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Homebrew Base Classes

dungeon blaster

First Post
Below are the homebrew classes I use in my campaign, replacing the PHB base classes. I haven't fully figured out class skills, but most everything else is in proper order.

The Classes
Adept
Archer
Noble Knight
Rider
Wanderer
Warrior
Woodsman
 

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dungeon blaster

First Post
Yes, I shall once I figure out how to create those tables that keep everything nice and tidy...

One other thing... these classes may or may not be balanced with the core classes. My intent is to balance them against each other, not against the core classes.
 
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dungeon blaster

First Post
The Adept

ADEPT
Alignment: Any.
Hit Die: d6.

BAB: Low
Saves: Good Will

Class Skills
The adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 4 + Int modifier

Class Features
All of the following are class features of the adept.
Weapon and Armor Proficiency: An adept is proficient with all simple weapons, no armor, and no shields.
Bonus Feats: At 4th level, an adept gets a bonus magic-oriented feat. The adept gains an additional bonus feat at 8th level and every four adept levels thereafter (12th, 16th, and 20th). These bonus feats must be drawn from the feats noted as adept bonus feats. A adept must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A adept is not limited to the list of adept bonus feats when choosing these feats.
Adept bonus feats: metamagic and item creation feats.

The Adept is one of the base spell-casting classes, and very similar in flavor to the Adept class in the DMG. Adepts are healers, wisepersons, keepers of lore, and powerful spell casters.

As my campaign is low-magic, the adept does not gain a spellcasting level every third level, so the progression goes (1st, 2nd, 4th, 5th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 17th, 19th, and 20th). Of course, this means that an adept will never receive 9th level spells, unless the character takes a +1 caster/level PrC such as the Wizard PrC.
 
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dungeon blaster

First Post
The Archer

ARCHER
Alignment: Any.
Hit Die: d8.

BAB: Medium (High for ranged weapons)
Saves: Good Fort

Class Skills
The archer’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Inspire (Cha), Intimidate (Cha), Jump (Str), Knowledge (War, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points: 4 + Int modifier

Class Features
All of the following are class features of the archer.
Weapon and Armor Proficiency:[/b] An archer is proficient with all simple weapons and three martial melee weapons, all ranged weapons, light and medium armor, and light shields.
Bonus Feats: At 3rd level, an archer gets a bonus feat. The archer gains an additional bonus feat at 7th level and every four archer levels thereafter (11th, 15th, and 19th). These bonus feats must be drawn from the feats noted as archer bonus feats. An archer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A archer is not limited to the list of archer bonus feats when choosing these feats.
Archer bonus feats: Far shot, greater weapon focus, greater weapon specialization, improved critical, improved disarm, improved initiative, improved precise shot, many shot, mounted archery, point blank shot, precise shot, quick draw, rapid reload, rapid shot, shot on the run, weapon focus, weapon specialization.
Deadly Aim: As a full-round action, an archer can aim and fire a single deadly shot, gaining a +1 bonus to hit and dealing +1d6 extra damage. At 5th level and every four levels thereafter the bonus rises by +1 to hit and +1d6 damage, to a maximum of +5 to hit and +5d6 damage at 17th level.
Strike: The Archer can only use these abilities in conjunction with Deadly Aim, and cannot be used in conjunction with other Strike abilities. The archer can use the strike ability a number of times per day equal to his archer level.
Stunning Strike: When struck, the target must make a Fortitude save (DC 15) or be stunned for one round.
Wounding Strike: When struck, the target suffers an additional point of blood loss damage every round as if the weapon had the wounding enchantment.
Crippling Strike: When struck, the target suffers 2 points of Strength damage.
Critical Strike: A successful attack results in an automatic critical hit.
Death Strike: When struck, the target must make a successful Fortitude save (DC 20) or die instantly as if struck by an arrow of slaying of the target’s type.
 
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dungeon blaster

First Post
The Noble Knight

NOBLE KNIGHT
Alignment: Any.
Hit Die: d8.

BAB: High
Saves: Good Fort, Good Will

Class Skills
The noble’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Inspire (Cha), Intimidate (Wis), Jump (Str), Perform (Cha), Profession (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), and Swim (Str).
Skill Points: 6 + Int modifier


Class Features
All of the following are class features of the noble knight.
Weapon and Armor Proficiency: A noble knight is proficient with all simple and martial weapons, with all armor (light, medium, and heavy), and with all shields (including tower shields).
Bonus Feats: At 3rd level, a noble knight gets a bonus feat. The noble gains an additional bonus feat at 7th level and every four noble knight levels thereafter (11th, 15th, and 19th). A noble knight must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Inspire Courage (Su): A noble knight can inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the noble speak. The effect lasts for as long as the ally hears the noble speak and for 10 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every four noble levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 9th, and +4 at 13th, and +5 at 20th). Inspire courage is a mind-affecting ability.
Divine Grace (Su): At 2nd level, a noble knight gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Smite (Su): Once per day, a noble knight may attempt to smite his enemy with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per noble level.
At 8th level, and at every four levels thereafter, the noble may smite his enemies one additional time per day, as indicated on Table: The Noble Knight, to a maximum of five times per day at 20th level.
Leadership: Noble knights are natural-born leaders, automatically gaining the Leadership feat at 6th level and receiving a +1 bonus to their leadership scores. This bonus increases +1 point every four levels after 6th (10th, 14th, and 18th level) to a maximum of +4 at 18th level.
Majesty: Not sure what this does yet.
 
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dungeon blaster

First Post
The Rider

RIDER
Alignment: Any.
Hit Die: d8.

BAB: High
Saves: Good Fort, Good Reflex


Class Skills
The rider’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knoweldge (Equines) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival Wis), and Swim (Str).
Skill Points: 4 + Int modifier


Class Features
All of the following are class features of the rider.
Weapon and Armor Proficiency: A rider is proficient with all simple and martial weapons, with light and medium armor, and shields.
Bonus Feats: At 2nd level, a rider gets a bonus rider-oriented feat. The rider gains an additional bonus feat at 5th level and every three rider levels thereafter (8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as rider bonus feats. A rider must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A rider is not limited to the list of rider bonus feats when choosing these feats.
Bonus feat list: armor proficiency (heavy), combat reflexes, mobility, mounted archery, mounted combat, ride-by-attack, quick draw, shot on the run, spirited charge, trample
Equine Companion: The rider gains at 1st level an equine companion, usually a warhorse, of greater strength and power than a normal member of its kind. Treat as an animal companion.
Animal Affinity: The rider gains this feat for free at 1st level.
Ride: The rider gains a +2 bonus to ride checks. This bonus increases by +2 every six rider levels.
Mounted Attack Bonus: At 4th level a rider gains a +1 bonus to hit and damage with melee weapons while on a mount. This bonus increases by +1 every six rider levels (10th and 16th level).
Mounted Defense: At 7th level a rider gains a +1 dodge bonus to AC while on a mount. This bonus increases by +1 every six rider levels (13th and 19th level).
Equine-Friend: The rider gains a +4 bonus to handle animal checks with equines and can speak with them as if he/she was the subject of a permanent speak with animals spell.
Command Equines: The rider can command a number of equines whose total hit dice are less than twice the rider’s level. The equines must be able to hear and understand the rider for this ability to work.
Companion Lifebond: As a standard action, the rider can create a Lifebond between him/herself and his/her equine companion. Once created, the Lifebond lasts for 1 hour or until the rider decides to end the bond, whichever comes sooner. The Lifebond has establishes a telepathic link between rider and companion, extending to a range of 1 mile. While astride his/her mount, the rider can choose to take half of any damage dealt to his/her companion. This action must be declared before damage is rolled. Lastly, the companion can use the rider’s ride bonus instead of its own (useful if the rider is unconscious or otherwise incapacitated).
 
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dungeon blaster

First Post
The Wanderer

WANDERER
Alignment: Any.
Hit Die: d6.

BAB: Medium
Saves: Good Fort, Good Reflex

Class Skills
The wanderer’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disguise (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Inspire (Cha), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Perform (Cha), Profession (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Swim (Str).
Skill Points: 6 + Int modifier


Class Features
All of the following are class features of the wanderer.
Weapon and Armor Proficiency: A wanderer is proficient with all simple weapons, three martial weapons, light and medium armor, and shields.
Wanderer Lore: A wanderer may make a special wanderer lore check with a bonus equal to his wanderer level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful wanderer lore check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bonus Feat: At 2nd level, a wanderer gets a bonus feat. The wanderer gains an additional bonus feat at 6th level and every four wanderer levels thereafter (10th, 14th, and 18th). A wanderer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Sudden Strike (Ex): If the wanderer can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever the target is denied her Dexterity bonus to AC against his attack (whether the target actually has a Dexterity bonus to Armor Class or not), the wanderer deal an extra 1d6 points of damage with his attack. The extra damage increases +1d6 every four wanderer levels after 3rd (7th, 11th, 15th, and 19th).
Ranged attacks count as sudden strikes only if the target is within 30 feet; a wanderer can't strike with deadly accuracy from beyond this range.
Uncanny Dodge (Ex): Starting at 4th level, a wanderer can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a wanderer already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A wanderer of 8th level or higher can no longer be flanked.
This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more wanderer levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum wanderer level required to flank the character.
Special Abilities: On attaining 5th level, and at every four levels thereafter (9th, 13th, and 17th), a wanderer gains a special ability of his choice from among the following options.
Crippling Strike (Ex): A wanderer with this ability can sudden strike attack opponents with such precision that his/his blows weaken and hamper them. An opponent damaged by one of his/his sudden strike attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The wanderer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wanderer can attempt to roll with the damage. To use this ability, the wanderer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute a defensive roll—if he is denied his/his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the wanderer’s evasion ability does not apply to the defensive roll.
Evasion (Ex): The wanderer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the wanderer is wearing light armor or no armor. A helpless wanderer does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the wanderer still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless wanderer does not gain the benefit of improved evasion. A Wanderer must take Evasion before he can take Improved Evasion.
Opportunist (Ex): Once per round, the wanderer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the wanderer’s attack of opportunity for that round. Even a wanderer with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The wanderer becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent his from doing so. A wanderer may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the wanderer’s ability to wriggle free from magical effects that would otherwise control or compel his. If a wanderer with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Feat: A wanderer may gain a bonus feat in place of a special ability.
Luck: Wanderers are lucky by nature and often their luck saves them in dangerous circumstances. Once per day, a wanderer can use his luck ability to re-roll any one attack, save, or luck-related check. The wanderer must take the new result, even if it is worse than the original result. Every four levels after 12th (16th, 20th) the wanderer can use Luck one additional time per day.
 
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Nifft

Penguin Herder
Yeah, edit and add BAB & Saves. You can do it like this:

BAB: Full, Average, Half
Good Saves: Fort, Reflex, Will

... so no need for tables. Yay!

-- N
 

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