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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.
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awkwordadventures · 8 months
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Champions of Gaia - V0.2
Awhile back I posted about how I've been working on some plant/nature themed Subclasses for 5 e. Well a lot has happened this summer and time really got away from me, but I still wanted to share what I've done!
Here are the 6 Subclasses I came up with (3 martial and 3 caster) for use in any setting where nature is queen:
Barbarian - Path of Bramble
Bard - College of Lifesong
Monk - Way of the Tree
Rogue - Forestwalker Archetype
Sorcerer - Rootborne Bloodline
Warlock - Old Growth Patron
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I apologize that these are all images. I had planned to officially publish these in the "correct" way using homebrew platforms, but that ended up being more complicated than I think I was ready for.
Still there is a fully designed, 12-page PDF I have with an author's note and everything! Maybe someday I'll do more with it.
Also all the artwork is public domain! I got them from the National Gallery of Art at nga.gov. There is a note of this in the table of contents but I cut that page for space on tumblr
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magezy · 10 months
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Remnants of a Stash (Warlock 2/5)
Surprised we didn’t get something like this in Fizban’s, so I made it myself! Draw upon your inner dragon and get a patron that probably won’t wanna eat you.
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kits-foragings · 8 months
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Homebrewer Link
I’m going to put all my cards on the table here: this is likely powerful and complicated to the point of obscenity. A subclass that allows you to potentially mimic abilities and any actions from most creatures is inherently powerful. As a result, what you see here is more of a proof of concept than anything else. Was a lot of fun to design though.
More sane reflections below:
The core inspiration should be obvious: Kirby, from…well, Kirby. Druid seemed like a natural fit for this due to it already having Wild Shape, and this takes Wild Shape in a different direction.
Devourer’s Maw is pretty simple, being more of an engine to get you to the good stuff. It’s damage doesn’t scale because, IMO, it doesn’t need to.
Power of the Devoured is the central feature and I think I’ve done as well as I can to maintain some semblance of reasonable balance in terms of scaling. Being able to pick and choose what exactly you copy means that a player has to keep track of a LOT.
The rest is just building on what is already there, as opposed to giving the players any new toys to play with.
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tatter-demalion · 1 year
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Some blade cantrips for your gish needs! You can find these on Homebrewery here.
I think it's a bit silly that the way these cantrips are written (which matches how they were changed with Tasha's) is that you can't use them with reach weapons. I say, use them that way anyway! It's fine.
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jellisdraws · 3 months
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I looked inside and lo, I loved the beast I found.
Louva, the Dread Fist monk.
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actionsurges · 5 months
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BATTLE CRY 2nd-level Evocation
Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: 1 round
You unleash a fearsome yell or roar, causing each creature within 30 ft. of you to make a Wisdom saving throw. On a failed save they take 2d12 thunder damage and are frightened of you until the end of their next turn. On a successful save they take half damage and are not frightened. Creatures that are deafened automatically succeed their save and do not take damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Commission for @sol-shines! Commission information here.
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paperanddice · 9 months
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Powerfully imaginative minds can draw closer to other realms in their sleep, dreams pulling forth energy and possibly even active minds. When interacting with powerful magic, these otherworldly dreams can occasionally manifest fully, becoming the creatures known as animate dreams. Incomplete, imperfect beings, they feed upon the imagination and emotion of living beings, with sapient creatures providing far more nourishment than mere beasts.
As such, the animate dream can draw forth these powerful emotions for its food. Its touch causes mental anguish and horror that sustains it, but it gains even more sustenance by putting a creature into a state of horror. They prefer infecting creatures with nightmares, whether waking or sleeping, and even just by staying in close proximity to a sleeping creature they can prompt bad dreams. These proximity dreams are enough to keep it healthy, but are weaker than magically caused nightmares and so few animate dreams are satisfied with such feeding for long, nearly always escalating to more delicious terrors sparked by magic. Starvation doesn't kill animate dreams however, just causing ever increasing pain and distress that results in them becoming more aggressive and hostile.
While animate dreams can choose not to cause true harm in their feeding, few bother with such trouble. Creations of pure id and the erratic nature of dreams, they rarely feel proper sympathy or connection with the victims of their feeding, seeing them as nothing more than easily harvested thoughts. Perhaps the transient nature of dreams means they are never meant to take permanent form like this, and that paradox leads to the horrors an animate dream leaves behind.
While animate dreams are around the size of the average humanoid, their exact appearance is flexible and changes as they feed to take on a form similar to the fears and thoughts of the creature they're gaining sustenance from. The more an animate dream feeds off of a single creature, the more stable its form appears, but there's always some variation in what others see as their own emotions and fears influence how the animate dream appears to them.
Originally from the Pathfinder Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Animate Dream Medium aberration, neutral evil Armor Class 19 Hit Points 104 (16d8 + 32) Speed 0 ft., fly 40 ft. (hover) Str 2 (-4) Dex 18 (+4) Con 15 (+2) Int 10 (+0) Wis 15 (+2) Cha 21 (+5) Saving Throws Wis +5, Cha +8 Skills Deception +8, Intimidation +8, Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities frightened, grappled, paralyzed, prone, restrained Senses darkvision 60 ft. passive Perception 12 Languages telepathy 100 ft. Challenge 8 (3900 XP) Force Of Personality. The AC of the animate dream includes its Charisma bonus. Incorporeal Movement. The animate dream can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Nightmare Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 40 (8d8+4) psychic damage and the target must succeed on a DC 16 Charisma saving throw or become cursed with nightmares. The cursed target gains no benefits from Long Rests, and it must repeat the saving throw every 24 hours, gaining a level of exhaustion on a failure. Exhaustion gained this way cannot be removed as long as the creature is cursed. The curse lasts until the target succeeds on three saving throws in a row, or its removed by remove curse or similar magic. Spellcasting. The animate dream casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 3/day each: dimension door, fear, sleep (as a 5th level spell) 1/day each: confusion, dream, phantasmal killer
13th Age
Animate Dream  Double-strength 5th level spoiler [aberration]  Initiative: +10 Cursed Nightmare Touch +10 vs. PD - 30 psychic damage and the target is dazed (save ends). Natural 14+: The save is a hard save (16+). Natural 18+: The target takes 10 ongoing psychic damage and is helpless as it falls asleep (save ends both). R: Waking Nightmare +10 vs. MD (one nearby enemy) - 15 ongoing psychic damage and the target is weakened (save ends both). First Failed Save: The ongoing damage increases by 5 and the target is confused instead of weakened. Miss: 10 psychic damage and the target is dazed until the end of its next turn. Limited Use: The animate dream can only use this attack when the escalation die is even. Fear: Enemies engaged with the animate dream that have 24 hit points or fewer are dazed and do not add the escalation die to their attacks. Feed on Nightmares: The animate dream regains 2d6 hit points if it starts its turn engaged with a creature that is asleep, affected by its waking nightmare attack, or affected by its fear aura. Flight. Ghostly: The animate dream has resist 16+ to all damage except force damage. It can move through solid objects, but can’t end its movement inside of them. AC 19 PD 15 MD 19 HP 104
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aboleth-eye · 4 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 · 4 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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levelofexhaustion · 1 year
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As the two-headed ettin charges towards the halfling's party, she quickly orients her hand mirror to reflect the sun's rays, and a scorching burst of rainbow magic leaves the giant smoldering in its tracks. She smiles, and makes sure her makeup isn't out of place before tucking the Prismatic Focus back into her bag, and continuing on her journey.
I recently went through and counted how many subclasses I had made for each class, and realized that prior to this I had only made a single Bard College. I really wanted to hit an artistic niche that I feel has been left out, and colors and light is something that no current Bard College feels like it fully embraces. I hope this does the trick for all of you looking for something similar! The PDF of the images can be found here, and the Homebrewery link that will continue to be updated with any changes is here. Leave your feedback and thoughts below (be kind!) and I hope you all enjoy.
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Subclasseptember Day 16: Weather
The Circle of Ruins - Homebrew Druid Subclass
Given their association with structures like Stonehenge, I'm surprised that this isn't already a thing.
Explicitly designed to be a tanky caster (unlike some subclasses *cough bladesinger cough*), with ways to help maintain concentration and further play into the delayed value that the Druid class already encourages. You broke my concentration on Call Lightning? Good thing I had a Moonbeam cooking that entire time. It also plays into some novel weaknesses, though - you're durable, but mobility is not exactly your strong suit. Endure as the ruins do.
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nateismagic · 2 years
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Inspired by the Dungeons & Dragons: Honor Among Thieves movie trailer.
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magezy · 1 year
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Remnants of a Stash (Rogue 2/5)
A warlock rogue, this time! Including a little sneaky preview of some of the upcoming warlock subclasses I’ll be pushing out eventually (which includes a revamp of The Raven Queen UA warlock!)
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dexsavingthrow · 2 years
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PMMM MAGICAL GIRL HOMEBREW - BETA V.1.0 !
Will be playtesting soon, this is not balanced at all yet, and I'm really excited to share updates with you all! Feel free to test on your own if you'd like, but bear in mind this is very very early stages of homebrewing.
Link on Homebrewery
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tatter-demalion · 11 months
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A subclass for more airy-fairy, nature-oriented sorcerers! You can find this on Homebrewery over here!
Glamoured Attire is the most ribbon-y of ribbon features I've ever made, but I still think it's pretty fun. You can sparkle no matter what you're wearing! I'm a little more uncertain how Entrancing Spell actually plays out. Is it too complicated? Does it take too long to resolve?
If you try this subclass out, let me know what you think!
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