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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Elemental Magus (a DND 5e Homebrewed Wizard subclass inspired by @comicaurora)
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.
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College of Sass
More homebrew. Bard this time. I jokingly made a melee cantrip and called it vicious clockery. Then it inspired this nonsense. Honestly this feels like a more support and shiggles focused Swords.
The College of Sass, also known to some as Petty University, is a haven for bards who excel in the art of mixing humiliating verbal repartee and downright disrespectful hand-to-hand combat. These bards are masters of the cutting remark, the sarcastic quip, and the well-timed face slap. They understand that sometimes the most effective weapon is not a sword or spell, but a well-placed hand to the face and harsh verbal beatdown.
Bonus Proficiencies
When you join the College of Sass at 3rd level, you gain proficiency with medium armor and improvised weapons.
Catch These Hands
A true heckler needs little more than his hands to put his foe in their place. Starting at 3rd level you gain the unarmed fighting style and learn the Vicious Clockery cantrip.
Vicious Clockery
Enchantment cantrip
Classes: Bard
Casting Time: 1 action
Range: Touch
V, S
You wind up a powerful unarmed melee attack against one creature within your reach. On a hit, the target suffers the attack’s normal effects and then is wracked by surging humiliation and takes an additional 1d6 psychic damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Additionally as long as you have one hand free you may use your hands as a spellcasting focus for your bard spells.
Jester's Touch
At 3rd level, you capitalize on the pure shame that a good slap to the face can provide. When you deal damage with Vicious Clockery you may expend a use of your Bardic Inspiration. When used in this way the target subtracts a roll of your bardic inspiration die from their next d20 roll of your choice- saving throw, skill check, or attack roll.
Once Slapped, Twice Shy
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally you can replace one of your attacks with Vicious Clockery or Vicious Mockery
Insults Always Ready
Starting at 14th level, whenever you apply Jester's Touch, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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