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#homebrew classes
aboleth-eye · 5 months
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D&D Homebrew Class: the Valiant
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In your own D&D 3e/3.5 campaigns, have you always wanted to fight with the powers of light and big elemental explosions? A pretty protector leaping over enemies to rescue your friends from the forces darkness? Channel the powers of goodness through awesome kickboxing and unique bursts of fire, water, earth and/or air?
Then check out the Valiant! A homebrew monk/battle dancer-based class inspired by the classic anime/tv genres of Mahou Shoujo (Sailor Moon/Pretty Cure/Cardcaptor Sakura/etc) and Sentai Tokusatsu (Power Rangers/Super Sentai/etc)!
Just did a major overhaul and expansion to the Valiant class recently! Added in tons of new options such as the Wildheart, Lostheart and Planar Valiant!
All homebrew is free to use and play in your own games! (Though a shoutout would be nice lol) -- Love, @aboleth-eye
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aboleth-workshop · 5 months
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D&D Homebrew Class: the Fiendknife
Posting more regularly about my homebrew classes! Welcome to my latest class, the Fiendknife! A living weapon class for D&D 3e/3.5 edition, inspired by the Hybrids from Chainsaw Man!
Tear into your opponents with blades, arrows, bombs and more from your own infernal body! Includes several combat styles for your bladelimb weapons, and a class variant just for Tieflings!
All homebrew is free to use and play in your own games! (Though a shoutout would be nice lol) -- Love, @aboleth-eye
P.S. Have fun with this homebrew class! I made it in an coldbrew coffee writing frenzy. lol
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brewerssupplies · 1 year
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Been throwing around the idea for a chronomancer class for a while now, and so here we are. I've seen chronomancer classes done a lot, but none have really done it for me. So I finally made my own, and will be adding a few more subclasses in the future. Hope you enjoy!
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sky-whale-creations · 9 months
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Introducing the Vessel class version 2.2!
It's been a long time for all of us, hasn't it? About 2 years ago this project started and now, slowly and surely, it closes in on its fully realized state
I already posted up the original subclasses: elder dragon, deep one, and primordial beast for all of your draconic, sea monster, and fuck off huge animal needs
Aaaand here we are with the 2nd batch!
The Destroyer, for ascended demons and rampaging angels
The High Fey, for the various tricksters of the Fey Wilds
The Dire Bloom, for supernaturally powerful flowers, trees, and what have you
As always I simply must thank my friend PJ, my collaborator, tester, and DM
My gf, who helped spark the Vessel class and plays the first ever vessel, Nia Rivers
And a special thank you to my dear friend Rowan who I lost very recently. The act of creating will save you. <3
As always you can find the full homebrewery document here: https://homebrewery.naturalcrit.com/share/n_swReh_PBe6
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eldritchamy · 5 months
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I'll tell you what I want what I really really want
I wanna- (my adhd interrupts me with a new idea) I wanna- (my adhd interrupts me with a new idea) I wanna- (my adhd interrupts me with a new idea) I wanna- (my adhd interrupts me with a new idea)
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ncat · 1 month
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The Conduit
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So heres the conduit! I'm very happy with how this turned out.
The conduit as a class is best described as a "Con Based Martial with spellcaster aesthetics", since, mechanically, it fills a martial role, being a class that doesnt use resources, with a primary party focus on dealing damage, while flavor wise, it goes around slinging blasts of energy at people.
This class mechanically is very much based on the warlock of 3rd edition, with flavour and some mechanical inspiration from the Kineticist of Pathfinder 2e.
The two core design elements that I tried to stick to with making this were 1. Being resourceless and 2. Customizability.
For the first point, none of the class features are limited in uses per day. No feature adds an additional resource for the player to track, nor uses spell slots nor etc. The closest it comes to a resource is its Exertion mechanic, where certain things tire out your conduit character. Though, this serves less as a resource, and more as a temporary debuff, reducing your damage output whilst its in effect, before being easily removed.
The second point is customizability. The first element of this is subclasses. Of course, theres the variety of subclasses to pick from, but notably, is that unlike other classes, you aren't bound to picking just one subclass. From 7th level onwards, whenever you reach your subclass feature level, you can choose to continue advancing in your subclass, or you can take the initial features of a different subclass. This means while you can do a more traditional route of going "I'm the lightning guy, I'm taking lightning every level", you can also do an avatar style "Master of 4 elements" and have 4 different subclasses by level 20. Mix and match them as you like, be the "Fire and Lightning" person, be the "I control water mostly, but also a little bit of ice", combine your elements and so forth.
The next part of customizability is in talents. Talents are very much your classic invocation style feature, of which there are... like. 60 of them at this point. But! Theres a lot of variety in what they do. While you have your choices of ones that give additional powers, like flight or teleportation or whatnot, a large bulk of them are dedicated to one thing: Reshaping your elemental blast. Go out there as a fire guy and blast people with fire, then turn around and literally explode everything around you in flames, then focus your blast into a roaring line of fire that pushes everything within it towards you, and then rush the last man standing with a spear made of literal fire.
The talents are designed around not just being able to reshape and modify your blast in a bunch of different ways, but you can combine them together and do cool stuff.
Because at its core, I wanted to design this class to fill a very specific style of fantasy, and thats of the type of magic you see in some settings where its just "I control this one element", and then from that the mage turns that into a billion different things.
A fire wizard will say "I can cast fire bolt, fire ball, and scorching ray". A fire conduit instead just has an elemental blast, but they can turn that elemental blast into a bolt that is hurled at one person, or have it explode into a ball of flame, or split it into multiple beams.
Its very much a creativity first subclass, and thats whats behind its capstone! The capstone is all of this at its epitomy, the ability to freely reshape your elemental power (By freely, temporarily learning talents) into whatever form you imagine.
Hell, customizability is built even into the very core of its flavo
Yeah <3
I hope you guys enjoyed reading this class as much as I enjoyed writing it and as much as I enjoy talking about it <3
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So, you know how I said I was making 30 subclasses for Subclasseptember? I lied. This one's a class, actually.
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Subclasseptember Day 30: Choice
The Wildheart - Homebrew Class
The Wildheart is intended to fulfill a similar niche to Barbarian, but with its own flavor and a much more complex structure to provide the satisfying crunch that martials tend to otherwise lack.
Details under the cut.
This was a project that I'd been working on for a while over the last year. A complex martial, with similar build variety to the Warlock while not sacrificing the strengths of martial-oriented design. This was intended to contrast a simplistic mage whose build and combat choices would rival the elegance of a Champion Fighter. There's no reason that martials have to be the beginner's class and mages have to be the only choice for any actual variety in and out of combat.
The latter ended up being absorbed into the Swordmage, but the former ended up shelved - until now.
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Subclasseptember has been a fun time, but I'm going to once again take a step back from brewing. Can't blame anyone else for not going all the way; it's definitely not an easy task. Wouldn't be called a challenge if it was.
Subclasseptember 2023 Compendium and DNDBeyond Links to come soon. Sadly, DNDBeyond still doesn't support homebrew classes.
Normally I'd make a funny quip here or something? But right now, all I can say is thank you everyone for your support. I intend to continue with these passion projects as long as I can. Albeit at a bit of a slower pace.
If you like what you see, I've got a ko-fi if you want to commission more of my stuff? It's in the pinned post on my page.
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psychhound · 1 year
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reposting homebrew!
hello all! now that things with wotc have Settled i've decided to repost my 5e homebrew as itch exclusives! enough people said they hoped they would go up again that it seemed like it was time to make them available once more. i'll be posting a few homebrew each sunday so keep a look out!
so without further ado ...
autism & adhd mechanics
11 total traits for pcs and npcs to mechanically emphasize their autism and/or adhd. includes disability specific and shared traits, including executive dysfunction, sensory processing disorder, motor issues, rejection sensitive dysphoria, and more! pay what you want! updated since the last time published!
wild magic artificer subclass
includes subclass spells, two brand new artificer infusions, a custom wild magic roll table, and access to magic tattoos!
witch class
a constitution-based half caster class with a brand new way of casting spells to add more strategy and risk to spellcasting. includes nearly 30 curses at levels 3, 10, and 15, including curses specific to your coven. adopt a familiar who grows in power as you do. includes the Enchanter - a coven focused on illusion and utility, the Hedgewitch - a coven focused on heals and buffs, and the Jinx - a coven focused on combat and necromancy. comes with a custom character sheet by bees baldwin. co-created with @beatricexbenedick
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rain-junkiednd · 8 months
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VOYAGER Created by rain-junkiednd GM Binder and PDF versions more of my work artwork by Saltmalkin, Wenjun Lin, & Amir Zand
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gamemaster-redrobin93 · 9 months
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Forgot to post this a while back but since I'm on a little break from dnd subclasses I thought I'd show some more homemade yugioh art. Well home painted at least. I collected a few sets of the past 3 years of yugioh tins and decided to add a splash of colour.
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stupidsexygrizzop · 10 months
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listen. listen. i fucking adore long form ttrpg campaigns. i love letting the story linger and the characters grow and all of the great stuff that comes with giving a story time to tell itself.
however
i need brennan to let the crew level up and i need it to happen now not because of how lethal level 1 is, but because i may actually go insane if i have to spend another few months guessing at what the subclasses are going to be
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cocoshomebrew · 7 months
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Cultist Expanded Subclasses
Link to the original class
Here's the link to my patreon if you want to see more of my content or want to support me in making it. Also consider joining my discord!
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brewerssupplies · 6 months
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Really wanted to fill in the wandering priest niche in the Hexslinger, so here's my first go at it! The spell for the last feature is in the pdf under the firearms reference. Hope you enjoy!
Art by Imad Awan
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sofigrace · 6 months
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Matt @ Taliesin at the end of the ep
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dm-tuz · 1 year
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Pact of the Monarch
Have you ever wanted a different sort of patron for your warlock character? Have you wanted a sturdier warlock? Look no further! The Pact of the Monarch has you drawing your magical abilities from a powerful liege. This is the part of the Paradox Pack, a set of subclasses that subverts expectations. If you want to see the other two and much more content, consider paying my Patreon a visit!
EDIT: Aloofness was reworded to what it was supposed to be.
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jaypea00101010 · 5 months
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Expanded Optional Class Features!
Over my time playing 5e there's a few small tweaks I've wanted to make to the core classes, below are just a few of the tweaks I personally use at my tables!
Below are optional class features for Barbarians, Clerics, Monks, Paladins, Rangers and Warlocks, with reasoning given for them all
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Barbarian
Ancestral Rage
Rage stops barbarians casting spells, but that leaves races that get spells a little high and dry, not able to use their spells in most fights, this is intended to fix that. Nothing super crazy, but tiefling barbarians will have just a little more fun.
Unending Rage
The latest barbarian playtests have let barbarians use bonus actions to keep raging, and let them rage for 10 minutes. While I think this doesn't really work thematically, it made me realise Rage probably shouldn't be as limited either. Will this come up much, not really, but it's a little less tracking and it's more thematic.
Unshakeable Rage
Force damage is becoming a lot more common on higher CR monsters, so having resistance to it for barbarians is pretty important. It's a fix to the main problem I have with barbarians, like I spoke about in THIS tumblr post.
Cleric
Channel Divinity: Spirit Guardians
Once again this is a fix to my biggest problem with the class, I don't really think turn undead is thematic for all clerics, but I think the spirit guardians spell both is pretty thematic for all clerics (or can easily be reflavoured to be), and is such a must pick for the class, it should just be built in, so this does! Scales with your proficiency bonus so it'll stay useful at all levels, and frees up your third level slots for something else
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Monk
Overflowing Ki
Monks need more ki points, and while this might look like it's giving them less at first, the recharge on this is a lot better, you might have less ki points overall, but you'll have all of them for all every combat
Perfect Flow
Similarly to overflowing ki, monks deserve a better capstone, so this is it, a constant flow of ki points, so you can always do what you need in a fight
Paladin
Swear Your Oath
Again a fix to my biggest problem with paladins. The source of sorcerers power is their subclass, so they get it at level 1, same with clerics and warlocks, so why not paladins? This feature, while not doing anything mechanical, helps the thematics of paladins immensely
Ranger
Mark Foe
Potentially the first part of a full ranger rework, rangers need a better feature than Favoured Enemy, and this is it. In an ideal world rangers would have a core class feature like this that subclasses could build off...... maybe....
Survivalist's Spellcasting
Another fix, rangers are the masters of the wilderness, they should be able to prepare for any situation.... but no, they're known casters, well no longer
Warlock
Eldritch Blast
The final fix I've spoken about before, it's such a must-have, that it just needs to be a class feature. Plus having it be a class feature means it doesn't scale with multiclassing which helps a lot (still not quite enough to stop hexblades, but I've got another fix there
Cunning Contract
Warlocks were int based in the D&DNext playtests, and they still absolutely make sense to be, so this just does that!
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