr media
Inspired by the Dungeons & Dragons: Honor Among Thieves movie trailer.
265 notes · View notes
dm-tuz · 1 year
Photo
Tumblr media
Paladins are usually a righteous sort. This particular paladin knows that their previous path in life was wrong and is trying to atone. Play a warrior in search of redemption for their wicked soul! This is the part of the Paradox Pack, a set of subclasses that subverts expectations. If you want to see this unique class and much more content, consider paying my Patreon a visit!
134 notes · View notes