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Homebrew subclass revisions

Herosmith14

First Post
So I finally got around to revising some of my homebrew subclasses, and chucking others. In the past, I've given each subclass its own thread, but seeing as these are (mostly) all revisions, I'd figure I'd not try to res some old threads and save data with only one new one. Anyway, feel free to take a look. The only new one here is the Oath of Fate.


Circle of Steel
The “Druids,” if they can continue to be called that, of the Circle of Steel have rejected the forces of nature that once gave them power. They corrupted their divine magic with metal and darkness. These “Steel Druids” rarely end up among the forces of light, their tainted power drawing them to the domains of shadow and conquest.

Bonus Proficiencies

When you choose this class at 2nd level, you gain proficiency in metal shields and armor, heavy armor, and martial weapons.
Drain Nature

Starting at 2nd level, you have learned how to use metal to steal the life force of natural creatures. Whenever you hit a beast, fey, or plant with a metal weapon, you may expend a spell slot and regain 1d10 hit points per the spell slot level.
Extra Attack

Starting at 6th level, you may attack twice, instead of once, whenever you take the attack action.
Metal Shape

Starting at 10th level, you have corrupted your natural roots so much that you learn to become metal. Whenever you use your Wild Shape feature, instead of becoming a beast, you may become a construct with a Challenge Rating equal to half your druid level. When you use Wild Shape in this way, your gear is not absorbed into your new form.
Steel Resolve

By 14th level, you have learned how to use your magic to dampen the attacks of natural creatures. You gain resistance to damage from the attacks and spells of beasts, fey, and plants.



Sorcerer: Time Warped​
The magic of sorcerers is always mysterious, and comes from many sources. Some wield the power of mighty dragons and storms, some become avatars of light and darkness, and others still fight to control the chaos inside of them. All manipulate the foundations of the world in some way, whether it be chaos, the morals poles, the elements, or even time itself.
Little is known about what causes the emergence of a Time Warped. Some believe it is random chance. Others say that if one is born close to a crossing to the temporally unstable Feywild may cause it. No one really knows, but one thing is certain. Time Warped sorcerers wield powers of few others.

Temporal Archive

When you choose this origin at 1st level, you have a tendency to recall events better than most. You gain proficiency in the History skill, if you don’t have it already, and you double your proficiency bonus for any Intelligence (History) checks you make.

Time Slow

At 1st level, you know how to roughly mold time in crises. When you are hit with an attack, you can use your action to move up to half your movement, and the attack misses you. This movement does not provoke opportunity attacks as you slow down time to keep yourself from harm.
You can use this feature a number of times equal to your Charisma modifier. You gain all expended uses at the end of a long rest.
Temporal Repositioning

By 6th level, you have learned how to change your placement in time. As a bonus action, you may spend 3 sorcery points to reroll your initiative, and you end your turn, taking your next one at your new initiative.

Temporal Stall

Starting at 14th level, you have learned how to distort time in order stall your enemies. As a reaction, at the start of an enemies turn, you may force them to make a Wisdom saving throw. On a failure, the DM skips the rest of their turn, as temporal manipulation prevents them from acting.
You may use this feature twice. You regain all expended uses at the end of a short or long rest.
Time’s Child

At 18th level, you have become a master of time. For every 10 years, you only physically age 1.
Also, you learn the Time Stop spell, and it does not count against you number of spells known. You may cast this spell without expending a spell slot. Once cast the spell in this way, you can’t do so again until you finish a long rest


Druid: Circle of the Drake​
The Circle of the Drake could be considered a splinter group of the Circle of the Moon. They are the guardians of a more powerful beast than others; the Dragons. They study the giant, winged lizards and transform into them to protect the natural world. The elemental reptiles burn in the hearts of these Druids.

Draconic Resilience

When you choose this circle at 2nd level, you gain the hardiness of a dragon. Increase your hit point maximum by 2, and you gain 1 additional hit point whenever you level up.
Additionally, when you are not wearing armor and are not in a wild shape, your Armor Class equals 13 + your Dexterity Modifier.
(P.S. I don't really like ripping off the Dragon Sorcerer with this ability, so if you have any ideas for replacement abilities, let 'em rip.)

Drake Tongue

Also starting at 2nd level, you learn Draconic if you do not already know the language.

Dragon Form

Starting at 6th level, when you use your Wild Shape feature, you may turn into a creature of the dragon type with a CR equal to half your druid level. All other limitations on Wild Shape still apply
Once you use this feature, you cannot use it again until you finish a short or long rest.

Terrifying Roar

Starting at 10th level, you have gained the ability to exude the terrifying presence of a dragon. As an action on your turn, you may loose a roar to make even the mightiest of warriors tremble. All creatures that can hear you within 30ft must make a Wisdom saving throw against your spell save DC or become frightened by you. You also have advantage on saves against being frightened.
Once you have used the roar aspect of this feature, you cannot do so again until you have finished a short or long rest.

Ancient Resilience

By 14th level, you have unlocked the secrets of ancient dragons. Choose one damage type from the following; fire, lightning, poison, acid, or cold. You gain immunity to that kind of damage.
Additionally, your Dragon Form no longer needs to recharge, though you still are unable to use it if you are out of Wild Shapes.



Paladin: Oath of Fate​
Those who swear the Oath of Fate must be devoted indeed. These paladins can use their boons to see the road a creatures walks, and what lies on it. Sometimes called Fate Knights or Warrior Prophets, these servants of the multiverse are sworn never to peer too far into the future, for sake of their own sanity, and the safety of others.

Tenets of Fate

The Code of Fate is simple and fluidic yet solid, much like the nature of destiny itself. It can, however, be summarized into a few key pillars.
Observation. We are watchers and guardians of the ever-branching road. We observe, it is forbidden to interfere with the world on the basis of our foreknowledge.
Choice. The future is always uncertain and changing, neither can nor should we force others to follow a certain path.
Wisdom. The past is rife with mistakes and tragedies. By studying it, we can learn to avoid similar incidents without peering into the future.
Hope. A core principle of life is that everything rises and falls, waxes and wanes, like the tide of a great ocean. No matter how bleak the present or future is, it will not last.
Oath Spells

You gain the following spells at the Paladin levels listed. These spells are always prepared and do not count against you number of prepared spells.

3rd
Detect Magic, Detect Evil and Good
5th
Augury, Warding Bond
9th
Clairvoyance, Counterspell
13th
Divination, Locate Creature
17th
Legend Lore, Scrying


Channel Divinity

When you take this Oath at 3rd level, you gain the following two channel divinity options.
Fate’s Vision. Whenever you make an attack roll or force a creature to make a saving throw, you may use your reaction to plead Destiny for a glimpse of the future, and gain or grant advantage or disadvantage on the roll.

Thread of Destiny. You have learned to slightly accelerate or rewind the life of others through the power of your oath. As an action, you may use you Channel Divinity to target one creature you can see within 20ft. If that creature is unwilling, they must make a Wisdom Saving throw. On a failure, they either age or become younger (your choice) by 1d4 years. If they age, the target is given a level of exhaustion, if they become younger, a level of exhaustion is removed.

Aura of Foresight

At 7th level, and creatures within 10ft of you have advantage on initiative and Dexterity saving throws.

Divinated Resistance

At 15th level, you have learned to weave the tapestry of time around yourself for protection. When you fail a saving throw, you may choose to succeed instead.
You may use this feature a number of times equal to half your proficiency bonus. You regain all expended uses on a long rest.

Fatekeeper

By 20th level, you have become a master of destiny, a grand weaver of time, a bricklayer of the ever-branching road. As an action, you may take control of the threads of fate. When you do so, you gain the following benefits:

  • You can see all invisible creatures not behind total cover.
  • You can see into the ethereal plane for 60ft.
  • You have advantage on all saving throws.
  • All attack rolls have disadvantage against you.
This effect lasts for one minute. Once it ends, you cannot activate it again until you have finished a



Sorcerer: Frostmage​
It is not uncommon for those with innate magic to have gained their gifts from elemental powers. Some wield the fury of the storms they were born in, others take to the field of combat, harnessing their mastery of the earth. You, however, have been granted a rarer element. You control the powers of ice, of cold, of winter. What you do with these powers is up to you, but one thing is guaranteed. The cold never bothered you anyway.

Tongue of the Frostdwellers

At 1st level, you learn the following languages: Yeti, Winter Wolf, and Giant.

Wintery Armor

Starting at 1st level, you have learned to conjure up the cold forces to protect yourself and others. You learn the Armor of Agathys spell, and it does not count against your spells known. Additionally, whenever you cast Armor of Agathys on yourself, you can grant the benefits to a number of other creatures you can see in 60ft equal to your Charisma modifier.
Whenever you cast in this way, the others gain the benefits of spell as if it had been cast at half the level you actually cast it.
Bleak Midwinter

At 6th level, you gain resistance to cold damage. In addition, whenever you cast a spell of 1st level or higher that deals cold damage, you release a storm of frost magic. All creatures you can see within 10ft of you take cold damage equal to half your sorcerer level.

Frosty Secrets

Starting at 14th level, you learn three spells that deal cold damage. These spells count as sorcerer spells for you, but do not have to be from the sorcerer spell list. These spells do not count against the number of sorcerer spells (or cantrips) you can know.

Cold Emperor

At 18th level, you gain immunity to cold damage.
Additionally, you may use your action to freeze the blood in your foes’ veins. Choose up to three creatures within 60ft that you can see. Each needs to make a Constitution saving throw or take cold damage equal to twice your sorcerer level and become paralyzed for 1d4 + your charisma modifier rounds. On a successful save, they take half the damage and are not paralyzed.
Once you use this feature, you must finish a long rest before you can do so again.



I'm open to any advice or critique.


 

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